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!
BarZul Suppresion
Submitted by
DavidDisab
, Aug 06 2016 11:50 PM | Last updated Aug 07 2016 02:03 PM
Text File
BBCode
Copy the Decklist Below:
Close
Chaos Dark Eldar
Aggro Control
2 command units, supported by combat efficient units, with limited movement abilities to support
Warlord
Order by: NameTypeCost
Total Cards: 0
1 cost 2 command Slyth merc; x3 2 cost 2 command Fanatics; x2 3 cost 2 command Preacher; x3 4 cost 2 command Raider; x2 Solid base for command. Solid combat units hold the line after command has been established, and movement like abilities help get the most out of the combat units. Warp Rift allows you to force your opponent to have to redeploy for a crucial planet, Mark of Slannesh allows for some units to move onto planets from anywhere, even HQ. Berzerk Warriors Ambush, kinda. Kaerux and BloodRain can make it hard for an opponent to cover all his weak points. Nurgle Bomb can be used as a quick retreat card if your bulk force gets over whelmed. (SaimMan pointed this out on the TyrantCast in the Chaos throwdown, though i don't think he mentioned it to help out BarZhul!) Hale BarZhul workes well with No Mercy and Umbral Preacher, the first card giving him an action to take while att0, the second surviving longer when BarZhul take damage off him, giving more time to reap enemy units in a prolong battle. Lastly, where the idea is to be flexible and have some movement, Temptation puts weight on your opponents ability to do the same in response.
Sample Hand:
Total Shields: 0
Average Shields Per Event/Attachment: 0
Total Command: 0
Average Command Per Unit: 0
0 Comments