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Promethium Mine



Promethium Mine

Promethium Mine


Type: Support
Faction: Neutral
Cost: 1
Signature/Loyalty:
Traits: Location.

Limited. (Limit one Limited card per round.)
Forced Reaction: After this card enters play, place 4[RESOURCE] on it.
Reaction: After the deploy phase begins, transfer 1[RESOURCE] from this card to your resource pool.

Set: Core Set Number: 173 Quantity: 2
Illustrator: Mark Molnar
Recent Decks Using This Card:
Want to build a deck using this card? Check out the Warhammer 40,000: Conquest Deck Builder!


32 Comments

It takes a few turns to gain an advantage from this, but late in the game is when you need it most. Looks like a card you'd want to play early, so pack 4 of them. Add in cards that gain a benefit for each support you have in play and you've got a good recipe.

I think this will be a wiser choice than faction-aligned resource supports out of Core.  This times out but in exchange you get resource that can be used on ANY card, not just one faction's units.  And what's a four-round limit in a game that can't take more than seven anyway?

 

Also tiny thing but the card limit is 3 of, not 4 :)

This will be a staple for resources for a while, kinda like armitage codebusting from Netrunner. 

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Vermillionde
Aug 21 2014 01:12 PM

I think this will be a wiser choice than faction-aligned resource supports out of Core.  This times out but in exchange you get resource that can be used on ANY card, not just one faction's units.  And what's a four-round limit in a game that can't take more than seven anyway?

 

Also tiny thing but the card limit is 3 of, not 4 :)

 

I agree that this is good, but I don't know if it's going to replace the faction-aligned resource supports. Yes this gives you an extra resource, but the faction-aligned supports could save you multiple resources per turn depending on what you play. Personally I'm likely to use both but that's just my opinion. 

    • SuperKlaus likes this

Actually when I posted I didn't realize that Limited means one DEPLOY per round, not one USE in any way or form.  So you can eventually stack copies of this card and/or the factional unit cost reducers.  By Round 4 you could be generating more or less +4 Resources per round.

 

Further I realized that this cannot begin paying you until the turn after you deploy it, whereas the factional supports can exhaust to begin paying the same turn.  So I agree with you Vermillionde - taking both is reasonable.  That said I think I'd still go 3x Mine before considering adding factional resource supports.

Have to say this card is much weaker than it appears, you loose 1 when you play it, turn 2 you have broken even, you only get ahead Turn 3. Considering the game only lasts 7 turns max, this card only puts you behind.

 

9 times out of 10 I would rather have another card in my hand instead of this one. 

 

As Admiral Adbark would say; It's a Trap!

    • talism likes this

It's more attractive for the Imperial Guard, since it'll beef up your Infantry Conscripts; but all in all, unless it shows up really early in the game, this card will probably disappoint. The turn after you played it you've "Played a card for nothing" (bad), next turn you've "Played a card for a resource" (fair-ish trade, but not worth a card slot), then the next turn it's "Played a card for two resources" which is an actual gain, albeit not a huge one. One more turn and it may have justified itself, but unless you got to play it real early, there's no guarantee it'll get to happen, or matter if it does.

Have to agree, should be named "Promethium Trap".

The mines are unique so you can only have 1 in play at a time. For now the best recipe is likely 2 mines, and maybe one of these. Personally I would rather just slot an extra rogue or trader. At least with the trader you're getting an edge on a planet, and even if they counter it they've likely had to spend resources to do so. The rogues and traders can be buffed, used and manipulated, while this resource basically gives you a 3 resource return on investment 4 turns from when you play it.


Stick with the units and faction reducers for now.
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Vermillionde
Sep 01 2014 04:42 PM

There's no unique symbol on this card, so it's not unique. The faction reducers are unique however. Though I still agree that the mines are not worth it. It's not worth the investment of time or resources compared to what winning command struggles gives you. 

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LucaGirolami
Jan 19 2015 10:16 PM

It's worth played on turn 1 or turn 2. And it gives back 3 net resources.

I've cut it away from my decks because i slowly learned how to achieve Res in different ways.

2/5

This card looks to be getting a lot more fashionable.

 

Why I don't use it is this:

 

Turn 1, you play this, you are -1R -1C

On Turn 2 you are at +0R, -1C

On Turn 3 you are at +1R, -1C

On Turn 4 you are at +2R, -1C

On Turn 5 you are at +3R, -1C

 

So, for at least 3 turns, its probably not worth it in those terms, and if you play it within 3 turns of the end of the game, it probably wasn't worthwhile. Also Limited, thats a real dealbreaker for me. I'd always rather have a Promotion.

 

However, some other arguments I've heard are this:

- You can have more than 3 Limited without affecting odds of clash too badly, and you can always save that Promotion/Raid for shielding/next turn.

- Its a turns deploy delay with no information revealed

- It shifts the resource tempo, as a base 5R per turn gives you many more options than a base 4R per turn.

 

These are all good arguments, which I still find fairly unconvincing, and I still don't run this card.

 

As its so much coming back into fashion, can others report on whether they use it?

I agree with you - I've heard all the arguments for it, and see some merit in them, but remain unconvinced overall. The game is too often over before it really matters, and tempo loss is a big thing in this game.

I used to use it but I don't any more.  As stated above, it seems to be worth its weight in an AM deck that uses Infantry Conscripts, but otherwise I'm not a fan like I used to be.

Putting it into play with enginseer could be interesting, 0 card and 0 resource cost + it can ignore the limited limitation

Putting it into play with enginseer could be interesting, 0 card and 0 resource cost + it can ignore the limited limitation


Augur can only put AM supports into play.
    • ultimate26 likes this

Yep, and IF it could put any support into play, there's any number of strong ork supports that could synergise with it that are better than Mine.

 

Getting Augur to work has been a personal mission of mine for some time, but I can never quite get a T1 deck together that is based around heavy AM support use.

Augur on the new warlord would be great, retreat him to suicide it.

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FightingWalloon
Nov 07 2015 11:18 PM

I was watching Sam Mann's Ku'gath deck on the Hive Tyrant videos. 

 

He runs Promethium Mine in that army because it is weak on command by design and he intends to play the long game. I wonder if he might be on to part of the counter the meta needs to the overwhelming problem created by armies that own command. 

I always loved this card! My best success came with a zogwort deck with ammo depot and promethium mine. But that might say more about how bad I am at the command game and benefit from crutches .

Promethium Mine makes me so sad.  I want to use it in decks that are very command weak, but even there, I just can't.  I think it would be still weak, but barely playable, if one of the following:

- Cost 0 (biggest improvement, obviously)

- Not Limited

- Doesn't get counters, just pays every turn.

 

If two of those things, I think it would be a decent card.   If all 3, it might actually compete with Promotion/Rogue Trader/Void Pirates for inclusion in every deck.

 

But with so many bad restrictions, even if you include it in a deck, I think you're better off keeping it in hand rather than playing it and actively hurting yourself.

    • Gosgosh likes this

Promethium Mine makes me so sad.  I want to use it in decks that are very command weak, but even there, I just can't.  I think it would be still weak, but barely playable, if one of the following:

- Cost 0 (biggest improvement, obviously)

- Not Limited

- Doesn't get counters, just pays every turn.

 

If two of those things, I think it would be a decent card.   If all 3, it might actually compete with Promotion/Rogue Trader/Void Pirates for inclusion in every deck.

 

But with so many bad restrictions, even if you include it in a deck, I think you're better off keeping it in hand rather than playing it and actively hurting yourself.

 

Included it nevertheless 3 times in my troll deck, because it is very weak in command and I need a lot of ressources. (Ah yes, warlord...big surpirse, it's Uri(e)n)

 

At this time, the deck needs more testing, but in version 1 I won against a Cato (gave up on turn 3 because he played stupidly) and lost against Kith (op. said he had a hard time), Eldorath (who had a good laugh) and Nazdreg (close battle at the last planet).

Included it nevertheless 3 times in my troll deck, because it is very weak in command and I need a lot of ressources. (Ah yes, warlord...big surpirse, it's Uri(e)n)

 

At this time, the deck needs more testing, but in version 1 I won against a Cato (gave up on turn 3 because he played stupidly) and lost against Kith (op. said he had a hard time), Eldorath (who had a good laugh) and Nazdreg (close battle at the last planet).

 

Well, it's certainly possible to win even with bad cards in your deck, especially if you're a good player.  :)

    • Gosgosh and Kaloo like this
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Serraph1133
Jan 18 2016 07:51 AM
So, I have a buddy who plays with two of these in his eldorath deck... he uses them for two reasons. One as a delaying tactic, two because it's a resource that his opponent cannot contest. His deck is fairly rough to play against, maybe in spite of these cards rather than because of them, but he says they work for him.
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FightingWalloon
Jan 18 2016 07:45 PM

So, I have a buddy who plays with two of these in his eldorath deck... he uses them for two reasons. One as a delaying tactic, two because it's a resource that his opponent cannot contest. His deck is fairly rough to play against, maybe in spite of these cards rather than because of them, but he says they work for him.

 

Eldorath usually does so well in command that I am surprised by the notion that an Eldorath player needs more resources. That said, extra resources are rarely a bad thing. If nothing else, it pays that Warlock Destructor upkeep.

Eldorath usually does so well in command that I am surprised by the notion that an Eldorath player needs more resources. That said, extra resources are rarely a bad thing. If nothing else, it pays that Warlock Destructor upkeep.

 

Early on, the biggest problem for Eldorath was having something with a decent punch to deploy once you did well in command. Now that Eldar is seeing more units with ATK teeth, it's not so much of a problem, but it does take you out of the 2-3 resource range more than in the past. As a result, I have seen Eldar paying a lot more attention to the timing of their resource get.