Welcome to Card Game DB
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!
Piranha Hunter
Submitted
Guest
, -- | Last updated Nov 13 2014 07:47 PM
![]() |
Piranha HunterType: Army Unit Faction: Tau Cost: 3 Attack Value: 2 Hit Points: 2 Command Icons: Signature/Loyalty: Traits: Vehicle. Speeder. No Wargear Attachments. Mobile. Reaction: After this unit moves from one planet to another, draw 1 card. Set: The Howl of Blackmane Number: 19 Quantity: 1 Illustrator: GW Design Studio |
Recent Decks Using This Card: | |
Want to build a deck using this card? Check out the Warhammer 40,000: Conquest Deck Builder! |
10 Comments
To promote, or not to promote, that is the question.
For 3 cost, no command it's still pretty good, think Carnivore Squad, though we don't really run it. This however might make the cut as we tend to agree cards > resources.
easy target for promote. it would wreck a command phase. Nearly impossible to kill and you still get a card draw.
Even if it is just deployed next to the planet you actually intend to fight for, you can then move it in and get a card draw out of it. It kind of reads, Deploy this unit and draw a card at the start of the combat phase. That's pretty nice.
Hard to thake down, keeps drawing cards. Good card all in all (if it had command it would have been bonkers). For sure fantastic with Promotion.
Trailblazer is 2R 1C, Piranha + Promotion, which a lot of people seem to be looking at is 3R 2C. There's a minor benefit regarding ping or warp storm, but really the difference is the card draw. So the question would be at what point will you have gained enough cards to make it worth the extra outlay. 2 turns I reckon, but take into account the momentum loss and the fact it might die, plus Promotion being a card that could go a lot of other places and suffers in Tau from competing with other brilliant Limited cards and basically this looks like a major no-go to me.
It's something you want to drop 1st turn to get mileage from, but there are just better things to drop 1st turn, most of which don't become useless if you draw them later.
That may change should Tau get access to effects that move units around (though even then they'd probably have better uses than triggering this).
I fully agree, on the other hand a 2/2 cannot be discarded as useless when it comes down to combat, gaining not only card advantage with it's ability but also actually putting pressure on opponents. In special with Aun'ui prelate this card can hit exceptionally hard.
Card generating machines remain great, mainly because it does not require other cards in order to gain you an advantage. Granted it costs 3, but when an opponent does not forcefully hunt it down with it's Warlord (which is incredible hard to do due to Mobile) it will at least gain you 4-5 cards when deployed early in the game.
Solid 3.5/5 if it was possible.
Not as strong as it sounds, as instead of costing you 3R1C, its now costing you 1R2C, and it has to go to planet 5. It means that after deploying that combo you've got 6R5C left and no command icons on the table. It also means that an enemy warlord commit to planet 4 will intercept it and destroy it. Sure, you could hold off moving for a turn, or you could shield your way to surviving, but potentially you could end up 1R1C down with no command benefit.
Not to say this card doesn't have a role, but there's a cost to its draw. Obviously this card shines best on those planet arrays that are flooded with resources and have no command draw, but it fulfils that function less well than say, a Homing Beacon in an Aun'shi deck or an Ammo Depot in a Zarathur deck.
As for Cry of the Wind, obviously there's no card advantage to be gained in "cycling" cry of the wind, and that card is one of the few good cards in Baha's signature set, providing as it does a clever counter to wildriders, sic's chosen, plannum, etc.