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Soaring Gargoyles



Soaring Gargoyles

Soaring Gargoyles


Type: Army Unit
Faction: Tyranids
Cost: 2
Attack Value: 2
Hit Points: 3
Command Icons:
Signature/Loyalty:
Traits: Creature. Leviathan.

Flying.
Hive Mind - Each Termagant token you control at this planet gains Flying.

Set: Boundless Hate Number: 47 Quantity: 3
Illustrator: Antonio José Manzanedo
Recent Decks Using This Card:
Want to build a deck using this card? Check out the Warhammer 40,000: Conquest Deck Builder!


29 Comments

Forget about the Hive Mind. 2 for a 2/3 Flying looks super solid. I think this guy will be a great combat unit.

Hellion Gang with +1 HP in exchange for its command icon. Not a good trade.
    • awritt likes this

Shame neither of them can be teleported anywhere by a support. Oh, wait... And without considering the Gargoyles can develop some regenerating abilities, turning them a 2/5 flying teleporting and regenerating beast. Warlords won't be safe anywhere.

So all I need is this card, Mycetic Spores, a termagant token, and Regeneration, and I can have a threatening unit? Sounds like an informercial.
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walkingphoenix
Jan 26 2016 04:29 PM

I think is unit is better than Hellion Gang. 2HP vs 3HP on a flying unit makes a big difference.

It's a better fighter, no doubt. The kind of unit that does well on its own deployed on planet 1, beating most other units in the 2-cost department.

While Hellion Gang can do the same to some extent, its statline makes it a better capper that is quite strong against warlord sniping.

 

On another note, I'm wondering if giving Flying to Termagants is useful outside a dream scenario in which your tokens already have bonus ATK and/or HP.

Seems like a worthless Hive Mind ability.

Just 2/3 Flying for 2 doesn't sound much better than a Black Guardian, and I hate Black Guardians.

 

But I'm still undecided about this unit.  It's just slightly under curve for 2 resources, so the Hive Mind ability just has to be decent, not amazing, to make them worth it.  But what do they replace in a Hive Mind deck?  I'm thinking the only option is Termagant Spikers.  The Spikers are often an MVP in that type of deck, but they cost 3 with no command and only 1 ATK.  I could see swapping in the Gargoyles instead for 1 less, and they're really good combo'd with Swarm Guard.  But almost useless when not combo'd with Swarm Guard...  (Whereas Termagant Spikers are really good combo'd with Strangler Brood, but still okay without them.)

 

I think for now, I'm not sold.  Unless we see Flying keyword synergy in the future.

The main benefit I can see from these guys is that they give the termagants the ability to shield up to 4 damage with a double shield, which could be a clincher if they have an attack/AoE boost applied to them. Even so, it does feel like too many cards are needed all at once to get this to work (and this is coming from someone who loves combos) and even if you do, AoE will still wreck your day.

However, 2/3 flying does make it a strong combat unit for sure and potentially more durable than the equivalently costed Black Guardians, but the lack of command in a deck that's already suffering with command is just painful.

One their own they are a decent unit with some survivablity which nids need.  They really shine with a little card called Regeneration that I hear is good.  A 2/5 flyer that heals 2 per turn for 3 resources is a great deal.

Bear in mind that a Swarmlord deck has many Hive mind units, plus usually x3 regeneration and x3 Mycetic Spores like a staple. Until now, the real combat threatening unit with Hive Mind (and thus, teleportable) was the Biovore. Now, the deck has the chance to add this perfectly capable fighter. I still don't know why not having a command icon in a deck that get tons of free command icons in termagants makes it poor. I'll always send it to the fight. Nids have cheaper and better units for command. I want these Gargoyles permanently on my opposing Warlord's face, and the command icons mean little when the enemy Warloord steals it (and surely the Swarmlord won't be on that fight, but spawning termagants and sniping).

 

The card must be considered in the whole deck, and all the synergies it has. Plain comparatives to Eldar cards is meaningless. Once again, Nids CAN'T play Eldar cards (or belonging to any other faction).

 

Not saying it's great. I'm saying it does its job and has a role any other non-elite Hive Mind unit has.

    • DLord likes this
And I believe an over-reliance pn Hive Mind units is why we're not seeing the Swarmlord as a competitive warlord.

I agree. I think Swarmlord needs something to make the Hive Mind strategy viable. Right now it's just too many cards that need to be combo off each other, and the Hive Mind units are easily rout/AOE/destroyed and thus ruining all the setup for nothing. Like Shadowsun, I think Swarmlord have to get cards that can minimize the risk to invest so much into Hive Mind units that can backfired against tournament quality decks.

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dnapolitano
Jan 31 2016 06:17 AM

Slides nicely into the 2-cost slot of a non-infestation themed Old One Eye deck. At this time, the other 3 non-sig 2-cost army Nid units cause some form of infestation, and this 'chance' infestation becomes a liability if your deck doesn't include infestation themed cards but your opponent's Nid deck does (a situation that will become more pronounced with Omega).  

 

All that aside, stats are good for the price and this unit becomes a major force with regeneration attached.

not so good in HiveMindless deck, for it has the usual HiveMind (and generally Tyranid) problem of low command

Sorry, don't buy that rationale at all. "I'm going to weaken my command game, which i already problematic for Nids, because the other 2-drops cause infestation, and that might hurt me in mirror matches." You can choose not to trigger Scything Hormagants' reaction if that actually happens. Spore Sacs are more about the 1 splash damage to everything present than the infestation, though you could always opt to not use that as well. And you're going to give up Nids' only 2-for-2 unit for a unit with zero command? People are trying too hard to defend this card. If you were running Hunter Gargoyles or Strangler Brood in a deck that doesn't really look to max out termagant tokens, then this has a spot. But if you weren't using a zero command unit in the first place, this shouldn't force its way in. And "Regeneration makes it good!" isn't an argument, Regeneration makes everything good. But if you put Regen on a unit that is good to start with, you make it great. Gargoyles won't be great.

I don't believe Tyranids have any problem with command. They start the game with their Synapse unit, and have some very solid units for command.

 

Below cost 3, they also have no real fighting units that cause problems to a Warlord. This one does. And regeneration is much better on a flying unit than in any other one, so yes, regeneration IS better on the Gargoyles than, say, a Warrior or a Pyrovore.

 

Anyway, this one is obviusly far from a must have. It's another tactical option that opens up new strategies. Sometimes I have the impression this forum has to inevitably sort every card into "great" or "poor" cards (and condition the readers into a certain metagame, but that's another story).

    • Cimadon, dnapolitano and Skyknight like this
The problem with Scything Haumagaunts is that they are fairly lacklustre in combat (2 attack & 2hp is nothing special), but also lack weight in command (2x resources for just 1x command icon), so i tend to find I am using them primarily for their infestation ability rather than for any command or combat benefit. Soaring Gargoyles on the other hand have no command strength but do have a bit of staying power and can make a bit of a nuisance of themselves at first planet. I think the Soaring Gargoyles fit into the "neither great nor poor" category!
@Hakkor: Heh. Definitely agree with the last point. Its the internet, everything is either amazing or the worst thing ever. Nobody has time for something just being average. ;-)

I debated whether to include Soaring Gargoyles in my OOE deck, but ultimately I took it out in favor of another unit with commands. I play with Stalking Lichor, but it is still a struggle to win commands at times (I was playing against Ragnar), It might be better with Swarmlord but for OOE I'd rather use something else.

Totally agree, it has a much better use with the Swarlord, who lacks some kind of early "punch" if not playing with Savage Warrior Prime.

The key to OOE is being able to deploy your warlord and synapse unit (I prefer SWP but understand why some like Lictor) to any planet but the first planet. You can bully first planet with your efficient combat units - sig unit, pyrovore, ravener, and now this flyer.. Regeneration is another card that empowers this playstyle, and on a flyer regeneration does get even stronger as that extra health is improved further with the flying trait. 

 

The gargoyles slot nicely into the scything slot as infestation was pointless, and I would gladly give up the one command icon for a far superior combat unit that empowers the decks best tactic to send my warlord and synapse to non-first planets and snipe two command per turn. 

 

As I see it, OOE is one usefull two shield card and one useful combat trick away from being T1 now.

While I agree with the assessment that OOE is often best when you don't send him to Planet 1, that's all the more reason to want a command icon on your planet 1 fighting unit. 

 

Lurking Homagaunt, Volatile Pyrovore, Striking Ravener - they all have command.

Agreed that would be nice, but... there are only so many options in the current card pool. My OOE deck contains all those cards you listed at 3x as well. I am not saying this is an amazing card. I am simply saying out of the options currently available to OOE this is a card very much worth playing.

 

The second paragraph in my last post best summarizes my viewpoint on the card in the current card pool. 

I've always been wary simply from the fact that I find the ability to give 1/1 tokens the Flying keyword to be of rather dubious value.

    • TLiciousX likes this

I've always been wary simply from the fact that I find the ability to give 1/1 tokens the Flying keyword to be of rather dubious value.

 

It does means that it's somewhat easier to keep them alive with shields (which realistically still doesn't mean much), but otherwise you're relying on getting a different Hive Mind unit out to either boost their attack or hp so that the Flying keyword means something more substantial.

The main thing this has going for it is its stats + Flying. It's basically a Helion Gang with -1 command for +1 hp and some largely ignored text. Whilst I'd be fine with that if it was a comparison between the Raven Guard Speeder and the Valkyrie (+1 attack) I'm less fine with it here since 2 -> 1 command icons is a lot better than 1 -> 0 command icons. The former still allows for command contribution whereas the latter does not, which weakens it significantly