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17 Comments
Which unique Eldar unit do you plan to Exhaust to use Nullify?
^^
Packmaster Kith?
Accidentally included them, well spotted.
Update 02/12
-1 Wildrider Squadron
+1 Hypex Injector
After playtesting alot, the wildriders- although a very solid unit given the draw power of the deck and choke playstyle you typically end up with more copies in hand than you can actually afford to play.
Hypex Injector looks bad on paper however, when used strategically on a baleful mandrake in conjunction with Archon's Terror it helps swing battles for 0 resource cost.
I like the hyper injector for the same reason. It is cheap and I end up having way too many cards in my hand to play at the end of the game. I don't like the sufferings too much though. Do you just use them for the shields or do they end up helping you a lot?
99% of the time it's for the 2 shields, the only time I've actually played Suffering was in a mirror match where my opponent DE deployed a Black Heart Ravager.
I've also used my Sufferings exactly once for the effect and that was also in a mirror vs the Ravager
With the amount of cards a choke deck naturally ends up drawing the 2 shields are well worth it.
What are you typical goals in play with this deck? Resource denial? Unit Murder?
Is Hypex Injector really worth it? It's Wargear so it doesn't go on quite a few of your main fighting units (Wildriders).
Speaking of which, aren't you getting dangerously low on army units here?
I keep forgetting Wildriders are a vehicle
With most DE/E choke decks you usually reach a point in the game where both players contest a planet (usually 4th or 5th) for the game deciding battle where you have a ridiculous handsize, some khymera tokens, limited resource pools for both players and weaker combat units than your opponent.
At this point, the DE player will typically have Archon's Terror for the AoE threats and proceed to win the battle with superior numbers and lots of disposable shield cards. The Hypex Injector is only 1 copy and if drawn (which is more often than not at this point of the game) is used on a Baleful Mandrake to seal the deal.
ie
Ranged Attack X
Archons Terror Y
Bonus Ranged Attack X,Y
Raid
Bonus Ranged Attack X,Y
Your no1 priority is to draw cards yourself while denying your opponent as much draw/resource gain from planets possible. Superioriy is a borderline broken card in accomplishing that. You can commit more resources than your opponent on command point control and discard mechanics and still contest key planets since you generate one 2/1 body every turn with your warlord and have access to a really efficient signature squad.
Key points.
1) Eldar Superiority and Archon's Palace to starve your opponent on cards/resources
2) DE discard mechanics to mess your opponents plans .
3) Ruin opponent combat math by throwing back to back shields in key fights.
4) Plan ahead. ie Syren Zythlex on planets to be contested 2-3 turns later.
5) Khymera Den in starting hand can be translated in a free win most of the time.
6) Doom. Opponents have to play around this at all times.
7) Twisted Laboratory can really mess with opponent synergies.
8) Low unit count, pick your fights wisely. Preserve your Wildriders and mobile units throughout the game.
I'm having problems against space marines, is that a matchup problem? Everyone at the place I play runs Space marines, and more so now since the expansion came out.
SM are disadvantageous match up for DE control decks.
You need to get all your tricks early on (Mostly Twisted Lab) and try to deny as many card as possible.
But even then, SM have alot of combat tricks and superior units, plus AoE dmg - to turn any game arround.
With my pre-Howl of Blackmane experience it feels something like SM can take 2 out of 3 games from my DE deck.
With Archon's Palace though it should be abit more close.
Note that i dont play the same deck as OP posted, i find this too light on units. Which more often than not, will lose me the game straight from the drawing hand.
If you go heavy card choke you have a decent chance. I've actually found SM to be one of my most successful match ups - though I do wonder if that's because the players I've played against haven't adapted to my deck. If they were to take a different approach, as they may in future, I suspect it may get a lot harder.
They do get hurt by cutting off their draw though - and they don't really have an answer to Ranged (apart from Shields/Indomitable, which rely on card draw) - that's assuming you use Rangers, which the deck posted here obviously doesn't. Archon's Terror is also beautiful for those Librarians. It's the Command aspect that tends to win or lose it though.
Had a go with this deck this weekend. Got absolutely stomped. Made some very bad decision and drew very few cards (Only saw 1 two card planet all day and it was the first one!!)
Might be that it hasn't clicked in my head yet! Will keep at it and see how it goes!