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Inquisitor Caius Wroth
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Inquisitor Caius WrothType: Army Unit Faction: Neutral Cost: 4 Attack Value: 3 Hit Points: 5 Command Icons: 1 Signature/Loyalty: Traits: Soldier. Inquisitor Reaction: After this unit enters play, each player must choose and discard down to 4 cards in his hand, if able. A formidible psyker, Wroth channels the Emperor's Wrath to his own ends. Set: Descendants of Isha Number: 134 Quantity: 1 Illustrator: Matt Bradbury |
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35 Comments
In the right deck can be a backbreaking card. Granted I don't feel we have many Warlords who can totally abuse this card right now I do feel this card can become very important to low start hand - low income start Warlords.
Currently the lowest we have seen is Old One Eye starting with 6-6. I do think that Tyranids might just end up using this card very well with the Synapse units they have and small relative loss they'll have due to Spore Burst.
In the right deck 4/5
Wait, Tyranids cand use neutrals ? That would be strange.
You're making this mistake second time Killax, Tyranids can't use neutral units.
Another one and you're out!
Back on topic: I don't know if this card is going to change the meta. it's effect is so overwhelming but I don't know if it's ok to play more than once copy of it.
If I'm playing against Coteaz, sure I'll trigger this ability. Against Eldar though, prob not.
This guy would be great for making a "come back" play against the Eldar opponent who has been beating the pants off you on the command struggles. "Hey look, I have 12 cards in hand!" "that's great, discard 8" yowzah!
But you must be careful. The Eldar player could potentially discard a big unit to use Gift of Isha on and start winning battles instead of command. Fortunately, their biggest units aren't too popular yet.
Maybe a deck built around this guy can work, get calamity so you play this guy and destroy your opponent, of course you need lots of 3+ drops so... maybe space marines? Orks?
Calamity / Caius is often mentioned, but I don't think it will work, generally.
Broadly, this is because the deck-shape that favours Calamity isn't one that really favours Caius. With Caius, you want to be getting your own hand small as quickly as possible so it doesn't hit you. With Calamity you're wanting more units that cost 3+.
Having said that, Space Marines are the kings of 3+ cost right now, partially because their 3 costs are so good, and partially because they've got access to a handful of tricks that favour the big bruiser decks: Rally the Charge, Know No Fear, Tense Negotiations, Crushing Blow.
Interesting card but you pay alot for the effect and the effect requires a good setup to use if you don't want to use him at the start of the first turn
Against alot of decks you need to play this turn 1 or maybe 2 to get some effect from it, and against some decks like dark eldar choke you will need to get this later in the match and still have enough resources to waste on the guy.
I think I would have liked him more if he either had an effect like: "both players discard 2 cards" to use him in more aggro focused decks or Reduce his stats and/or cost and have him discard 1-2 random card from your opponent to use in more control focused decks.
This card is actually designed to fight those kind of decks. Strong on command decks like eldorath suffer much from Caius, because they usually have a really big hand in late game, full of units and shields. If you are suffering a heavy card choke, with the 4 resources you get in a turn you can deploy him and reduce your opponents hand while getting a nice unit on the board.
Can you point me to this rule then?
Why would it be stranger than Chaos Slaanesh mixed up with Dark Eldar?
Maybe a DE discard deck can make use of this card, making it easier to force them to discard down to zero. Otherwise, I don't think this is a very useful unit.
1/5
Right, I've not run him yet, but my thought is that the best place this is ammo depot decks, as those decks both tend to run low hand sizes and not be able to prevent the opponent from drawing cards. In fact, ammo depot decks are often best served by grabbing resources in the command struggle.
It'd be a nice move to get your hand down to size, to gather a bunch of resources and let your opponent gleefully climb to 10 cards or so, then as your next deploy play this.
I'm thinking of putting one copy in my Zarathur deck, for this reason.
So wrong that nobody can even say if it's wrong at all!
Ontopic, with Ammo Depot there is some small synergy but what I do expect more is that low income Warlords gain the most out of this card. Mainly because it's initial hit is the heaviest and later in the game the effect is usefull when your behind on card but not that usefull that your opponent will now suddenly discard all his great cards found.
I like the design but I still expect it will not show up in too many decks. Despite it's very awesome ability.
In my opinion this is a very strong stabilizer and the only one that the game provides at this moment, in the form of an Army Unit. The two other comeback cards the game really offers are Exterminatus and Doom. While Wroth works totally different he satisfies a similar purpose, of slowing your opponenent's rythm down and stealing tempo, which in Conquest is a very key factor in securing a victory.
Best used in very aggresive decks tha deploy multiple cheap units in the same planet in order to get a better battle presence Wroth is a powerfull stand-alone body, that at the same time either denies you opponents events or his own units. He is powerfull if used in the right deck but otherwise mediocre.
Also he opens up more Uniques units for more consistant plays of No Mercy or tother stuff that requires unique units.
I'd like to see this combo'd with calamity, you have a ton of cheap units? Let's put them all in your hand. Now... discard down.
What a great idea...!
...that we've already discussed upthread, and pointed out the weaknesses of.
Less snarkily, has anybody built a deck that intentionally combos these two cards and made it work?
Have not seen that Tyranids cannot use Neutral Cards, all I have found was: "Because the Tyranids have no interest in diplomacy, they lie outside of the Conquest faction wheel, unable to ally with any other faction. But the Tyranids have plenty of unique adaptations to overcome their lack of allies."
And then from the Diplomacy Wheel: "The Tyranids represent an outside threat that aligns with no one, they seek to devour all in their path."
While for Necrons it mentions that "The Necrons, with their dark possession abilities, are able to utilize non-loyal, non-signature units from the seven core factions on the wheel.
Neither one mention Neutral Cards. And if Tyranids do not have cards that are similar to Rogue Trader and/or Void Pirate I would think it is safe to assume that they can be included in the deck.
Actually, its been confirmed by our rules guru and by playtesters of TGD that Tyranids can't use neutral Units.
Even more so, it's been confirmed in the rules insert for TGD, which had a limited release at Gencon in August. The rule is that Tyranids may only use non-unit neutral cards (in addition to Tyranid cards).
1) Use early game with warlord that can pull cards out of discard.
2) Use later game vs warlord that is strong at building up large hand size, especially if you have additional means of gaining card draw (ammo depot etc.)
This is the community concensus?