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Calamity



Calamity

Calamity


Type: Event
Faction: Neutral
Cost: 2
Shields: 1
Signature/Loyalty:
Traits: Disaster.

Headquarters Action: Return each army unit with printed cost 2 or lower to its owner’s hand.
Hive Worlds house billions of Imperial citizens, but do not house billions of escape vessels.

Set: The Howl of Blackmane Number: 22 Quantity: 1
Illustrator: Matt Bradbury
Recent Decks Using This Card:
Want to build a deck using this card? Check out the Warhammer 40,000: Conquest Deck Builder!


18 Comments

I don't rate this card.

 

Net cost = 2R + 1C + whatever resources your returned units cost.

Net benefit = whatever resources their returned units cost.

 

As its in HQ phase, its not going to affect that turns Combat or Command phases.

 

If we rate 1C as being worth about 1.5R, that means to benefit, your low cost stuff in play must have total value of 3.5R less than your opponents for this to be worthwhile. In playing towards that goal, you'll likely be surrendering a lot of command advantage to your opponent this turn.

 

Possible strong uses:

A deck that has a lot of beneficial unit effects that trigger on entering or leaving play.

A deck that plays a lot of 3+ cost units but barely any weenies, and is strong in its own right from this..

 

Such a deck not buildable with card pool at time of this Pack, however.

I love this card, returns all the Dark Eldar two drops that produce Kymera's or return your events from the discard pile. I interesting thing about this card is that it doesn't touch tokens already in play, Dark Eldar are then able to keep recycling there units and generating a large amount of tokens. But yes, returning stuff like Void Pirates, Survivalist is going to be annoying.

    • Xian likes this

 This card is amazing in a token deck or an elite unit deck (like chaos). It is important to remember that this does not affect token units. There has been several games where this card would have one me the game because of how many cheap units my enemy would spam. The threat of this card is much needed for the health of the game

This card's potential will truly unlock as the cycle's cards are revealed, I think. If you can bounce Kabalite Half-Blood and Murder of Razorwings (or a few of each) then you could create some serious card advantage out of this.

 

Also, Astra Miliatarum might be able to pull off similar tricks, though I note already that the Interrogator Acolyte is intentionally placed just out of reach of this card effect, at cost 3.

 

Even so, I expect this to be a janky trick card, not useful on most turns, synergising well with a deck that builds around it, but said deck may not be strong enough to be T1. My prediction: 10% of tourney  decks at most will carry this, though changing card pool will mean this card will always have to be remembered.

    • Killax likes this

Very solid card with great options. As Asklepios mentioned, now might not be the time to rate it yet.

 

However I do feel it can recieve a rating based on it's current options, which are below good. Now because of it's great potential I rate it 3/5.

 

I hope more cards like this will appear in the future.

Is it worth to try combo it with Coliseum Fighters for some infinite weird board lock? Guess it's not due to the 'HQ Action' tag but you might see some point I am missing.

HQ action is exactly the problem. 2 for the Fighters and 2 for this is also 4 resources not spent winning any command struggles.

 

Been playing around with a Kith deck that doesn't use the Fighters, but which does use Halfblood and Razorwings, and am mildly disappointed with it at present: it doesn't work terribly well yet. Give me a couple of small units with useful enter/leave play effects AND a command icon, however, and I think the deck will be viable. The Khymeramasters do help more than expected, however, but the current meta isn't terribly friendly to Khymera swarm plays.

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RedAngelofPeace
Apr 13 2015 08:30 PM

It's a complimentary card, but a powerful one.  Excellent play when opponent is sitting on low (2,1,0) resources and you can bounce 3+ small command units of theirs back into their hand.  It's much better to play this card when you are ahead on resources (+3) but behind on cards (given that the board is fairly even in command presence).  I'm using 2x copies with DE/Eldar, and it doubles as a tech vs. tau command/attachment centric decks. Not a brute-force card which adds to the appeal for me.

It will get better when we get new neutral unit from the last pack. Then Calamity played on the end of turn 1 followed by inquisitor in the second turn will get us more benefit.

It will get better when we get new neutral unit from the last pack. Then Calamity played on the end of turn 1 followed by inquisitor in the second turn will get us more benefit.

Has anyone tried such a combo? Is it worth it?

Played against a strong Calamity deck last night, run out of Baharroth with 3 cost 2-command, DFA, and the Inquisitor. Consistently played for resources, and put up a strong showing. Managed to beat it, but could not argue with the strength of it.

 

From my side of the table, my observation was that decks that play a lot of strong supports basically make a mockery of it, while the more typical mix of cheap units and 2-shield events that most tourney decks run actually suffers against it. Also troublesome for these decks is warlords who fight well on their own or using tokens.

 

Its not a bad strategy overall though, and stronger than I expected. T1.5 for sure.

    • XaosChaos likes this
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dnapolitano
Jul 06 2015 08:43 PM

In my experience, if piloted well, a calamity deck can be competitive against the cheap unit decks.  I'm still learning how to pilot mine so my opinion may change on this.  However, it's a little early to say, but I think a calamity deck has a high likelihood of crashing and burning against an opponent that can pull off running a higher than normal amount of 3+ cost units.  E.g. Cato.  At least that is my experience.

    • XaosChaos likes this

Been experimenting with this card. I'm a new'ish player, and been trying to get advantage out of this card by putting it into a deck that has multiple opportunities to abuse it other than the obvious, intended usage of attacking the opponent's mass of weenie cards.

 

Calamity's main usage is hitting all of the wimpy low cost cards, but it has a few interesting side effects. The decks I put forward are both A.M. decks with strong Ork allies. And snotlings tokens. Straken's retinue leave play but Guard tokens behind. Calamity hits other cheap things but leaves your potential token army alone.

 

Calamity isn't only good for generating a resource advantage by forcing your opponent to scoop up more of their baby cards than you. That is, sometimes, it's not just resource advantage, but location advantage. Dragging a force of three or four cards behind you exhausted might be a losing proposition. Spending some resources to play some of them straight from your hand can be a winning move. Coincidentally, this partners up well with Muster The Guard - exhaust your boss to play your hand for cheap mid-game? That can be strong. Coteaz specifically can get around this with his henchmen, while Straken doesn't necessarily need to be untapped to give his bonus when he commits.

 

There's one other little advantage that helps to tilt this from 'not really that good' or 'only a counter against weenie low-cost decks' to 'might be worth trying. There are times I throw a Calamity to scoop up some injured units and replay them. The redeploy aspect is like a heal. Getting a few extra points of damage out of your Snakebite Thugs or Goff Boys is sort of like cheating.

 

I'm not sure if this is awesome or not. Still getting some experience. But curious for more feedback.

Wondering if when Salaine Morn is fully fleshed out there might be a deck for her that makes use of this?

If she gets more good Kabalites and Raiders that cost 3+ like the Flayed Skull Slavers I'd say that this will be decent with her. As it stands the only cards she has access to that synergise with it that cost less than 3 are the Slyth, the Half-Born, Warlock Destructor and the SPA (assuming it's been sacrificed beforehand). Granted, returning her sig units back to hand allows them to be re-ambushed but if you pick up too many there'll never be an opportunity to play them all discounted.

Just need to wait and see. Given Salaine Morn already likes Wroth since he arguably makes a better target for The Last Breath than the Solarite I can imagine a future deck that has Wroth + Calamity, cards permitting. As it stands I think Sowing Chaos works better with her

See post 36 this thread: http://www.cardgamed...ty-decks/page-2

 

Razorwings and Sybarite Marksman also synergise with Calamity. In more subtle ways, so too does Altar of Torment, Archon's Palace, Raid, Superiority and her own ability. This is because Calamity requires resource advantage over your opponent to be truly effective.

 

This is one of those decks where you can consciously exclude Promotion, and be stronger for it. Calamity isn't a card you include 3 copies of lightly, of course, its a shape-maker for the whole deck.

I'm wondering if Calamity can help Swarmlord deck with Consumption wipe out whole opponent's strategy...

I was wondering that exact thing some days ago, but couldn't  bring myself to build a coherent deck.