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Slumbering Gardens



Slumbering Gardens

Slumbering Gardens


Type: Support
Faction: Eldar
Cost: 1
Signature/Loyalty:
Traits: Location.

Interrupt: When an effect would move a unit you control from a planet, exhaust this support to cancel that effect.

Set: The Threat Beyond Number: 108 Quantity: 1
Illustrator: Erich Schreiner
Recent Decks Using This Card:
Want to build a deck using this card? Check out the Warhammer 40,000: Conquest Deck Builder!


18 Comments

The card itself has some good potential to make sure your units do not often go from A to B when you do not want them to move.

 

However, again the factions who can use this card allready have enough in-faction options to either Mobile, Move etc. Making this Support somewhat obsolete in many cases.

 

2/5

The only cards this counters is Sicarius Chosen, Ku'gath's sig support, and the Ethereal retreat after attacking.  That's it.  Considering that Aun'shi has several supports that are way better than Slumbering Gardens, this is a bad card IMO with no real place anywhere.  If it stopped Routing, it would still be a bad card, but it doesn't even do that...

    • Killax likes this
Agreed that would help aswell. Mabe if we ever get a FAQ that says Routing etc is also a move we could look back to it. Altough even then it wouldn't be incredible.

The only cards this counters is Sicarius Chosen, Ku'gath's sig support, and the Ethereal retreat after attacking.  That's it.  Considering that Aun'shi has several supports that are way better than Slumbering Gardens, this is a bad card IMO with no real place anywhere.  If it stopped Routing, it would still be a bad card, but it doesn't even do that...

 

I was tempted to run two of these in my Aun'shi deck, as while its not as good as Orbital City or Kau'yon Strike, its still a means to repeatedly get the Warlord to stick around. You're right though - the card slot can't be justified. Not so much because of the Supports (as we're taking Orbital City x 3 regardless) but more for the events it displaces.

    • FedericoFasullo likes this

Played 2 of them combined with 3 Orbital Cities with Aun'Shi. The result pleased be greatly. Keeping Aun'Shi or an Ethereal Envoy (specially if beefed with an Ion Rifle or Gun Drone) on a planet frees the Orbital Cities for their best role: moving Ethereals to other fights. They compensate any shield lose, in case you swap them for Attachments/Events.

*Double Post*

Just finished a game against someone running these in their Aun'Shi deck, it is very strong. I will be adding 2x to mine soon.
    • Mjolnir1988 likes this
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Mjolnir1988
Apr 15 2015 03:48 AM

KIZER!!!! this works very well with Aunshizzle I have 3 in mine I didn't use it as much because I was bouncing about with the orbital city(got all 3 out in 2 games) so I am thinking about cutting it down to just the 2. worked well Vs Cato and Nurgles because they couldnt move me with sicarious chosen or that stupid vile laboratoryso no easy kills on my capture units. This card has its place in an Aunshizzle deck just so you can have the ability to keep an ethereal unit at a planet to win.

    • kizerman86 likes this

deleted post

It'd be good to get a comprehensive list of this cards usefulness against other events and card effects.

From whom?
    • XaosChaos likes this

From me!

 

Here is the full list.

 

Archons Terror   Aun'shi   Aun'ui Prelate   Black Heart Ravager   Boss Zugnog (extremely situational) Calamity   Deception   Ethereal Envoy   Ferrin   Imperial Fists Siege Force   Indescribable Horror   Inquisitorial Fortress   Nurgling Bomb   Sicarius's chosen   Vile Laboratory  
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Abyssalfury
Oct 04 2015 01:52 AM

Slumbering Gardens only stops things that specifically use 'move', nothing else. It doesn't stop Routing etc (otherwise it would be way, way better).

 

As such, stops your own Etheral effects, Cry of the Wind (played by the opponent on your movement effect), Sicarius's Chosen, Squadron Redeployment (again, used by an opponent) and Vile Laboratory.

 

Not counting total jank options like cancelling your own Wildrider Squadron (which you'd never do at the moment, though I guess there is the potential for it in the future).

From me!
 Here is the full list.

This list is incorrect in that it includes a lot of "rout" effects. Routing is not considered moving for the purposes of interrupts, reactions, meeting play restrictions, etc.

Squadron Redeployment (again, used by an opponent)


That can't happen. Squadron Redeployment has a cost of exhausting a unit to move it, and you can't pay costs with opponents units.

Now, you might decide for some reason you want to exhaust one of your own units but not move it, so could cancel your own SR (example, you have a unit on 1HP with an attachment stood facing off vs an exhausted Volatile Pyrovore and just want to keep your unit alive), so there is a possible application. But SR can't be used on an opposing army.
I would say that routing counts as "an effect" so in this instance I believe it would count. But i have to admit I'm not up on the full nuances of the rules but the way I Read it routing is an effect. If it was not supposed to be used in this way simpler wording could have been used. Exhaust this support to prevent a movement of your unit. For example. One thing i did ignore is the faction restrictions which is a bit silly to forget.
Routing is an effect, yes. But it is not counted as movement in the rules. To count as movement, the effect must specifically use the word "move".
FAQ 3.3: "Routing, retreating, and deploying are not considered to be 'moves.'"
    • Atrus likes this