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Mekaniak Repair Krew
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Mekaniak Repair KrewType: Army Unit Faction: Orks Cost: 3 Attack Value: 2 Hit Points: 3 Command Icons: 1 Signature/Loyalty: Loyal Icon Traits: Oddboy. Action: Exhaust this unit to ready a target [Ork] support card you control. Then, deal 1 damage to this unit. Set: Gift of the Ethereals Number: 56 Quantity: 1 Illustrator: Ameen Naksewee |
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16 Comments
Card with a high combo-potential! My initial thake on this card would have been that it's to expensive for it's cost/effect, currently I think the cost is just right because anything lower would be to powerfull. In special because his ability is an Action, which in turn allows you to gain more information.
However being a 3 drop it still makes you make a tough cut as both Nazdreg and Zogwort's signature Armies also come in at Cost 3 and Weirdboy Maniak still is very able to clear a planet...
3/5
I think potentially there's a nice combo here that essentially allows this to be used indefinitely, but am going to ask on the rules forum.
If it works, will come back and report here.
With "indefinitely" you mean: "until the Krew dies" right?
Well exactly what I wanted to say XD.
Also most "combo" suggestions with this card ignore the fact that opponents will be likely to deal with it... But that's a whole other discussion.
I mean a Mekaniak being present alone at the end of a round, then triggering Ork Kannon repetitively to clear the rest of the planets of enemies.
Will see if its legal though.
Would be shield/attachment intensive though. Krew only has 3HP.
Hostile Environment Gear will bring our little genius up to 6 health. If your Support cards of choice are already on the table, give the Mekaniak the upgrade. It's worth it with Catachan Outpost, Kraktoof Hall, and Tellyporta Pad.
However there are few 3-card combinations that don't end up as really powerfull for any faction.
Sad thing its only ork supports
Ach, I missed the HP damage effect. That kind of puts the kibosh on the combo.
Ah well, the Kraktoof Hall combo is still pretty sound.
Yeah, gonna call this a 3/5. Maybe carry one. Maybe not.
No worries, it still holds quite the potential.
As mentioned before if this card was Cost 2 it would have been quite insane. As I could see myself fielding this instead of Enraged Ork quite fast.
Lets talk more about this card, as it seems to have caught the attention of many. How are we finding it?
I think it has potential. But, right now, it's useless because there are few ork suppors good enough for this to be included. What are you going to untap? An ork cannon? Ammo Depot? Not worth it in my opinion. But, if we had a decent ork support, something like the catachan outpost for instance, then this would be great.
As many other cards in the game, bad now, good in the future.
Seriously? No good ork supports?
What about KFG and Tellyporta Pad? The former in particular seems to me to be an excellent card when you can get multiple uses out of it, able to turn spikes of damage into something easily shieldable, and synergises beautifully with Nazdreg.
This is one of the more interesting cards for Nazreg. KFG and Teleporta are awesome items to get extra juice from. Even a free card from Ammo Depot is worth it for 1 damage.
I've found this to be surprisingly good with Zogwort and using the guy as a command icon and to double up on a Kustom Field Generator. Distributing 1 damage from a big swing onto a Runtherder is totally awesome, dump the rest on an Enraged Ork and suddenly your next few attacks are looking a lot better.