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Crypt of Saint Camila



Crypt of Saint Camila

Crypt of Saint Camila


Type: Support
Faction: Space Marines
Cost: 4
Signature/Loyalty: Loyal Icon
Traits: Location. Ecclesiarchy.

Deploy Action: Exhaust this support to put a non-Elite [Space Marine] unit into play from your hand at a [Tech] planet (blue). (Limit once per phase.)
The resting place of Lord General Camila inspires those faithful to the Emperor to fight on, even when all hope seems lost.

Set: The Final Gambit Number: 123 Quantity: 3
Illustrator: Federico Musetti
Recent Decks Using This Card:
Want to build a deck using this card? Check out the Warhammer 40,000: Conquest Deck Builder!


12 Comments

(Sentimental Marine) This is the kind of card that justifies existence of Colony Shield Generator. You destroy this card "quickly" or it destroys you "slowly". This card is a White Shark. 

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MarseilleDB
May 08 2016 08:21 AM

I try to recall how it was: If I use this card to put Imperial Fist Devastators I can't trigger their ability, right?? Because there's different wording and they must be "Deploy" not "Put".

Correct.

Its also the reason you don't pay any resources for the unit. The card would be terrible beyond even Guardian Mesh Armour's standards if it did say deploy instead of put into play.

Maybe once we get the 4cc black templar card, this may be good as a 1 of since mavros suffers from resources, this could be its economy option

True, and as Turquine pointed out this is probably one of the few cards that might make the Tau Colony Shield Generator really viable to include. The obvious problem is getting it in the starting hand while not clogging up the deck with too-situational support cards.

Too bad it doesn't work with Bolster the Defence either, that would've been sweeet

not many good 4 drops for SM right now besides the AOE 2 guy :(

not many good 4 drops for SM right now besides the AOE 2 guy :(

 

The point of this card is less to play 4 cost units specifically for free, but also to get in 3 cost units, of which Space Marines have plenty. Assuming you get 2 3-cost ones in over 2 turns you've already saved 2 resources, which is still decent, with 5 resources total saved on the third turn.

​The biggest issue is whether or not playing big units to blue planets is worthwhile. Sure, triggering to play a reclusian Templar to a blue planet is pretty decent wherever it is, but would you really drop a BAV to planet 6 given that the victory condition is at 4? As such, I think Imperial Fist Devastators are probably the best unit with this since if you're against a deck that doesn't play supports they are still a decent command unit to a late planet as well as being a strong early planet bully, and if they do have supports then just play them conventionally.

​Having said all that, I'm still not convinced. It might be worth taking as a one-of with the choice of whether or not to play it down to whether or not you're against a deck with support destruction, but I don't think it's worth building a deck around. Ironically, if this was non-loyal I'd consider it in a SM heavy Shadowsun deck since you can take the Enclave as well as a second option to improve your chances. I've seen someone play a Ragnar deck with 3 of these and 3 of those 0 cost Tau support protectors, and whilst it made some serious cash in one game he was out commanded in another (even though he got this out first turn) and as such didn't get enough units to trigger it on.

I happened to be able to play it for the first time on the first turn and it saved me an abundance of cash. It was just luck. Maybe it's a two off, I like the theme it embodies so much.

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SlaaneshDevotee
May 18 2016 08:08 AM

I think the theme of it feels great!

I had it used against me by a Ragnar deck the other day. Deployed it first turn, and got (IIRC) A BAV, an Honoured Librarian and 2 Blackmane Sentinels. So, 6 resources gain by the end of the game? Not bad? But it did rely on first turn draw, me not having any support destruction, and blue planets being useful.

    • Asklepios likes this

I think the theme of it feels great!

I had it used against me by a Ragnar deck the other day. Deployed it first turn, and got (IIRC) A BAV, an Honoured Librarian and 2 Blackmane Sentinels. So, 6 resources gain by the end of the game? Not bad? But it did rely on first turn draw, me not having any support destruction, and blue planets being useful.

 

The weaknesses make me worry a lot, but actually I think if you don't build your whole deck around this card, its a reasonable splash card for a rounded meta. It's weakness to support hate that is the real issue, but if you're up against a deck that doesn't have access to support hate (or has, but is unlikely to include it) then you can play it safely. If the opposing deck does have high likely access to support hate, then you simply don't play it, which is instant virtual card-disadvantage, but then the resource cost doesn't come into play.

 

However, that's for a rounded meta. The meta is anything but rounded.

 

Worr has access to Squig Bombin', I'd say its 33% chance a competitive deck is running a copy or more.

Space Marines get Imperial Fist Devastators, the most problematic removal card, probably 60% chance a deck is running copies.

Eldorath gets Subdual, I'd say 40% chance a deck is running copies.

Kith also gets Subdual, but is far less likely to run it, say 20% chance.

 

That's the significant and popular matchups of the current meta. Of less successful but often popular decks, Nazdreg is also well equipped with support destruction. 

 

All in all, I'd say that you shouldn't build a deck around this card, as if you hit a support-hate capable matchup you'll be forced into a dangerous risk. As to splashing it into a deck that doesn't rely on it, I think that that is reasonable, but other SM cards likely outcompete it in the current meta. However, as the meta changes, it may become more valid. Unfortunately the main meta-change needed to make this card more viable is Space marines being less popular, and support-hate being less necessary, both of which limit the meta window in which this card is strong.

If you are going to play it, the trick is to play it in such a way where it wont get destroyed before its first use, ideally its second. For example, let's say you have it turn 1 against a Space Marine deck. Given the only way they can destroy it is with an Imperial Fist Devastators, you just need to delay until they are below 4 resources, then you play it and drop in a unit. If they had initiative then you'll have it next round, meaning you can get another proc before they can destroy it, and if you had initiative there's no huge loss if they do destroy it. Obviously achieving that delay is no trivial task, and it's much harder when you're up against a 2 cost Squig Bombin', but given that a lot of decks don't run support destruction (or run expensive destruction like the Devastators) you can still get some procs.

Even so, I still don't think it's worth taking more than 1 of these since it's quite risky to rely on them

    • Asklepios likes this

Agree with that, 1x at most, and in a deck that functions perfectly well if you don't draw it.