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Muster the Guard
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Muster the GuardType: Event Faction: Astra Militarum Cost: 0 Shields: 1 Signature/Loyalty: Traits: Tactic. Maneuver. Deploy Action: Exhaust your warlord to reduce the cost of each [Astra Militarum] unit you deploy this phase by 1. Set: The Howl of Blackmane Number: 7 Quantity: 1 Illustrator: David Nash |
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17 Comments
Very interesting and situational. Great if you have mostly Army units in hand and you can flood the board for Command wins (I wish it worked on Pirates/Traders). Maybe something more for Straken as his ability still works when exhausted, while Torquemada wants to be ready to attack, but he can still benefit from a flooded board of weenies.
Other times you won't have it when you need it and you rather have your bunker or another trick.
This Card is a great edition to the Guard card deck, I don't know why I seem to struggle with the cost of guard units they aren't expensive per say but they have alot of even numbered army cards lots of (4) and (2) I struggle to get a good planet coverage for cost. unlike other armies that seem to have an even spread of odd and even cost units.
Perhaps its just me but at (0) cost for a turn to get those units in play why not!
A reason why not: you tap your warlord. You are paying 1 card to use Muster, obviously, and then by tapping your warlord you lose the ability to trump the enemy on command somewhere, which is a bit of a speculative thing but pretty reasonably worth +2 money and +2 cards in your favor. So you need to drop a few units just to be even, and a few more to really get a profit worth noticing. You also expose yourself to warlord hunt strategies more by tapping your warlord and therefore removing his ability to run from a suddenly sticky situation.
That said I think it's a neat card anyway! If your plan for the turn didn't involve snatching away command anyhow, which totally happens, then the opportunity cost of the card goes down a lot and it's much better.
edited to remove bad non functional combo idea - Calamity + Muster the Guard + Coteaz Henchmen = no bueno
Calamity happens during HQ phase, so you will still lose out on Command and Battle. But... Muster+ Henchmen+Markis = Warlord untapped again, -1 cost to further Units and Markis' ability allow you to tap the opposing unit to win another Command struggle.
Whoops. That stinks. I really wanted to try that combo.
Muster and Calamity do combo well with Straken though. Calamity in the HQ phase (triggering Straken's Sigs and Attachment, among other things), then Muster to drop them all back down for 0 or 1 each. (Even better if the attachment got pinged as you likely drew more units to drop).
a better combo is muster the guard+ Coteaz henchmen+ noble deed (works on any phase). This would allow you to play up to 3 of these a turn. Plus add it with calamity the turn before and you can redeploy your entire army for next to nothing.
Still needs more AM drops in order to become fully viable but I do see great potential in this card. 3/5 now (12-2014).
Watched a Worr game where this was played in an early round. Player saved 3 resources in deployment but then lost 2 when Worr went to a planet where he could not swing the command struggle.
Got me wondering what the break point is for making this worth while. It felt in that moment, watching that game, that the card would have been better used later in the game to flood a crucial planet with units rather than in an attempt to get a leg up on the command struggle in the early game.
Worr is likely a bad match for the card. Coteaz gets some more mileage out of it thanks to his bigger starting pool and 0 base ATK, which makes him subpar for solo command snipes.
Even Straken could theoretically benefit more from this in an aggressive deck where he's overcommiting to the first planet anyway.
But Worr can work pretty well on his own, so he normally will give up a lot more to play Muster.
I agree it can be better lategame when you need to win that crucial battle and this will give you an extra couple units, but is it worth forgoing other [likely] stronger cards to make space for it?
I like the idea of Muster, but the warlord commitment is such a big deal that I have huge problems playing with it.
It's definitely best played in Coteaz due in part to his extra card count at the start of the game as well as high hp allowing him to survive being exhausted at a planet. Plus, he can kill off his sig squad to ready up even in the deployment phase through Markis or Noble Deed (or even an enemy Sowing Chaos!). Can't really see it being played in Straken or Worr, however, since the lower card count and lower warlord hp makes this card too risky.
In addition, Ammo Depot is a must for this card to increase the amount of savings that are made with it. I think AM needs another 1 cost unit to make better use of it since 1 cost units are free with Muster, which in effect makes them efficient deploy stalls. If that were to occur, a high-low / mid-low AM deck with Muster would be very interesting indeed since playing a bunch of free units followed by cheaper 3-5 costed units could be very strong in deed
For Worr, I would wait for the planetary attachment that reduces cost of AM units by 1 on green planets. I think it can work on Worr and Straken, but you need to increase the AM unit count, forego snakebites and just go pure AM, probably bring your unit count to 30plus and go from there. Worr wants AM units anyway. Agree that the missing piece I is an extra 1 cost AM unit to replace Void pirate perhaps.
I run atm a Worr deck with only AM units, no orks no neutrals. Sometimes, if choked hard, it gets rough but you can always surprise your oponent.
Stats are: 1WL, 25 units, 7 supports, 14 events, 4 attachemments. Maybe I could make room for the new attachment or I could try to make a 60 card deck...but I sont think I will use Muster the Guard.
Apparently we just got a (fairly) reliable spoiler of a AM 1 cost 1/1/1 unit that has text: Gains +1/+1 if at a green planet. Which is pretty much Worr just going "yeah b**ches!" from his corner. It's made for the guy. The attachment is interesting but in the end I believe Worr runs with a cheap enough cost curve anyway to not have to worry about it, for now.
Hold the phone. A 1/3/2 unit for 1 cost in a Worr deck at a green planet without any other downsides? That's insane! The main downside it has is that if it has 1 damage on it and goes back to the HQ it'll die off but still, pretty darn good. EDIT: Forgot that the new unit basically becomes a Tallarn Raider. Still good since it gets its boost based on something you can control more easily (planet colour) but maybe not as crazy as expected given the potential to die if moved (e.g. sicarious's chosen)
Any word where this spoiler came from, out of interest?EDIT: Nevermind, just saw the Boundless Hate thread's postRegarding that planetary attachment, my main grief about it is the fact you can't reduce the cost of a unit below 1, however if we get more 3 cost units (like the new "When leaves play ready a unit" unit that was in one of the pack's card fans) then we will be able to make decks that counter Sowing Chaos a lot easier. Moreover, I think that attachment actually has more use in Starblaze since if an Ambush Platform is out it's a free attachment.
Saw the spoilers as well, definitely replacing Void pirates in the deck. That brings 9 1 for 1's in AM that makes running Muster the Guard superb. Best played with ammo depot.
As ellone said. Now having 9 1-1 and 6 2-2 and:
Worr (not needed on planet to provide bonus)
Coteaz (just sacrifice his sig)
I think that MtG deserves 4/5