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Death is for the weak - multiple Regional top cut


  • Shuttdown, Atrus, Sizer and 5 others like this


25 Comments

I've looked at it....and looked at it....then looked at it some more and can't for the life of me figure out how this deck would actually work. Guess I'll have to give it a go ;)

 

It's pretty far removed from anything I've built with Anrakyr, but then again I've won less than half my Anrakyr games so I'm probably doing it wrong :)

    • NecRus888, Lemonbrick, Hector21 and 1 other like this

I've looked at it....and looked at it....then looked at it some more and can't for the life of me figure out how this deck would actually work.

Perfect! 
Same feeling for me. 

I'm curiuos why only 1 Eternity Gate?! It is very important card for Anrakyr. What do you do if it is discarded?

Don't worry guys, everyone who sees this deck gives me the same response :). This is not a standard deck and conventional wisdom simply doesn't apply. The rules of commitment, deployment and general gameplay are thrown out of the window because the deck doesn't care for them. I lost a lot of my initial games due to just being confused as to what the best move was, until I finally started putting the pieces together and realising how to use the deck optimally. I remember that in one of my first games I spent 15 mins on a single action because its ramifications dictated what would occur for the entire next round, so I had to know for sure that all possible outcomes would be accounted for so that the desired result could occur.

 

Regarding the Eternity Gate, it is indeed a very important card, however I'm discarding so many units, along with what my opponent discards, that I'm able to order them at the point of discard to be useful for me. As such, the main use for the Eternity Gate is usually to set up a Resurrection Orb, and when I have gotten it before I've ready to use an Orb I've generally found it to be lackluster. As such, I'm not too pained if it does get discarded

    • NecRus888 and Lemonbrick like this
I like the concept of your deck, particularly the idea of only needing 1 or 2 copies of a particular card as chances are you'll be able to draw it (either from your deck or discard pile) when you need it. Saves you having to run multiple Caius Wroths! I'm assuming the potential for a Monolyth + Lychguard Sentinel/Harbinger or even Pretorian Ancient combo is the (not unlikely) dream scenario? I note you said the 9 year old girl kept getting distracted: I guess in retrospect your Princess Elsa-themed card protectors were a silly idea....
    • Kaloo likes this

I knew those card protectors were a mistake! ;)

To be honest the Monolith hitting anything that costs 4+ is ideal for me, which is ~20% of the deck, but even the Pyrrihans are decent targets late game as well as the Flayed Ones early game, due to their high attack value. All in all there are 19 targets in total for the Monolith, which is ~40% of the deck, so I'm always quite likely to hit ​something each activation. It's part of the reason why I've taken the Immortal Loyalists instead of the Vostroyans (along with Orb synergy), and why I've got the 1x Gidrim instead of 3x Void Pirate. Think of it as like being why some Space Marine decks will take the 10th Company Scouts as command units, or Eager Recruits instead of Elysians, just to maximise the number of targets for Drop Pod Assault, only with Space Zombies instead :P

An extra note: A Monolith in the HQ can still be triggered, but just can't put anything into play. This is useful to initiate more discarding should it be required

    • Lemonbrick likes this
I looked at it and thought, how would this work. Then I looked again and started to see the pieces forming. I'm actually quite intrigued by this deck

Best deck I've tried so far! 
Yes, totally unconventional and really worked my brains the first time I used, but the deck became clearer to use as I played.
Anyways, thanks for the share! I'm testing out Chaos instead of the SMs in my next game.

    • Kaloo likes this

Thanks :). It certainly is not easy on the brain, and I don't think I've ever finished a game with this deck in a tournament that hasn't gone down to the last 10 mins (with 2 games going to time). However, once it gets going there's really little the opponent can do against it without significant removal

​Let me know how it goes with Chaos instead. I'm guessing that you're switching out the Land Raider + Devastators for 2x Fiends?

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Deathlock77
Jul 27 2016 07:59 PM

Did I miss something : 

is it legal for the 3x limit card ??

Yes, still thinking between 2x Venomous Fiends or 1x Venomous Fiends and 1x Khorne Berzerker.
I do understand that the Devastators are there to bring out opponent's supports and sometimes act as capper, and Land Raider are usually to protect your Elites, eg. Lychguard and Monoliths, on a planet. My choice for Chaos is for the combat, mobile, and damage splash.

 

I'll post up the results here after testing them out! :D

Yes, still thinking between 2x Venomous Fiends or 1x Venomous Fiends and 1x Khorne Berzerker.
I'll post up the results here after testing them out!

Did I miss something : 

is it legal for the 3x limit card ??

 

Its the signature unit from Anrakyr, so isn't reliant on the 3x limit.

I assume you mean the Flayed Ones add to the discard pile rather than Flayed Skull Slavers?

Given how the deck looks to work I'm surprised you aren't describing it as Combo in addition to tournament quality. Looks like it requires a lot of player skill but can be devastating.
Yes i meant the flayed ones pack, I get their names mixed up. It probably should be classed as combo as well, it's just that like a lot of my decks there's no single combo that I'm aiming for, rather a selection of combos
    • EdelRitter likes this

Yes i meant the flayed ones pack, I get their names mixed up. It probably should be classed as combo as well, it's just that like a lot of my decks there's no single combo that I'm aiming for, rather a selection of combos

Haha the combos comes out as you play the deck!
Anyways, I tested with Chaos slaves instead of SM last night. The changes are:
-1 Imperial Fists Devastators 
-1 Land Raider
+1 Khorne Berserker
+1 Venomous Fiends

Test 1: VS. Slick's Straken
-Forfeited first 2 planets to build up forces on the Planet 3 and 4. Threw down a Dreaded Monolith on Turn 4 on the first planet and a Venomous Fiend on Turn 5 via Anrakyr's Deploy Action. Win the match by green planets. MVP this round was Lychguard Sentinel + Dreaded Monolith.

Test 2: VS. Eldorath Bonesinger

-I was a bit blur on how the match went. Anyways, Anrakyr was almost bloodied (down with 6 damage) by Turn 2 but luckily I managed to pull out Harbinger and Lychguard Sentinel on Turn 3 at Planet 1, Tarrus. Used Reanimation Protocol from hand to heal Anrakyr and sent him to snipe Eldorath's cappers on last 2 planets. Monolith came out late but I remembered I won the game via red planets and Resurrection Orb on Harbinger and a lil help from Eternity Gate. I don't remember pulling out any Chaos in this match.

More test plays later this week!

Would you do any changes now with the last packs coming out?

Would you do any changes now with the last packs coming out?

 

I haven't had a chance to playtest this deck in a while, but the last time I used it I switched out the Land Raider and the Devastators for 2x Shrieking Exarch to help with pseudo AoE and card draw. I'd be tempted to squeeze in a Follow of Gork or a Defensive Protocols, but otherwise there's not else I'd change

For those interested, I used a slightly modified version of this deck in the final for the Alignment League. I'll post the updated decklist either here or in the tournament report after the recorded game goes live

Please do

Tournament report for the Alignment Wheel league is up: http://www.cardgamed...-battle-report/

 

I used this deck for the final with the following changes (given that I knew I'd be against an Eldar player):

 

-3 Scrab Nabba

-1 Land Raider

-1 Imperial Fist Devastators

-2 Weight of Aeons

-1 Warriors of Gidrim

 

+2 Shrieking Exarch

+2 Saim Hann Kinsmen

+1 Drudgery

+2 Freebooter Kaptain

+1 Shroud Crusier

 

Given the Exarchs the discard from the Weight of Aeons isn't really needed anymore, whilst the Shroud Cruiser is a "nice to have" rather than a necessity for the deck. The Kinsmen are a nice cheaper replacement for the Nabbas, given the lesser dependency on changing the dial, but I'd also be tempted to switch them out for an extra Drudgery/Freebooter since that combo is quite easy to pull off (given the complete dial indepence, allowing more freedom for the Immortal Legions, and the discard effects effectively allowing it to occur in the first place) and so effective for both command and combat

I used this deck for the final with the following changes (given that I knew I'd be against an Eldar player):

Would you keep these changes going forward or move back to SM/Orks?

Would you keep these changes going forward or move back to SM/Orks?

 

I'd definitely keep the Exarchs instead of the SM units, and as a result I'd definitely remove the Weight of Aeons. The only thing I'm not sure on is whether I'd prefer to go all out on the Drudgery combo and take 2x Drudgery + 3x Freebooter (which also helps eliminate the need for any alliances) or take more Kinsmen/Void Pirates and more Shroud Cruisers (which are nice but too expensive). A second Immortal Loyalist or even 1x Ardent Outcast aren't terrible ideas either, but are lower down the list. 

I'd need to do more testing to be sure, but even then the deck is in a good spot as it is.

    • Angron55 likes this
hi friend, how would you update your excellent list now that everything regarding this game is finalized? thanks

hi friend, how would you update your excellent list now that everything regarding this game is finalized? thanks

 

Hi there.

 

Sorry I only just saw this. This is what I'd keep as my decklist given the state of how the game ended:
 

Total Cards: (51)
 
Warlord: 
1x Anrakyr the Traveller (Legions of Death) 
 
 
Army Unit: (32)
5x Pyrrhian Eternals (Legions of Death)
1x Canoptek Spyder (Legions of Death)
2x Dread Monolith (Legions of Death)
2x Flayed Ones Pack (Legions of Death)
2x Harbinger of Eternity (Legions of Death)
2x Immortal Legion (Legions of Death)
1x Immortal Loyalist (Jungles of Nectavus)
1x Inquisitor Caius Wroth (Descendants of Isha)
3x Lychguard Sentinel (Legions of Death)
2x Praetorian Ancient (Legions of Death)
3x Rogue Trader (Core Set)
3x Void Pirate (Core Set)
2x Shrieking Exarch (Searching for Truth)
3x Freebooter Kaptain (Legions of Death)
 
Attachment: (3)
1x Pyrrhian Warscythe (Legions of Death)
2x Resurrection Orb (Legions of Death)
 
Event: (12)
1x Awake the Sleepers (Legions of Death)
2x Backlash (Legions of Death)
1x Extermination (Legions of Death)
2x Mechanical Enhancement (Legions of Death)
2x Reanimation Protocol (Legions of Death)
2x Recycle (Legions of Death)
2x Drudgery (Legions of Death)
 
Support: (4)
1x Slumbering Tomb (Legions of Death)
1x Eternity Gate (Legions of Death)
2x STC Fragment (Legions of Death)
 
All of the events are intended to be used as shields with the intention of bringing them back with the Harbinger (with a few minor exceptions here and there when practically useful). The deck is enslavement dial independent (mostly), allowing you to hammer down on your opponent's dial for the sake of their units and the Immortal Loyalist. Since the Drudgery combo is always usable, it's always a solid play, and helps out with both combat and command.

If you had to remove a card to hit the 50-card deck, what would you remove?

 

I was thinking in taking out a one-shield event.