Jump to content

Welcome to Card Game DB
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!
* * * * *

Sacaellum Shrine Guard



Sacaellum Shrine Guard

Sacaellum Shrine Guard


Type: Army Unit
Faction: Astra Militarum
Cost: 1
Attack Value: 1
Hit Points: 1
Command Icons: 1
Signature/Loyalty:
Traits: Soldier. Sacaellum. Ally.

While this unit is at a [Strongpoint] planet (green) it gets +1 ATK and +1 HP.
The guardians of the Shrine of Saint Camila were the first to join the fight to protect their home from the armies of Ba'ar Zul.

Set: Boundless Hate Number: 37 Quantity: 3
Illustrator: Victor Manuel Leza Moreno
Recent Decks Using This Card:
Want to build a deck using this card? Check out the Warhammer 40,000: Conquest Deck Builder!


8 Comments

Photo
ellonellanfair
Jan 26 2016 03:02 AM

The missing piece to for Muster the Guard decks. Another 1/3/2 for 1 in Worr. They sadly have to give it an Ally subtype. Non-loyal means Ork and SM just have a solid 9 1 for 1 command base that can battle as well.  4/5 for me.

Nine AM 1 for 1 Command, each having great combat presence. Any deck not running Sowing Chaos beware. All three AM Warlords can benefit from this guy.

All 3 AM warlords benefit, plus all 3 SM, both Ork warlords.... Really above the curve unit, unless we start seeing more playable ally-hate.

Stop playing muster the guard. It is unplayable in the current card pool. 

 

This card by itself is solid. I would play two of in Worr.

Its a 1-3-2 at green planets for Worr, and you would only play two copies. You have more demanding expectations than my ex-girlfriend. And Muster isn't unplayable with Worr. You obviously still lose the command victory, but get the battle ability, and unlike other warlords, will still kill the opposing capper.
    • Gosgosh likes this

 will still kill the opposing capper.

 

This. Most people tend to forget that Worr insta-kills every army unit which retreats...at least for now because he has been out for not even 1 month.

Its a 1-3-2 at green planets for Worr, and you would only play two copies. You have more demanding expectations than my ex-girlfriend. And Muster isn't unplayable with Worr. You obviously still lose the command victory, but get the battle ability, and unlike other warlords, will still kill the opposing capper.

It is a conditional 1-3-2.. If you need to win at a non-green planet. Or Worr gets bloodied, etc.. You start losing stats on the unit. The unit is not without drawbacks and a unit that is situational (however good it is) tends to be a 2x for me. If you played 3x in certain decks I wouldn't blame you though.

 

As for muster... I don't know what deck shapes people are building with AM but muster is an overkill card. AM is already cheap enough and wasting a card to get cheaper is not more valuable than having another card in hand and using your warlord to trump their command. Remember, trumping command with a warlord is not just about counting the command you won, but also the command you denied.

On top of that this is the exact same as Tallarn Raiders (assuming a warlord is about) but without the extra hp at hq. Both are situational but at least the Tallarn's are arguably better at non-green planets for Worr. I'm still torn between the two, but I don't feel the need to take more than 5 copies between them (far more tempted to take 2 of each) since they fill similar roles.

    • refbot likes this