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!
Slumbering Gardens
Submitted
Guest
, -- | Last updated --
![]() |
Slumbering GardensType: 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...
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.
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*
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.
deleted post
It'd be good to get a comprehensive list of this cards usefulness against other events and card effects.
From me!
Here is the full list.
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).
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.