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Experimental Devilfish
Submitted
Darksbane
, Aug 12 2014 03:08 AM | Last updated Aug 19 2014 07:04 PM
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Experimental DevilfishType: Army Unit Faction: Tau Cost: 3 Attack Value: 4 Hit Points: 2 Command Icons: 1 Signature/Loyalty: --- Traits: Vehicle. Transport. No Wargear Attachments. Reaction: After this unit commits to a planet, ready it. The Tau Earth Caste is constantly testing new technology at the frontline of Tau expansion. Set: Core Set Number: 161 Quantity: 2 Illustrator: GW Design Studio |
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18 Comments
I give this card only 3-stars due to it's "no wargear" restriction (oooh, that really hurts in Tau) and the fact that it's ability is only useful when it is moving to a planet along with your Warlord. Mind you, it's nice to not have to stay exhausted the entire first round of combat after you do commit with the warlord, but there will be many more times when you just use a standard deployment to put the Devilfish in play and it's Reaction is useless. 4 atk is quite strong, though, and means if you can do his Reaction after assigning with your warlord and you know you're going to have initiative in the battle you got a powerful 4 atk unit ready to attack.
Agreed. My problem with this is the 2 health. A single token Khymera just pops this, even if you swing first this will always be getting blown up next. Maybe if it were cheaper or a flyer, but as is, I'll cut this to make room for something more reliable. It's a nice choice when you can put a unit into HQ for free, if you don't have a big 6 cost unit. Side question, I wonder what the "Transport" trait will bring with it. Nothing in the rule book hints at what it might do in the future.
I think this would be worth it with a Landraider or a FireWarrior Elite as those units don't really need to be ready to be effective. Meanwhile the Devilfish could just jump along with the warlord and cause havoc while the other units cover for them. You'd still have problems from direct damage though, and 2 health isn't a lot to defend with.
This unit's ability is very good. However, its inability to take Wargear attachments (or Shadowsun's Stealth Cadre) limits it significantly when coupled with its low health. On the other hand, if you can use initiative or shields to ensure this gets a chance to attack, it can be quite effective. I would love this unit as a 3/3, but as a 4/2 I think it's a little too vulnerable to make it into most of my decks.
Great card, but does not mesh with what Tau is trying to do right now. 3/5 until vehicle upgrades become a thing.
Good card with fantastic potential once Tau will be able to put Vechicle attachments on this that will make his behind better. Currently a 3/5 but can grow for sure.
This will be a great card with Aun'shi and the Ethereals. Commit with the Warlord, ready and hit for 4 Armorbane. Very nice. At the moment it's low health is a problem.
Health is an issue, but I'd actually say the main problem is it can't use any of the current attachments, so Shadowsun's archetype doesn't pair well with them.
No attachments and low HP make this card non synergic with tha faction. Such a shame.
A great effect, however.
3/5
Whilst your reasoning holds, this only has 2hp which means that it won't redirect much attack towards itself in reality. I have found, however, that this card works decently well in a vehicle heavy Starblaze deck since you can Dozer Blade up its low hp, although that might fall apart once Gorzod's released.
Furthermore, Space Marines already have excellent units in the 3-cost department, and since their most powerful effects require of SM units, you're often better sticking to them than trying to get something out of alliances.
I absolutely agree that you can push new and different deckshapes and come up with something just as effective. I'm a big fan of Ragnar Rally-The-Charge decks that don't use DPA at all, and concentrate almost wholly on 5 and 1 cost units.
Experimental Devilfish probably lends itself best to a "snowball" approach, and that in turn could synergise well with Starblaze. However, snowball decks aren't quite there yet, given they have certain obvious weaknesses (warpstorm, doom, etc.) and because they have to make sacrifices to command phase strength to achieve that rolling effect. Worst of all, they tend to be somewhat predictable in warlord commitment, and predictability is a big no-no in top level play.
Keep experimenting though! Innovation doesn't come from repeating old archetypes.
One notable weakness of this card, in the current meta, is that 2 HP is pretty fragile. A cheeky ranged strike from many warlords, a rotten plaguebearers / zarathur's flamers / gleeful plaguebeast out of zarathur, an opponent's Ragnar trigger... there's a lot of ways to generate 2 damage. Shields help, of course, but in practice its a LOT easier to keep a 3HP unit alive than a 2HP unit.
Doesn´t see much play, but it has good stats and ability for its cost. Maybe one for the future of vehicles in Tau gets more love.
3/5