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The Shining Blade



The Shining Blade

The Shining Blade


Type: Attachment
Faction: Eldar
Cost: 1
Shields: 3
Signature/Loyalty: Signature Icon
Traits: Relic. Wargear.

Limit 1 Relic per player.
Attach to a Mobile unit.
Interrupt: When attached unit declares an attack, declare that attack against an enemy unit at an adjacent planet.

Set: Descendants of Isha Number: 114 Quantity: 1
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!


24 Comments

Gives a really decent bonus for it's cost. However the later this card is found the lesser it's impact will be. However still at cost 1 this is not something that should be seen as useless at all.

 

While apart from a great potential start that it isn't very spectacular by itself (altough it can be used on opposing Mobile units aswell making stuff crazy) it does allow for an incredible start for Baharroth if found in the opening hand and allows him to hunt Pirates/Traders on different planets next to each other in the same initial battles. 

 

4/5

    • andred12 likes this
You get 1 swing with it at most in general since the opponent will then just retreat. OK, a few scenarios where that doesn't apply, but for the most part that's as good as it gets. And paying 1 to remove 1 rogue trader is OK, nothing more. If it gave +1ATK I';d like it a lot better.

2/5

Edit - Given it has 3 shields I can't give less than 3/5.

The opponent will then just retreat. 

 

Last time I checked winning battle triggers wasn't bad either.

Yes, but my point is that a lot of people are claiming you can be at a planet next to a hitty unit and kill it off with no retaliation, that simply isn't true. I think its a highly situational attachment that doesn't do enough in general.

Also the scenario in which the opponent retreats is one where you would have triggered the battle ability anyway. If they have a serious threat at the planet it won't be hard for them to inflict enough damage to bloody your kneeling warlord who is attacking something other than them.

Id say for Cost 1 it isn't bad either.

 

While there for sure are more interesting signature Attachments many who can be attached to a regular unit aswell (this one also) can actually add to the tactical implications. 

 

In the scenario where your opponent doesn't retreat it allows you to "get rid of" set ups, in special when put onto Baharroth self if his signature Support is around or on his signature Unit when they also hold an Ion Rifle. 

Remember Mobile basicly allows you to pick which battle you want to fight. The point of the card you might be missing here is that Baharroth will not be on the planet with the big unit. But can stike at the big unit if your opponent happens to have a Pirate (or something else insignificant) on an adjacent planet at least once. Additionally Doom is very good in punishing big bad units who just won a battle somewhere.

 

The Attachment to me is as a result great. Remember it only cost 1, but if that means that throughout a game you can deal 2 damage 2-5 times without an opponent really being able to do something about it I call that more than good enough.

I have a few questions with regard to using this attachment when attacking another planet:

 

1) Does an attack by a mobile unit with this attachment against a unit at an adjacent planet trigger a battle at the adjacent planet?

2) Can a mobile unit with this attachment attack enemy units at adjacent planets repeatedly until all enemy units on adjacent planets are destroyed?

3) Could an attacked enemy unit at an adjacent planet be permitted to retreat in order to avoid being repeatedly attacked by the mobile unit with this attachment?

4) Does the unit who bears this attachment have to declare an attack against a unit at an adjacent planet, or is that optional?

1. No. For one, since you haven't ended the battle at the current planet yet, you can't start another one at a different planet. Also, there is nothing in this card that changes the presence of a warlord as the necessary thing to start battle at a planet. 

2. Sure - at least until the battle at the current planet ends. Once the battle at the current planet ends, the Mobile unit can't attack any more. So there is some danger in this unit continually using its combat turns to attack units at adjacent planets because that allows the enemy units at the battle planet to continually attack it.

3. No. In order to retreat, a combat round at the unit's planet has to end (or, if the unit is a warlord, it can retreat instead of attacking during a combat turn). So, since no battle is taking place at the adjacent planet, you're never going to meet the conditions that would allow a unit at an adjacent planet to retreat.

4. "Interrupt" abilities, like all triggered abilities, are optional.

Will be 3 Shields a lot of the time. And I'm not looking forward to the mirror when you can attach it to your opponent's Baharroth and break him :/

 

2. Sure - at least until the battle at the current planet ends. Once the battle at the current planet ends, the Mobile unit can't attack any more. So there is some danger in this unit continually using its combat turns to attack units at adjacent planets because that allows the enemy units at the battle planet to continually attack it.

 

All we need is an "enemies cannot retreat" card for Eldar then we can kill entire planets while spending time chatting up the desperate Void Pirate who just can't leave the battle that's not even happening.

    • Atrus likes this

True. It's certainly possible, in theory, anyway. But given that, for now at any rate, the only such effect is on a Chaos unit, I don't think it's something to be concerned about.

All we need is an "enemies cannot retreat" card for Eldar then we can kill entire planets while spending time chatting up the desperate Void Pirate who just can't leave the battle that's not even happening.

 

Sure, as long as its either not a Unit, or a Unit with attack 0.

 

I'm with VonWibble on this: the limitations make this a very weak card compared to most signature attachments.

 

However, I do think that the signature attachment being weak isn't too much of a problem, as signature attachments are 3-shield cards, and its never bad to have a virtually blank 3-shielder card about.

 

Best use for actually playing this, IMHO, is on an opposing mobile unit.

I'm curious about this card rules. The knowledge I have is an Interrupt happens before the trigger condition. So if there are no enemy units left at the planet, and Baharroth was to strike, isn't the interrupt allowing him to strike?

You are still declaring an attack, just against a different target. And since declaring an attack at a planet where there is no one to take the hit ends the battle, the battle will still finish there and then.

Specifically, remember that in order for a unit to make an attack, the following happens:

1. Unit is declared as an attacker.

2. A defender is declared.

3. Attack resolves (by attacker dealing damage equal to its ATK to the defender).

 

This card interrupts #2, but ending the battle because there is no one to attack happens in #1. So an empty field does not allow this card to keep pinging units at neighboring planets with no consequences.

I'm with VonWibble on this: the limitations make this a very weak card compared to most signature attachments.

 

The head games make it fun and interesting, though. The, "What is he gonna do with that thing?" pressure you put on your opponent can easily throw him off his game or make him retreat too early. I agree the success of this card is less likely to be how much damage you deal at adjacent planets, but I don't think you should underestimate the success of overloading your opponent's decision tree. 

 

In short, far too "meta" when compared to signature attachments like Plaguefather's Banner and the like. Maybe even far too "meta" to ever be truly useful and/or accessible. But fun in those respects.

Yeah, but 3 shields. A card has to be really good in play to lose out on 3 shields.

 

Don't forget that not playing your 3-shielder also has headgame benefits, as an opponent never knows if HP+2 is enough damage to guarantee a kill.

 

I think the opportunity window that I'd play this is pretty narrow. The best case scenario I can think of is an opposing Warlord who has 1HP left, but who has superior forces at Planet 1, and there are two planets left. They go to Planet 2, we strike at their warlord from Planet 1.

 

Thats a pretty narrow set of circumstances though.

 

I guess a slightly wider set would be as part of a warlord attrition to assassination game, where you deploy somewhere near planet 2, and then if they turn up at 2-4, you mobile into position one planet upstream and then ping them for 2. Its all a bit weak though.

Don't forget that not playing your 3-shielder also has headgame benefits, as an opponent never knows if HP+2 is enough damage to guarantee a kill.

 

Pfffft. Not going to affect the way they play, unless they know you have the 3-shielder in your hand. Otherwise, they're going to play the way they normally would (though perhaps a touch more nervously), hope you don't have it, and live with it - secure in the knowledge it's gone - if you do. If your opponent is tip-toeing around damage calculation in fear of a 3-shield they haven't seen yet, you don't need head game benefits.

Varies I guess.

 

Not seeing the 3-shielder yet affects the way that I play personally. For example if I want to take down a 3/1 Incubus, they have eight or nine cards in hand, and I have 3 attack to launch in, the absence of a 3-shielder being played yet will make me trigger my Catachan Outpost to be sure, as their 3 damage could be critical otherwise. OTOH, if their 3 shielder is in play or in discard, I'lll leave it unboosted.

 

ITs not a huge difference, but it does effect play choices. I'd say the headgames of that outweigh the "what is he going to do with it?" headgames of it being in play.

 

Both are marginal things though, and the bigger thing to me is that as a played card, the benefits are a lot smaller than the benefits of use as a 3-shield.

 

Thats often the case with a lot of signature attachments. A handful (tempest blade, plaguefather's banner, glovodan eagle, mark of chaos, cybork body) tend to see play most of the time. Another group sometimes see play but are equally often shields (Agoniser, Straken's Cunning, Mobility, Frostfang, Command link drone, honor blade,). Another group tend to almost always be used as shields and only rarely are worth playing (this card and wyrdboy stikk). Actually, even wyrdboy stikk I might play rather than use as shield 1 out of 4 games. This one I doubt I'll use as an attachment more than 1 out of 6 games.

 

Obviously a lot of this varies according to playstyle and deck! But broadly speaking, I think this is the sig attachment that I'm least likely to put into play.

Well I think this card is brutal. Being able to activate mobility to a close planet, use Baharroth's support to boost the warlord attack and hit 4 to a warlord that thought was safe is priceless. If your opponent can't bloody your warlord or retreat everything in that fight, you will hit his warlord again as he can't run away.

And of course, you can do it every turn. I haven't played Baharroth yet and I need to test it, but players shouldn't underestimate its power.

 

Now imagine doing it with a Hawk holding an Ion Rifle. 8 damage. The Warlord is almost forced to go to planet 1 or planet 5 to avoid being bloodied from an adjacent planet.

Not really, as if the opposing Warlord is on an earlier planet, then his battle wll resolve first and he'll no longer be at that adjacent planet. He can commit anywhere earlier than the equipped unit and be safe. Whats more, the Hawks won't start a battle on their own, so you also need to move your Warlord to the same planet.

 

Also, we're talking about 3 card combos now, and any card can be good within the right 3 card combo, plus those 3 card combos often have 1 card answers.

 

Sorry, I miscounted: Hawk + Ion Rifle + Sig support + Sig Attachment + Warlord to trigger the battle + enemy Warlord exactly 1 planet downstream. Thats actually a six card combo!

 

Simpler by far is to have your Ion Rifled Hawk, move them to where the enemy warlord is, use this attachment as a shield for 3 and then hit him for 6 damage. Number of moving parts minimised, almost the same impact, and you get to win the battle where the opposing warlord is too.

 

I'm only half a dozen games in with Baharroth right now, and while I think he's an excellent warlord, I've not once found a good opportunity in game to get this attachment played for a benefit that outweighs a 3-shield.

    • VonWibble likes this
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dnapolitano
Aug 11 2015 01:53 AM
I think as said earlier the strength of this card is mainly in command control, which isn't a stretch for Baharroth who isn't necessarily involved in many battles, especially early on. You can essentially clear out 2 planets by initiating combat at 1 with an Ally weak unit and attacking crosswise to destroy another command unit. Likely the opponent will retreat, thus clearing 2 planets. Swiping big units away from harm is also an option. With the mobile command game Baharroth runs, this small clearing of command can be a large shift in the game, freeing up ties and putting control out of reach for those planets for good. Late in the game makes for a good shield. The combo involving a hawk + banshee sword + shining blade is more difficult and situational. Baharroths command game does mean you will draw a lot of cards most games though. And occasionally you can spot when a warlord will deploy to planet 2 to set up hq units for next round battle, setting up a planet 1 to planet 2 attack if you can get your hawk lined up and keep it alive long enough during planet 1 battle to attack, but having all stars align for that is, in my experience, very rare.

Hmm, what happens if you put this on an opponent's mobile unit? Do you get to trigger it? And if you do, do you get to target one of *their* units on an adjacent planet?

    • Skyknight likes this
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LordVampire
Apr 16 2016 11:13 AM
Edit: I guess it does work, see below.

You are not correct, LordVampire. It is you, not your enemy who controls the attachment. jalf, you are right about everything, full answer is here:

http://www.cardgamed...-an-enemy-unit/

 

This is why placing this attachment on the enemy Baharroth is its best use outside of 3 shields.

    • LordVampire, jalf and Skyknight like this