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Missile Pod
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Missile PodType: Attachment Faction: Tau Cost: 2 Shields: 1 Signature/Loyalty: Traits: Hardpoint. Attach to a Pilot or Vehicle unit you control. Deploy Action: Sacrifice this attachment to deal 3 damage to a target enemy army unit in your opponent’s HQ or destroy a target support card. Set: Unforgiven Number: 38 Quantity: 3 Illustrator: Andrius Anezin |
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15 Comments
Great card, especially in Shadowsun.
I agree, Shadowsun can use it over and over again.
I would attach it to a Boardside Turn 1.
Prototype Crisis Suite is also great with this. You can search the top 9 and chances of getting this is pretty high.
2 Ressources for a support kill is perfectly playable on it's own.
2 Ressources support hate with an inbuild deploy stall plus the versatility of doing damage instead if there's no support worth destroying?
Yes, please.
Crazy good card. The power creep of this one makes all the previous support killers look bad by comparison.
Deploy Delay is very good, 2 deploy actions (attach card and then next action use card)
Destroys 'support' which covers them all, not just a "location" destroyer.
If no support, deal 3 dmg to a unit in the warlord train.
Harder to counter. Space marines need a blue planet to deploy to, Subdual and Squigs can be Nullified. This can be Subdualed, but that is a very limited temporary control, especially considering tau.
I would not put it 5 stars. 4 stars, maybe, but definitely not 5
Reasons:
1) It slowly then Squig Bombin. And I would prefer to have card like Squig Bombin in my Eldorath deck
2) In contrast to the Black Sword, this card does not generate / does not increase the winning strategy, it is only fights with enemy supports. There is only 1 support which is doing bad to tau and eldar. It’s Archon's Palace.
This card seems good with Commander Shadowsun
good option for others will see lots of use
1) Its Squig Bommin' with a bonus deploy stall but warning the opponent its coming and requiring an eligible target to attach to. If the opponent already had a good support out then the only way warning them is of any use is if they run Colony Shield Generator. And it provides the option for damage if no targets present themselves or you really need to kill for example Aun'shi's double Gun Drone wielding ranged guy at HQ who will otherwise wipe your army thanks to Tau'va. Note Eldar have only 1 other damage "event".
2) Plenty of supports are effective against Eldar and worth destroying aside from Palace; Troop Transport, Forward Barracks and Khymera Den being top of the list with Orbital City, Catachan Outpost, anything Saint Camilla based, many sig supports...
I can't see me not at minimum considering it for every Eldar and Shadowsun deck that can take it, and therefore it is a 5/5 to me.
I agree with VonWibble. The Pod might have another use besides those mentioned above (below in the feed).
Say you deploy the Pod early in the game without your opponent having any supports in play..
Now your opponent's motivation for playing his/her Troop Transport/Palace/Orbital City/Barracks/Den/Catachan Outpost etc. is all but gone. The only way to get rid of the deterrent is to either come up with a way to remove it, e.g. by destroying the carrier, use Bolster the Defence away from the deploy phase, or to play a decoy support and hope you'll blow that up instead.
Timed right I think the Pod as a deterrent can create some very interesting strategic problems and situations
I've seen this exact thing used today with the Prototype Crisis Suit - with double Missile Pods fetched and attached. It prevented Coteaz from deploying a bunch of supports he had in hand, at least until the Shadowsun player passed during deploy.
I disagree with this assessment as you're confusing the idea of giving your opponent more information to assess their options with providing a deterrent. Your opponent can always choose to allow the trade between the Missile Pod and the support they put down or they can opt to spend the resources elsewhere if spending elsewhere provides a better ROI.
E.g. You play a Missile Pod early with no target against Kith. Kith then assesses that rather than trading her Palace with it immediately, she's better to invest the resources into playing out more command units and increasing the command reward difference between herself and you. She can still opt to play the Palace later (e.g. followed by a Den or second Palace or has nothing better to do) and allow the trade after the damage is already done from coming out ahead on an earlier command phase. The exchange is still pretty even (2R1C each, though you get 1 free ply later on for burning one ply earlier on playing the Missile Pod).
In this case, you haven't so much deterred the Palace as presented Kith with the information that you possess the capacity to destroy a support and let her choose the terms of the exchange. Also keep in mind, this is also an exchange that is materially very even. Worr should have no issue with dropping a TT in the face of an early Missile Pod as the exchange works materially to his advantage.
Compare this to Squig Bombin' where you're not necessarily forced to present your exact capabilities until after your opponent drops a support. While you lose the "free" ply with Missile Pod, you also present no information concerning your capabilities to your opponent and so you have a lot more power to decide the terms of an exchange (i.e. you're not committed to destroying a support if you have something better on which to spend those resources). Then there's also an issue that you have a harder time playing reactively with Missile Pod too, since there's essentially nothing you can do to prevent an opponent from getting some value from playing a card like Bonesinger Choir if you haven't preempted it (whereas Squig Bombin' can immediately make the exchange).
That's not to say the card is bad, or that Squig Bombin' is better; being an attachment and fetchable with ECT and recurrable with Shadowsun does give it a mechanism of providing card advantage which is pretty important as far as cards go. But I'm not sold on using it's alternative mode for unit destruction as being something to tip it over the edge. Units in HQ tend to be a lower priority over units at planets (no command impact and arrive exhausted) and spending 2R1C for 0R1C in a case where the damage is shielded is also a disadvantageous trade.
I doubt I'd ever play the card just to use it for the damage dealing ability unless I'm rolling in resources, however if I've already attached it for free via Shadowsun then it's a nice deploy stall against decks that are unlikely to have many supports to target.
Sure. But without a support to target, you'll probably recur an Aux. Armour or Stealth Cadre well before a Missile Pod.
Why did you remove the word "he still won though". This phrase best describes the benefits that brought this card.
I do not urge you not to use this card. Probably I will use it myself in certain situations. I just shared my opinion that it is not 5 star worthy. And what to use, I have used the colony shield generator. Any card can be used, if you understand why you need it and it fits into your strategy.
I removed it for the exact reason you ask about it - it was the Shadowsun player that won, and the original sentence implied otherwise, but I posted it late and couldn't be bothered to rephrase.
That's obviously on the condition that you have those in hand/discarded. I was moreso adding to the point that the damage dealing part of the card is not that useful.
I'm still on the fence as to whether or not I'll run these (mostly likely 1/2x if I do) however, but it seems interesting enough. Testing will see if it's worth it