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Know No Fear



Know No Fear

Know No Fear


Type: Event
Faction: Space Marines
Cost: 1
Shields: 1
Signature/Loyalty:
Traits: Tactic. Maneuver.

Deploy Action: Exhaust your warlord to move up to 3 [Space Marine] army units at your HQ, each to a different planet.

Set: Gift of the Ethereals Number: 51 Quantity: 1
Illustrator: Simon Eckert
Recent Decks Using This Card:
Want to build a deck using this card? Check out the Warhammer 40,000: Conquest Deck Builder!


10 Comments

Very solid card but does come at quite the cost. It's effect can still be very potent with Ragnar's Sentinels and White Scars Bikers but moving to different planets keeps things fair.

 

3/5

Worthless card, in my opinion.

 

Sure, you can get an HQ unit up and running ready for the next battle. Sure, it gets your units back into play for command phase.

 

Three things put me off:

 

First and biggest, exhausting your Warlord is a major cost. Its giving your opponent a chance to strike you before you can (big downer), its giving up your Warlord's strike (small downer) and its giving away the command win that a ready warlord gives you (huge downer).

 

Second, SM-units only. This forces a certain deck shape, which isn't disastrous given the strength of SM, but still will result in choosing some options that aren't as good generally.

 

Third, three different planets. Sure, you don't have to use it on three units, but at best this card is sending one unit to first planet, and the big advantage here is that you get a ready unit at first planet.

 

Just not worth it, especially considering the rising strength of the card pool in general. This card is worthless.

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Serraph1133
Jan 19 2016 08:40 PM
So you guys are probably sick of me already, lol. I apologize. But I don't see how this card is worthless... in my Rags deck I feel like it is incredibly useful. It allows me to spread out a net of bloodclaws, lone wolves, and sentinals after I have pulled them all in to strike at a warlord. Letting me place units with out having to waste a commit to drop them all on one planet. Sure, it exhausts my warlord, and not having his first swing can really backfire late game, but with another card like experimental devilfish, I can easily still swing for 4 or let them kill the devilfish for a vengeance or calling in all those sentinels I just spread out leaving me with untapped hammers and as a worse case scenario there is always blackmanes hunt if I misjudged the threat of what my opponent could bring to bear. Again, surprise battle trick cards can always come into play, I am looking at you gift of isha/archons terror, but then I have simply been outplayed and must take the bruses and hopefully recover, but those cards would probably come out regardless of my warlord's readied status.

Imo this is the only way to play it. And for that you need a 7+R 4+C combo going, which is pretty bad. (3 Sentinels, thats what I am talking about here)

Yes you can spread (maybe for command), but you lose both bonus points your WL gives you (initiative + instawin at command). If your opponent plays swarm, you are pretty much dead; shoot your 2 dmg, gg. Against some more fragile WLs I'd say this would be a better combo...

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Serraph1133
Jan 20 2016 10:26 PM
It's my understanding that I wouldn't lose initiative, as in the rrg under initiative pg 9 it just says "warlord present" with no reference to his status readied, or exhausted. Am I off base on this? And if you're saying that I'd lose the first swing, because of exhausted units, I wouldn't send my warlord to a planet with out a ready unit with initiative unless I had some tricks up my sleeve, like pulling all those readied sentinels that just got deployed to Rags. Without initiative, I may use him simply to trigger a battle ability at an empty planet, or send him to a planet with some readied heavy hitters to take a swipe at my opponent. The only real drawbacks to Rags being tapped is I may lose command at a planet, and I don't have his swing. Now, I am more concerned with the command win than the 2 swing, as most SM units swing for at least 2. And as for the automatic command win, if I have played this card I am using it to either take command or at least cancel it for my opponent forcing him to possibly play more cards to counter or force him to decide between a battle strategic commitment or to send his warlord to a planet to take a command. Although honestly if my opponent has me at a serious disadvantage in command, this card is less useful.

Yes you can spread (maybe for command), but you lose both bonus points your WL gives you (initiative + instawin at command). 

 

As far as i know, you only lose the golden hammer for command with an exhausted warlord. Initiative wise you still win if youre the only warlord there. If both warlords then it depends on the eagle

That is correct. You'll lose the golden hammer for command but you won't lose the initiative bonus that the warlord provides if he/she's exhausted.

...okay. Gotta learn something new every day ^^

Even though you're not giving up initiative per se, you're still giving up the opportunity to retreat your warlord as a strike in round 1. That's significant.

It's worth noting that the "golden hammer" is an art element on warlord cards, is not an "icon" associated with game rules and has nothing to do with the command phase. It is not referenced anywhere in the rules as part of the command phase. Only the card's status as a warlord unit matters. A warlord card could be printed without the "golden hammer" and it would still give you the advantage during the command phase. It's not a bad shorthand, but it's not like the explanation for the command phase should include, "This golden hammer means...".