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Ethereal Envoy



Ethereal Envoy

Ethereal Envoy


Type: Army Unit
Faction: Tau
Cost: 1
Attack Value: 1
Hit Points: 3
Command Icons: 1
Signature/Loyalty: Signature Icon
Traits: Soldier. Ethereal.

Forced Reaction: After this unit resolves its attack, move it to your HQ.
Tau Ethereals will often lead the Fire Caste into battle, inspiring them to great feats of heroism.

Set: Gift of the Ethereals Number: 46 Quantity: 4
Illustrator: Jacob Ateinza
Other Cards in Signature Squad 010
Recent Decks Using This Card:
Want to build a deck using this card? Check out the Warhammer 40,000: Conquest Deck Builder!


17 Comments

So... strongest Signature Squad so far?

 

I'd say so.

 

1 for 1/1/3 is enough. And the drawback, while it is a drawback, can also be played for advantage - if you get sniped, you get to make your attack and get out of there at the same time, so your opponent will likely only get 1 non-ranged strike against you.

 

But 1 cost sig squad with a command icon? Thats sold me on the Warlord all on its own.

It's a very good Signature Squad for sure altough it does need a multitude of other pieces to work out fantastic.

 

Still a very solid rating and unit.

 

4/5

It doesn't really need anything. It is a command unit that can deal cheap damage until you get other cards, in which case it becomes a great support unit for combat.

 

Also enables you to play bigger drops in your deck since this is as cheapest as signature units can get. 

 

Definitely a 5/5 for me, no questions asked.

The 1 for 1 with anti-snipe helps compensate a lot for Aun'Shi being a weak early sniper (well he can guarantee the hit, but loses the planet).

This is IMO one of the worst signature units in the game. Tau already have two great one-for-ones (ECT and Vior'la Marksman) and don't need more, especially not ones with drawbacks. On the plus side you do get to cooperate with Ethereal synergy, but I still can't see this one as more than a 3/5.

This is IMO one of the worst signature units in the game. Tau already have two great one-for-ones (ECT and Vior'la Marksman) and don't need more, especially not ones with drawbacks. On the plus side you do get to cooperate with Ethereal synergy, but I still can't see this one as more than a 3/5.

 

But is it really a draw back once you've put a Gun Drone on it?

 

If my Darring Assault Squad was able to go to HQ whenever it attacked, Id sign up for it.

Running away does hurt a bit, but cheap command that isn't hit by DDD or even Warpstorm seems very solid, and all other Tau options in that regard have only 1 HP.

Because it has a disadvantage that will sometimes hurt you in games I think 4/5.

Running away does hurt a bit, but cheap command that isn't hit by DDD or even Warpstorm seems very solid, and all other Tau options in that regard have only 1 HP.

Because it has a disadvantage that will sometimes hurt you in games I think 4/5.

 

Vior'la Marksman already has two HP. This card is basically cutting in to Rogue Trader and Void Pirate space, and I somewhat suspect Rogue Trader and Void Pirate will be better more often.

Vior'la Marksman already has two HP. This card is basically cutting in to Rogue Trader and Void Pirate space, and I somewhat suspect Rogue Trader and Void Pirate will be better more often.

 

There is much less incentive to actually run a multitude of non-Tau 0/X bodies in this deck.

Mainly because they force Aun'Shi to attack, which in turn isnt what you want to do unless the battle is done.

 

As for Rogue Traders, I feel your giving them way to much credit for Tau. I like them only in DE.

No one forces a player to take away a cost 1 unit from the deck due to them. Just play them instead the signature XV22 Stealth Cadre and you will have an even stronger early hand, without the need for major changes.

This is IMO one of the worst signature units in the game. Tau already have two great one-for-ones (ECT and Vior'la Marksman) and don't need more, especially not ones with drawbacks. On the plus side you do get to cooperate with Ethereal synergy, but I still can't see this one as more than a 3/5.

 

Wow, we don't often disagree so strongly.

 

Resource curve is the thing here. Its a 4x of a 1-cost, 1 command unit. Sure, we already have great 1-for-1s, but of 13 of the Unit cards in a deck cost one (those, thise one and 3 Void Pirates) then the effect on a deck is that you can include many more pricey options without compromising command strength. Really want the Rogue Traders? Sure, make iit 16 1-cost units, and have consistent amazing draw hands with plenty of room for big units that change the game state.

 

Just as the effect of switching 3-cost Chosen for 2-cost Sentinels has a massively beneficial effect on an SM deck, so too does switching down a 2-cost cadre for a 1-cost ethereal.

 

This is a 5/5!

    • Killax, XaosChaos and estyles like this

The same thing must go for the Envoy and the Prelate regarding Area Effect as with Rok Bombardment: these guys do not return to HQ if they trigger AE by having gundrones attached to them.

Whilst they are still considering to be attacking, AE is not an attack.

That's interesting, I've always played that they return to HQ even after AoE. If it's true than this is a widespread rules mistake as I've never seen anyone do it correctly!

http://www.cardgamed...rigger-off-aoe/

Look for Post #8 and onward. The new ruling.

Yeah, I've just seen it, thanks. I guess I like this change, even if it's completely unintentional balance-wise: having to deal with Envoys returning to HQ after AoE (then coming again with City) has been very very frustrating.

That's interesting, I've always played that they return to HQ even after AoE. If it's true than this is a widespread rules mistake as I've never seen anyone do it correctly!

Me neither.. It would seem most of us have been playing this a little wrong :)

Me neither.. It would seem most of us have been playing this a little wrong :)

 

It actually looks more like FFG changed the ruling for Rok Bombardment.