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Dark Eldar Vehicles
Submitted by
Kaic
, Jan 19 2015 09:20 PM | Last updated Feb 03 2015 03:46 PM
mkalina123 and Killax like this
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Dark Eldar Eldar
Experimental Fun
Defeat your opponent with the Dark Eldar Fleet!
Warlord
Order by: NameTypeCost
Total Cards: 0
Update for Version 3: -1 Archon's Palace -2 Doom +3 Warlock Destructor
I'm actually liking the idea of this deck having a stronger focus on Units instead of Events/support. I have removed Doom and Archon's Palace to make room for one of my new favorite combat cards, Warlock Destructor.
Update for Version 2.0: -3 Death from Above -3 Murder of Razorwings -3 Superiority
+2 Doom +1 Altar of Torment +2 Syren Zythlex +1 Black Heart Ravager +3 Incubus Warrior
One big lesson I have learned from this deck is that I have definitely underestimated how useful the mobile keyword is. I have decided to remove Death From Above, it was a nice card whenever I had both it and a mobile unit in hand, but that doesn't seem to happen often enough. Maybe if we get more mobile units in the future it might make it's return. Murder of Razorwings is a great card, but this isn't really a choke deck and I feel it is only here, because Dark Eldar "always" runs Murder of Razorwings. I decided to trade them out for Incubus Warrior for a bit stronger command presence. I'm removing superiority, I just found myself not using it as much as I would like.
I'm adding 2 Doom, I really considered 3 after last night. There were a few scenarios where Doom would have won me the game, but I wasn't running it in my deck. Lesson learned, always include at least one. This deck also tends to play towards a longer game. The later a game goes, the more opportunities you have to use Doom. I'm adding Syren Zythlex. She technically goes against what I am working towards since her primary purpose is her command icons, but I feel her disruptive ability will help me quite a bit. +1 Altar of Torment is to help with resources, this is an expensive deck and it can be difficult to play Black Heart Ravager. Altar of Torment can help with that.
Units: This deck is missing a lot of the tricks you see in normal Dark Eldar decks. One of the problems I have run into while building the deck is that vehicles are expensive. Due to this, I am limiting the low cost units. My 1-2 cost units are all strictly in the deck for winning command. I am also running Death from Above to try and help offset the cost of the vehicles as well. One thing I noticed while building this is that the vehicles all seem to have a strong command presence. So, I feel this deck might do well in the command struggles, if this turns out to be the case I may remove promotion. Now for the 3+ cost units, I included as many vehicles as possible. What I am hoping will happen, is that my vehicles will be able to hang around for several rounds of combat and just slowly destroy my opponents more numerous, but weaker units. Black Heart Ravager was a difficult include due to it's cost, but I am hoping that with the command presence the vehicles have I will be able to afford to play it.
Events: Archon's Terror is too powerful not to include and it can help remove some of the units from important battles. This is possibly even more important here since it helps me get to the point that I have more attacks than my opponent. Something that will probably not be true at the start of most battles. Raid is the same and has two shields.
Attachments: As I stated earlier, I may not need promotion at all, but it is here to help win command struggles and allows me to delay my turn so that I can see what my opponents moves are so I can put my vehicles where they are needed. Suffering is here mostly for the shields, but the -2 attack is going to be more useful here since combat may regularly go more than one round.
Sample Hand:
Total Shields: 0
Average Shields Per Event/Attachment: 0
Total Command: 0
Average Command Per Unit: 0
Be aware, Death From Above isn't a vehicle offsetter, rather it targets non-Elite Mobile Units. In your deck, that means the Soaring Falcons and Vile Raiders.
The question we have to ask then, is what does that card do for you, and more importantly, what do the other big vehicles do for you?
As to being strong in command, you have 32 command icons plus 6 more for Promotion, which is spread across high cost units. Thats not a command-strong deck.
To take a counter example, the Eldar/Tau deck I run has 44 command icons but doesn't use Promotion, but exactly like your deck 32/50 cards cost 2 or less. This isn't a deck lacking for firepower either, as it runs 9 cards with 3+ attack, compared to your three. I don't carry the Superiorities or the Archon's Terrors, however. That was built as a front-loaded Eldar deck, designed to break the idea that you have to play a long control game.
As a better point of comparison, my DE deck (my current tourney one) has 41 command icons plus 6 more for 3 Promotions, and has 37/50 cards that cost 2 or less, 10 that cost 3, and 3 that cost 4 (hello Klaivex!). In practice, I find it reliably wins command AND applies choke, and has enough firepower to hold its own in combat against most decks. That, to me, is my current one and only T1 deck, and at the risk of sounding arrogant, you're not going to be dominating the command phase with a deck like yours against a deck like that.
Its a fine experiment to run high cost vehicles, and its something I appreciate doing myself: my Chaos deck runs two Heldrakes, and my Eldar deck 1 Wraithfighter.
However, I'd say that if you want to run the low/high game, where you have low cost units for command and high cost ones for battle winning, then a compromise is needed in losing some other elements, such as the mid cost units.
Try the deck out, but I think what you've done is open with a strong concept, then dilute it by putting in cards that you feel you have to include, then tried to recover the economy curve with compromise choices. This likely has left the deck weaker overall. "Vehicles" is a theme, but its not a gameplay advantage of any sort, as you've got nothing in the deck that interacts with that trait. That in mind, why pursue that theme at all?
I haven't had a chance to actually test the deck yet (I should today), but I can give you some of the thoughts behind my card choices.
I am aware that Death From Above only works with Mobile units. I was unsure on whether to include it or not. I finally decided to include it in the first version of this deck since earlier versions tend to be a bit more experimental so I don't mind running cards that I haven't tried/aren't sure of their value. My thinking on the card is it would help even out the cost curve a bit whenever I wanted to play Soaring Falcon/Vile Raiders and even if I didn't use it for that it would still act as a shield.
I don't expect this deck, at least with the current card pool, to really reach the status of a T1 deck. The only decks I run that I feel are T1 is a DE deck that sounds very similar to yours and my "Tau Strikes First" deck. The original intention of this deck came from playing Ku'gath. With that deck, I noticed the value of running resilient, but not has high damaging units over running high attack, but low HP. I decided to see if I could take that same concept and apply it to my main faction, DE (I know, not the idea choice for such a concept). It just so happens that those type of units tend to be vehicles, so I wasn't necessarily targeting vehicles perse, but the deck ended up including all of them.
So, this deck is pretty experimental at the moment and will go through a lot of revision as I find what works/doesn't work and change it. For example, my Tau Strike First deck is on Version 5 after all. This one will probably see similar numbers, unless I decide that the theme it isn't worth the effort.
3 Comments
Be aware, Death From Above isn't a vehicle offsetter, rather it targets non-Elite Mobile Units. In your deck, that means the Soaring Falcons and Vile Raiders.
The question we have to ask then, is what does that card do for you, and more importantly, what do the other big vehicles do for you?
As to being strong in command, you have 32 command icons plus 6 more for Promotion, which is spread across high cost units. Thats not a command-strong deck.
To take a counter example, the Eldar/Tau deck I run has 44 command icons but doesn't use Promotion, but exactly like your deck 32/50 cards cost 2 or less. This isn't a deck lacking for firepower either, as it runs 9 cards with 3+ attack, compared to your three. I don't carry the Superiorities or the Archon's Terrors, however. That was built as a front-loaded Eldar deck, designed to break the idea that you have to play a long control game.
As a better point of comparison, my DE deck (my current tourney one) has 41 command icons plus 6 more for 3 Promotions, and has 37/50 cards that cost 2 or less, 10 that cost 3, and 3 that cost 4 (hello Klaivex!). In practice, I find it reliably wins command AND applies choke, and has enough firepower to hold its own in combat against most decks. That, to me, is my current one and only T1 deck, and at the risk of sounding arrogant, you're not going to be dominating the command phase with a deck like yours against a deck like that.
Its a fine experiment to run high cost vehicles, and its something I appreciate doing myself: my Chaos deck runs two Heldrakes, and my Eldar deck 1 Wraithfighter.
However, I'd say that if you want to run the low/high game, where you have low cost units for command and high cost ones for battle winning, then a compromise is needed in losing some other elements, such as the mid cost units.
Try the deck out, but I think what you've done is open with a strong concept, then dilute it by putting in cards that you feel you have to include, then tried to recover the economy curve with compromise choices. This likely has left the deck weaker overall. "Vehicles" is a theme, but its not a gameplay advantage of any sort, as you've got nothing in the deck that interacts with that trait. That in mind, why pursue that theme at all?
I haven't had a chance to actually test the deck yet (I should today), but I can give you some of the thoughts behind my card choices.
I am aware that Death From Above only works with Mobile units. I was unsure on whether to include it or not. I finally decided to include it in the first version of this deck since earlier versions tend to be a bit more experimental so I don't mind running cards that I haven't tried/aren't sure of their value. My thinking on the card is it would help even out the cost curve a bit whenever I wanted to play Soaring Falcon/Vile Raiders and even if I didn't use it for that it would still act as a shield.
I don't expect this deck, at least with the current card pool, to really reach the status of a T1 deck. The only decks I run that I feel are T1 is a DE deck that sounds very similar to yours and my "Tau Strikes First" deck. The original intention of this deck came from playing Ku'gath. With that deck, I noticed the value of running resilient, but not has high damaging units over running high attack, but low HP. I decided to see if I could take that same concept and apply it to my main faction, DE (I know, not the idea choice for such a concept). It just so happens that those type of units tend to be vehicles, so I wasn't necessarily targeting vehicles perse, but the deck ended up including all of them.
So, this deck is pretty experimental at the moment and will go through a lot of revision as I find what works/doesn't work and change it. For example, my Tau Strike First deck is on Version 5 after all. This one will probably see similar numbers, unless I decide that the theme it isn't worth the effort.
Very cool deck, looking very forward to your experiences. Let us know how it went.
All in all I can only hope for more Mobile units to make DfA even better.
Cheers,