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DE/C Big Guys
Submitted by
Dietzen
, May 03 2015 10:30 PM | Last updated May 28 2015 01:16 PM
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Dark Eldar Chaos
Experimental Tournament Quality
A new take on deck building. Big and cheap guys, along with a swarm of Khymeras, make for a bad time for your opponent. Almost at 20-1 so far.
Warlord
Order by: NameTypeCost
Total Cards: 0
So this deck looks weird as hell. But it works, surprisingly. Promethium Mine, proclaimed the worst card in the game, but very much useful in this deck, along with Raid secures you being able to play big guys that stick around. Also makes it easier to be able to play all those 3 cost units. Calamity is there to make it difficult for all those swarm decks, while keeping your tokens and 3+ cost units in place.
Edit: Why the specific demons? I wanted the possessed due to the enormous threat they cause, if your opponent has an Archon's Terror or that AM card they're probably going to use it on them, but you've still got Zerkers and the Noise Marines so no biggy. If they don't get rid of it, their warlord will most likely leave the planet along, cause who wants a 9 smack in the face? Soul Grinder, make them lose minions before the battle starts. I don't even care if it's a peewie minion, as long as they lose something. This deck is all about the attrition, make them lose everything, rout them or return it to their hands.
Shadow Field is mostly played as a 2 shield, but once in a blue moon it's great for denying damage. I actually won a game due to it, so don't dismiss it.
Sample Hand:
Total Shields: 0
Average Shields Per Event/Attachment: 0
Total Command: 0
Average Command Per Unit: 0
I think promethium mine is highly underrated in many decks. When you are strappped for cash, didn't win that command struggle, all of a sudden promethium mine looks sweet as hell. Combine it with something like fortress of madness and you basically have 6 free resources per turn instead of 4.
I think promethium mine is highly underrated in many decks. When you are strapped for cash, didn't win that command struggle, all of a sudden promethium mine looks sweet as hell. Combine it with something like fortress of madness and you basically have 6 free resources per turn instead of 4.
And I can imagine this deck working a treat!
Thanks for not arbitrarily knocking it down Which admittedly I was a bit afraid would happen. But you are indeed correct, this is exactly why I have it in and it did exactly that in every one of my games, where I drew it. It did indeed allow me to deploy more than what I would have elsewise.
One game, as would happen sometimes, I drew it in the last few turns, might have had two on hand at that point, and it was a dead card, but that's the risk you take in some games. This particular game was the one I mentioned though, where I drew the worst mulligan ever.
So excited to see someone trying this style of play. I've thought for awhile that a higher cost deck running calamity and promethium mine could work. I was thinking of trying something like this out of baharroth. Cool deck building! Keep us posted.
I haven't lost a single match so far (apart from the one mentioned above, where I had a bad mulligan). But there's been 3 cards changed that I've found were continually clogging my hand, and cost wise I almost always couldn't get off.
Calamity is great, but 3 is too much in this deck, because you're often forced to use your resource on Archon's Terror or the Warleader. So this card has been reduced by 1, to 2.
Fall Back I only had 1 copy of that card, and even when I drew it I used it as a shield, so I'm removing this for now.
Warpstorm has also been removed, though it can be nice in some instances, the cost of 3 I've found is simply too much with everything else being quite expensive.
-1 Calamity
-1 Fall Back
-1 Warpstorm
+3 Suffering.
The reason for this, obviously it's a great 2 shield. Secondly the effect of reducing a target's attack by 2 is awesome, with your big guys out, effectively making it that much easier to go up against them is well worth it. I'm going to try this out for a while and see how it works. My anticipation is that it will be even more tough to go up against.
I found Calamity to be a bit too much, when you draw it consistently, reduced it to one so that if I draw it it's fine, if not it's fine too.
Archon's Palace, I didn't miss and therefore removed, the same with Twisted Laboratory as I often didn't want to spend the resource playing it.
Cacophonic Choir and Keeper are just trial cards and I actually have not drawn them in the games I've played. But I'm going to try it to see how they work. Keeper might be switched out for another Soulgrinder as the discard it offers is amazingly impactful in the game.
I've played about 15 games or so, so far and I've still only lost the 1 game. Best deck I've played by far and it's super fun
If money is a focus of the deck, why not 3 x Rogue Trader and 1 x Void Pirate?
Also, given the focus on quality over quantity, making your 4 cards better than theirs, is Caius Wroth worth a look?
Resource is indeed valuable, but cards too is a must. You need to draw cards, the times where games were tight were the ones where I've been tight for cards.
I have been considering Caius and will indeed try him soon
Another 4 games played, this time against Ku'Gath who I had previously feared somewhat. Won all 4 games.
I did learn something, Cacophonic Choir is kinda counter-intuitive to what I'm trying to do, which is dominate command and battles, so I've taken this out again, since I always used it as shield. Instead I've included 2 copies of Fall Back to keep my big elites in the fray.
The Ancient Keeper (as I initially thought) was just too expensive and the deck can't consistently create tokens (spare tokens I should say) for it to be effective, so another Soul Grinder has been included instead.
High/low decks are underplayed, and a lot of fun, as I can attest to with my 1s and 5s Rally the Charge deck. I find they perform a lot better than people expect, and their unfamiliarity often creates unforced errors in opponents as they just don't know what to expect.
One thing I'd recommend, if you're running high costers, is to strip out the middle costs as much as possible. Zealots and Berzerkers are great cards conventionally, but you'll get those Possessed and Soul Grinders out quicker if you straight replace them with 1 RT, 1 Pirate, 3 Incubus Warrior and 1 Hellion Gang. Plus, you'll be somewhat more likely to win the Soul Grinder struggle, or to afford that glorious Grinder / Syren or Grinder / Possessed combo that gives you command in a more aggressive way. I suspect you've gone for 3 costs for the sake of Calamity, so I'd also drop that Calamity for a third Fall Back or (even better) another Possessed.
Brave of you to go Promethium Mine over Promotion too. Naysayers will criticise that, but I say good on ya, keep challenging those assumptions!
Hi Asklepios and thanks for the feedback. You are indeed correct that the 3 cost units are a remnant of the Calamity first edition of the deck. However, I've found their lower cost, yet high damage potential to be extremely valuable.
I'm going to play on OCTGN to test the deck more extensively, and if I find I can't get the resource gain (that I currently am able to) I want to, then I might switch out some of the cards as you suggest.
Promethium Mine is a good card in the deck, I would obviously not play it, if I'm going for the win next turn, but in the long haul, the extra resource it gets me has been worth every "penny".
11 Comments
I think promethium mine is highly underrated in many decks. When you are strappped for cash, didn't win that command struggle, all of a sudden promethium mine looks sweet as hell. Combine it with something like fortress of madness and you basically have 6 free resources per turn instead of 4.
And I can imagine this deck working a treat!
Thanks for not arbitrarily knocking it down
Which admittedly I was a bit afraid would happen. But you are indeed correct, this is exactly why I have it in and it did exactly that in every one of my games, where I drew it. It did indeed allow me to deploy more than what I would have elsewise.
One game, as would happen sometimes, I drew it in the last few turns, might have had two on hand at that point, and it was a dead card, but that's the risk you take in some games. This particular game was the one I mentioned though, where I drew the worst mulligan ever.
Ok update
I haven't lost a single match so far (apart from the one mentioned above, where I had a bad mulligan). But there's been 3 cards changed that I've found were continually clogging my hand, and cost wise I almost always couldn't get off.
Calamity is great, but 3 is too much in this deck, because you're often forced to use your resource on Archon's Terror or the Warleader. So this card has been reduced by 1, to 2.
Fall Back I only had 1 copy of that card, and even when I drew it I used it as a shield, so I'm removing this for now.
Warpstorm has also been removed, though it can be nice in some instances, the cost of 3 I've found is simply too much with everything else being quite expensive.
-1 Calamity
-1 Fall Back
-1 Warpstorm
+3 Suffering.
The reason for this, obviously it's a great 2 shield. Secondly the effect of reducing a target's attack by 2 is awesome, with your big guys out, effectively making it that much easier to go up against them is well worth it. I'm going to try this out for a while and see how it works. My anticipation is that it will be even more tough to go up against.
-1 Calamity
-1 Archon's Palace
-1 Twisted Laboratory
+2 Cacophonic Choir
+1 Ancient Keeper of Secrets
I found Calamity to be a bit too much, when you draw it consistently, reduced it to one so that if I draw it it's fine, if not it's fine too.
Archon's Palace, I didn't miss and therefore removed, the same with Twisted Laboratory as I often didn't want to spend the resource playing it.
Cacophonic Choir and Keeper are just trial cards and I actually have not drawn them in the games I've played. But I'm going to try it to see how they work. Keeper might be switched out for another Soulgrinder as the discard it offers is amazingly impactful in the game.
I've played about 15 games or so, so far and I've still only lost the 1 game. Best deck I've played by far and it's super fun
Also, given the focus on quality over quantity, making your 4 cards better than theirs, is Caius Wroth worth a look?
Resource is indeed valuable, but cards too is a must. You need to draw cards, the times where games were tight were the ones where I've been tight for cards.
I have been considering Caius and will indeed try him soon
Another 4 games played, this time against Ku'Gath who I had previously feared somewhat. Won all 4 games.
I did learn something, Cacophonic Choir is kinda counter-intuitive to what I'm trying to do, which is dominate command and battles, so I've taken this out again, since I always used it as shield. Instead I've included 2 copies of Fall Back to keep my big elites in the fray.
The Ancient Keeper (as I initially thought) was just too expensive and the deck can't consistently create tokens (spare tokens I should say) for it to be effective, so another Soul Grinder has been included instead.
High/low decks are underplayed, and a lot of fun, as I can attest to with my 1s and 5s Rally the Charge deck. I find they perform a lot better than people expect, and their unfamiliarity often creates unforced errors in opponents as they just don't know what to expect.
One thing I'd recommend, if you're running high costers, is to strip out the middle costs as much as possible. Zealots and Berzerkers are great cards conventionally, but you'll get those Possessed and Soul Grinders out quicker if you straight replace them with 1 RT, 1 Pirate, 3 Incubus Warrior and 1 Hellion Gang. Plus, you'll be somewhat more likely to win the Soul Grinder struggle, or to afford that glorious Grinder / Syren or Grinder / Possessed combo that gives you command in a more aggressive way. I suspect you've gone for 3 costs for the sake of Calamity, so I'd also drop that Calamity for a third Fall Back or (even better) another Possessed.
Brave of you to go Promethium Mine over Promotion too. Naysayers will criticise that, but I say good on ya, keep challenging those assumptions!
Hi Asklepios and thanks for the feedback. You are indeed correct that the 3 cost units are a remnant of the Calamity first edition of the deck. However, I've found their lower cost, yet high damage potential to be extremely valuable.
I'm going to play on OCTGN to test the deck more extensively, and if I find I can't get the resource gain (that I currently am able to) I want to, then I might switch out some of the cards as you suggest.
Promethium Mine is a good card in the deck, I would obviously not play it, if I'm going for the win next turn, but in the long haul, the extra resource it gets me has been worth every "penny".