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Warp Rift
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Warp RiftType: Event Faction: Chaos Cost: 1 Shields: 2 Signature/Loyalty: Loyal Icon Traits: Power. Tzeentch. Headquarters Action: Switch a target planet with an adjacent planet. (Units that were at a switched-out planet are now at the switched-in planet.) Set: The Final Gambit Number: 130 Quantity: 3 Illustrator: Alexandr Elichev |
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8 Comments
OH MY SWEET TZEENTCHIAN GOD.
As I started to read the horus heresy, I like the Warp more and more ;-)
love this card
Warp Rift does not cause planets to leave play, only to change position. Any attachments, infestation tokens, etc. on the planet stay with that planet at its new location.
Rules question reference:
http://www.cardgamed...nd-infestation/
Tested @ Regional and Tourney with Zarathur. Definitely worth including at least 1 copy. Not only its 2-shields, the effect can really screw up your opponent's planning. I used it in my games to speed up my win condition, or to decrease the effectiveness of Marvos & Worr.
Definitely a 5/5 card for me, might become abit lame late game, but the ability to change the order of planets so easily and set up a better win for yourself or take away an opponents win is great.
Is limited down alittle being that its adjacent and headquaters action, kinda means you have to predicted how next turn will be for you if you swap the planets around.
But if your enemy has already built up on a planet and you pull the rug from under them, thats the good part really. definitely an auto include in Zarathur for me
On first glance, I thought this was a good card. Interesting effect, if a bit situational, and a nice 2-shielder that Chaos needed. Turns out, it's way better than that. Not broken, by any means, but so good.