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!
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
Submitted
Guest
, -- | Last updated --
![]() |
Sacaellum Shrine GuardType: 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
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.
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.
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.
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.