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Dread Monolith



Dread Monolith

Dread Monolith


Type: Army Unit
Faction: Necrons
Cost: 8
Attack Value: 5
Hit Points: 7
Command Icons: 5
Signature/Loyalty:
Traits: Vehicle. Elite.

No Wargear attachments.
Action: Discard the top 3 cards of your deck. Then, put a non-Vehicle H unit discarded by this effect into play at this planet. (Limit once per round.)

Set: Legions of Death Number: 28 Quantity: 3
Illustrator:
Recent Decks Using This Card:
Want to build a deck using this card? Check out the Warhammer 40,000: Conquest Deck Builder!


11 Comments

this wins games :)

Probably the best Y'varn drop in the game. The efficiency on this thing is insane, but it requires the deck to be built around it

Good card, but disagree with you there Kaloo. Y'varn drops don't give you command (ok, unless you commit upstream for a future round) so I'd rather have a Heldrake. 8/8 Flying is better than 5/7 + maybe a random unit each turn (which this being necrons, has a good chance of being  neutral capper or a 2/2 or 2/3 necron). Plus Heldrake actually has a chance to be playable with discounts if Y'varn doesn't turn up, whereas this card you actually have to pay for in full in that situation.

 

The shininess of the ability just distracts from how difficult this card is to play. Give me a Lychguard Sentinel or a Harbinger of Eternity any day of the week, both of which are much more affordable, often more impactful, and just as solid as Y'varn drops.

You can get either with the Monolith :P

    • Asklepios and OrangeGuy like this

You can get either with the Monolith :P

 

Sure. you could.... :)

 

Give me a support card that lets you move a unit from your discard to the top of your deck, and I'll be sold on that possibility.

Trying to be serious, it may not be necessary to get to that point.

An Anrakyr build with Particle Whip to keep the best units in its deck could potentially make the Monolith somewhat reliable.

 

Of course, in such a scenario you're relying on a bunch of expensive cards, so there's no guarantee it will be good, but might be worth a shot.

That's why I said that it requires the deck to be built around it, Asklepios :). If you've designed the deck to have a bunch of good targets then it's almost always useful, and even when it isn't your opponent is too scared to assume that it wont be. Plus, if your opponent is going to rout/klaviex etc the big elite you're bringing in from Y'varn then you want to be able to do something with it first at least, which you can with the monolith (Inquisitorial Fortress aside) whilst the Heldrake wont give you anything

Am I correct in assuming that you can't trigger the action the turn Y'varn drags him out becasue he's not at a planet, and the ability specifies "..at this planet", a condition that can't be met?

Am I correct in assuming that you can't trigger the action the turn Y'varn drags him out becasue he's not at a planet, and the ability specifies "..at this planet", a condition that can't be met?

Yes, the Monolith has to be present at a planet for the 'then' part to be able to resolve. You can, however, resolve the pre-then aspect if you really want/need to get some cards in your discard pile :)

Photo
FightingWalloon
Jun 21 2016 01:25 PM

Brutal unit to face. It is an elite with good fighting stats and if it gets set up on a key planet it just pumps out free units. And, yes, Backlash is a thing.

 

If this gets played, you really can't afford to ignore it and let your opponent have planet one because it will just end up on another planet generating free units. Kill it as quickly as you can. That is the sum total of my thought about facing this unit so far. Kill it, and pray they don't have Fall Back.

I wrote a program to try to determine the best number of valid Necron units to include in a Dread Monolith deck.

 

https://dl.dropboxus...Calculator.java

https://dl.dropboxus...68/dm_graph.png

 

These numbers are based on the assumption that you have a 50 card deck and you will only use the Dread Monolith's ability when there are actually valid targets in your deck, because if you are running 15 Necron units and all 15 are in your hand, field or discard pile, the chances of the DM's ability hitting are obviously 0%. 

 

Also, it's been a while since I've taken statistics. Feel free to correct my math if you spot an error.

 

Anyways, according to my findings...

  • Having 7-8 valid units give you around a 50% average hit rate
  • 11-12 give you around 60%
  • 16-17 gives you 70%
  • 23-24 give you 80%
  • 32-33 give you 90%

There is not really an optimal number, it's more a matter of consistency vs. versatility. I've tested two decks already, one running 30 valid Necron units with an average 87.4% hit rate  and one with 15 valid Necrons, 15 Allies with an average 66.8% hit rate. From my playtesting, I found that while the DM ability hit more consistently with the 30 unit deck, it didn't have much command presence and lacked combat tricks. I believe my 15 unit deck is the stronger deck, despite whiffing once or twice when using the DM ability.