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!
4 Comments
This is my first shot at a build. I haven't even tested it. I think I'll be trying it out tomorrow night, though.
I used to love having 60+ card decks until I realized the probability and math with maintaining a maximum of 50 cards . There are some good choices here but I feel it needs a bit of fine tuning . These are just pointers but I have 30 games played with my DE / Eldar deck so I'll share some ideas:
- with 61 cards you diminish your probability of getting cards that synchronize .
- rethink No Mercy . You have only 3 unique cards to utilize them ( warlord and 2x Syren )
- Promethium Mine used to be a favourite of mine but with 61 cards the chances of getting any use out of them before the game ends is low . (plus read some other player's thoughts on this card)
-personally i would drop Warp Spiders and Hellions and Kabalite strike force
- max out Mandrakes
- I would hold out on Visions / Uber until the 'Torture' synergy is a bit stronger for DE .
-Max out Archons Terror ( a must ) and with the Colliseum girls you could see the Archon terror repeat a number of times during your game .( one of my favorite combos)
-Eldar Survivalists are a must ( and you have 3 ,nice ) but consider a couple Rogue traders/ pirates too !
Good start , but I think you should try and trim it to 50 cards that really complement eachother !
Good luck
As suggested, trim it down to up consistancy.
Given that the game can last a minimum of 3 turns ( 2 if a warlord is killed but this is highly improbable in 2 turns ) up to the full 7 you will only get 2 cards / 4 resource per turn during HQ phase. So by turn 3 you've only drawn 13 cards ( 6 plus your starting 7) and 19 resource ( 12 plus your starting 7 ) . To win the resource bonuses you need the command wins and then hopefully have survivalists ,traders and pirates stationed at planets to gain these bonuses . Unfortunately having 61 cards you will find it tougher to draw to these valuable assets .
And remember the four ways to win/lose this game ....
1. Deck Depletion . rare but can happen . will become a concern with more expansions and warpacks where forced hand discard are more common. Draw your last card from your deck and you lose . (i think here is the only benefit to having a fatter deck tbh)
2. Warlord Death . 'nuff said .
3. winning the three victory types ( red , blue , green ) .
4. If noone has taken three of the victory types by the 7th planet , then whoever battles and wins the 7th planet wins the game . I suppose this would happen should some of the first planets not be contested , meaning they are removed between game rounds. Haven't seen this happen but i suppose its quite possible .