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!
* * * * -

Cry of the Wind



Cry of the Wind

Cry of the Wind


Type: Event
Faction: Eldar
Cost: 0
Shields: 1
Signature/Loyalty: Signature Icon
Traits: Tactic.

Reaction: After a unit moves from one planet to another, move that unit to an adjacent planet.
Elegant and deadly, none can touch a Swooping Hawk once he is airborne.

Set: Descendants of Isha Number: 115 Quantity: 2
Illustrator: Nikolaus Ingeneri
Other Cards in Signature Squad 013
Recent Decks Using This Card:
Want to build a deck using this card? Check out the Warhammer 40,000: Conquest Deck Builder!


14 Comments

A free Event that allows you to outmanouver 'hunts' with Mobile units or allows you to go on a hunt yourself. It can also skew your opponent from moving his/ her units around with Plannum.

 

3/5

My favourite cost! Another mind games card, this, as Wild-riders on planet 3 with the potential to go anywhere in a turn cannot be ignored. More restrictive than most events though, so 3/5 seems fair.

It can be used to take advantage for yourself or to deny any movement from planet to planet.

 

4/5

    • KillerShrike likes this

Good point on the latter, TimeZero and Killax.

 

Have to say that in practice, I've found the primary benefit here is additional reach for Baharroth between the desired command win and desired battle planet, as the two are not always conveniently next to each other. Most often, this card in hand has let me drop Baharroth in unexpectedly at Planet 3 for a command win, then swoop him over to where he's needed.

    • KillerShrike likes this

I like this card, though its getting less surprising as people get used to it. Main benefit here is to mess up an opponent's command math, bringing in a unit that they didn't expect to see at Planet 1. 

 

Its not as good as Eldorath's signature event though!

Photo
dnapolitano
Sep 17 2015 08:26 PM

A recent game I played reinforced my love for this card.  It is an event that I always want to have in hand due to its versatility.  

 

1) Keeping units at a deployed planet.  I have 1 warlock destructor contesting planet 1.  Cato deploys Chosen to planet 2 and moves destructor to planet 2.  I play Cry of the Wind to move destructor back to planet 1.

 

2)  Hiding the fact that you are contesting planet 1.  Cato has 1 unit on planet 1.  I have Wildrider Squadron at planet 2 and nothing else at planet 1 or 2.  Cato deploys Chosen to planet 3 and moves Squadron over.  This makes it appear that planet 1 will go uncontested to Cato.  At start of battle, I combat move squadron from 3 to 2 then Cry of Wind from 2 to 1.  I ultimately win planet.

 

Protecting Baharroth

--The next 3 are not rare occurrences, given the prevalence of Tense Negotiations and Foretell in Baharroth decks, leaving Baharroth exhausted and exposed during the combat phase and a juicy target for mid-phase planet movement.

 

3) Aun Shi plays Kauyon Strike and moves heavy hitter over to planet with Baharroth.  I play Cry of Wind and move a unit down another planet, thus potentially cancelling the threat and removing that unit from 1st planet battles for one additional turn.

 

4) Shadowsun plays Squadron Redeploy with same effect as above.

 

5) Opponent wins planet 1 battle at Plannum.  They chose to send a unit down to planet where my warlord is to contest battle.  I send them down one more planet.

 

6) Opponent commits Ragnar and pulls over the sentinel.  You toss it down to the next planet.

 

7) Offensive Use

Eldorath attaches mobility to Council then moves it from planet 1 to planet 2 where he has committed his Warlord in order to set up there for next round.  I play cry of the wind to move the Council back to planet 1 then quickly destroy the unit.

 

8) Mobility

Sometimes you are not playing a very mobile warlord/faction.  The card is still extremely useful IMO.  You can commit Baharroth to a planet to gain command advantage then send him downstream or upstream 2 planets either to assist in or avoid a battle.  For example, sending to planet 1 to break a command tie (or keep it stalemate if other warlord commits there) then sending 2 planets down to Ferrin in order to Tense Negotiations and route a unit from planet 1.

    • TheHiveTyrant and xRAVEx like this

Adding to the above, an effect that you won't get to trigger too often for obvious reasons, but can really mess the opponent up:

 

9) Anti-Ragnar/Eldorath

They relocate their warlord using Foresight/Blackmane's Hunt, you move their warlord one planet further/back. Potentially devastating, and at the least messing up the opponent's plans.

Primary use for me is number 8: mobility.

 

People sooner or later get used to the idea that Baharroth can aim for a command snipe at one planet and a battle ability at that planet or an adjacent one. A good player will attempt to guess your commitment by putting himself in your shoes and seeing where is a good place for you to command snipe and then move to a battle ability favourable to you, and will move to reduce your options.

 

This card increases the range from 1 planet to 2 planets distant between command win and battle ability. A good player will be aware that this possibility exists, but generally cannot devote resources to countering a possibility that requires a 2 of 50 card, just like a good player knows that Eldorath has foresight, but can't afford to make his command deployments on the assumption Eldorath has it in hand.

 

So at top level play, I don't think any of these uses are in any way unpredictable, but on the other hand the opportunity potential for these tricks to exist allows you to effect the efficiency of your opponent's deployments.

 

Typical play here, for example. is to deploy just a few units, and have combat power at Tarrus. Usually to trigger Tarrus it'd be inefficient to deploy there if you already hold command there. You can deploy to command snipe an opposing presence, then in battle phase assess the board state, and move either to Tarrus (if favourable) or over to planet 1, if you can tip the battle there.

Adding to the above, an effect that you won't get to trigger too often for obvious reasons, but can really mess the opponent up:

 

9) Anti-Ragnar/Eldorath

They relocate their warlord using Foresight/Blackmane's Hunt, you move their warlord one planet further/back. Potentially devastating, and at the least messing up the opponent's plans.

are you sure it works? The wording on both events is "commit", not "move"

Photo
FedericoFasullo
Sep 18 2015 11:06 AM
xRAVEx see the nurglins documentation

xRAVEx see the nurglins documentation

Wait, so you CAN move your opponents warlord on Foresight/Blackmane's Hunt?

xRAVEx see the nurglins documentation

omg, it was my own words, that commit=move.

 

Thanks, Federico.

Photo
FedericoFasullo
Sep 18 2015 12:39 PM

Wait, so you CAN move your opponents warlord on Foresight/Blackmane's Hunt?


Yes, but AFAIK you won't be able to stop his reaction.

EG:

Baharrot is on Tarrus
Ragnar plays hunt and goes to Tarrus
You use Cry of the wind to move Ragnar to an adiacent planet so they won't face each other
Ragnar can still trigger to inflict 2 damages on Tarrus since the reaction framework is still open.

You are basically avoiding the fight but all reactions are still triggerable.

Side note: Ragnar won't be able to trigger his ability after Cry of the wind in the new planet because moving to a new planet is not considered a commitment
    • Asklepios likes this

Yes, but AFAIK you won't be able to stop his reaction.

EG:

Baharrot is on Tarrus
Ragnar plays hunt and goes to Tarrus
You use Cry of the wind to move Ragnar to an adiacent planet so they won't face each other
Ragnar can still trigger to inflict 2 damages on Tarrus since the reaction framework is still open.

You are basically avoiding the fight but all reactions are still triggerable.

Side note: Ragnar won't be able to trigger his ability after Cry of the wind in the new planet because moving to a new planet is not considered a commitment

Wow that is amazing! :D

And yeah, the reaction will remain regardless :)