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Eldorath - vegetarian on bicycle
Submitted by
pepeush
, Apr 27 2016 09:56 AM | Last updated May 03 2016 08:48 PM
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Eldar Tau
Aggro Tournament Quality
Eldorath is back! Bold units, high dmg, some extra exhausting oportunities, large mass dmg and few other dirty things there.
Warlord
Order by: NameTypeCost
Total Cards: 0
Deck is very powerful with Bonesingeg Choir, but - whats important - works good even without it. MVP there is Fire Prism, that is my fauvorite eldar unit. Wildrider + Drone Defence System on 2nd planet can do easy-jump to 1st planet, where battle is taking place, and hit all exhausted units. Trailblazer with DDS on it can hunt WL with his units from HQ and hit them, to make huge dmg. Tested on OCTGN with nice scores. Then i choose it to some large tournament in Poland (Assault on Wroclaw - 28 players) and took 3rd place id double brackett elimination on top8.
Sample Hand:
Total Shields: 0
Average Shields Per Event/Attachment: 0
Total Command: 0
Average Command Per Unit: 0
Bad deck. The main eldar cards represented by 2 (Biel-Tan Guardians, Saim-Hann Jetbike) or even less number of copies (Wildrider Vyper). One of the strongest command units Vash’ya Trailblazer - only 2 copies, but you use Promotion. I think, it's better to use 3 copies of Biel-Tan Guardians and Vash’ya Trailblazer. Wildrider Vyper - the main damage diller of this deck. Saim-Hann Jetbike is 2 shield card, wich gave you a great advantage in early game even for 2 resource
Bad deck. The main eldar cards represented by 2 (Biel-Tan Guardians, Saim-Hann Jetbike) or even less number of copies (Wildrider Vyper). One of the strongest command units Vash’ya Trailblazer - only 2 copies, but you use Promotion. I think, it's better to use 3 copies of Biel-Tan Guardians and Vash’ya Trailblazer. Wildrider Vyper - the main damage diller of this deck. Saim-Hann Jetbike is 2 shield card, wich gave you a great advantage in early game even for 2 resource
Play it, test it, then say again, that its a "bad deck". 3rd place in tournament with 28 players, dominated by AM - coincidance? Many wins on OCTGN too.
Look, i know, that this is pretty wierd set of units and numbers of units. But it just gives me all, that i need to win games. There is many synergies, that makes all working together for taking victory. This is most flexible deck that ive ever created. It have many expensive units, easy deployed from bonesinger choir, but You can play without support, and still can win game. You can play against swarm, and play against powerfull tau units with many attachments, or play against anyone You want and still can be sure, that oponent will have a tough army in front of him.
How do you like the variety of the deck? I see a lot of 2-of's. Do you find it more beneficial to have 2 and 1-of's, as opposed to deciding what the best cards are, and focusing your slots on those cards (with 3-ofs)?
How do you like the variety of the deck? I see a lot of 2-of's. Do you find it more beneficial to have 2 and 1-of's, as opposed to deciding what the best cards are, and focusing your slots on those cards (with 3-ofs)?
haha! Thats main objection that i hear when speaking about this deck. This numbers of cards make it more flexibility and lead You in every game in a bit different way to win.
1) 2 copies of eco unit - dont need 3 of each of them, but dont want to resign from any of them; trader, pirate, trailblazer (who also can get DDS), biel tan and 2 promotions (becose of Bonesinger Choir that also is "limited"
2) "fat" units like fire prism, wraithknight, vypers make a heavy hit, have interesting abilities, but You dont need more of them - if You dont get choir's, You will not play many of them (but few times i played only fire prism in first round and still was able to win entire game!) - whats important - on begining i played on 2 vypers and 1 wraithknight; when i took this deck to tournament i changed it to 1 vyper/2wraithknight, but i think that 1st option was better(!)
3) middle-cost units like councils, riders, iyanden - council - nothing to speak - but raiders and iyandens enter game with cost of 2 or 1 with only 1 choir, that change a lot during planing "what to buy"
4) saim hann is not very important for its effect there! 2 shields is very important there! sure - sometimes You have a lot of res and can do interesting things with effect of this card; i put saim hann there for its effect, but very fast it became a shield card, not effect card (saim hann almost always played as shield, gift almost always played for effect - thats what it look like)
Nice deck! I think 10 capping units + 2 promos + 3 choirs is enough in terms of economy. I would replace one of 1 command capper(trader/pirate) with 1 more biel tan cause 2 command icons for 1 is just too good.
I would recommend a few Starcannons instead of, say, Nullify. They will work nicely on some of your multiple vehicles and you get the deploy stall as bonus.
That said, I agree with prezi about the Guardians and I would probably go 3x on the destructors as well.
I would recommend a few Starcannons instead of, say, Nullify. They will work nicely on some of your multiple vehicles and you get the deploy stall as bonus.
That said, I agree with prezi about the Guardians and I would probably go 3x on the destructors as well.
Nice out-of-the-ordinary deck though!
Thanks
Starcannon is a card, that will play nice with wehicles there, but there is no card to replace by it. I cant delete Nullify - on tournament i "turned off" preemptive barrage 4-5 times, ecstatic seizures and few events, that could make me sad Nullify is still one of most powerfull cards in this game and we should play it
In my opinion first good idea to play starcannon will be new unit, that will enter game in 3rd expansion of death cycle (4ATK/3HP reaction: if this unit is attacked exhaust attachment on this unit to cancel that attack). In this deck pest place to put starcannon is fire prism, that can give You 100% chance of exhausting some unit in ranged, but still - theres no place for it.
Warlocks? No necessary - on begining i played 1 warlock there + 2 wraithguard revenant, but just before tournament i decided to add 1 warlock and reduce revenants to 1. It works good - believe me
Prezi - with 2pirates/2traders i often can choose if i want extra card or res from planet. 2 command symbols of biel tan is important, but i prefer to take some extra card/res, cose i win command strugles anyway
7 Comments
Bad deck. The main eldar cards represented by 2 (Biel-Tan Guardians, Saim-Hann Jetbike) or even less number of copies (Wildrider Vyper). One of the strongest command units Vash’ya Trailblazer - only 2 copies, but you use Promotion. I think, it's better to use 3 copies of Biel-Tan Guardians and Vash’ya Trailblazer. Wildrider Vyper - the main damage diller of this deck. Saim-Hann Jetbike is 2 shield card, wich gave you a great advantage in early game even for 2 resource
Play it, test it, then say again, that its a "bad deck". 3rd place in tournament with 28 players, dominated by AM - coincidance? Many wins on OCTGN too.
Look, i know, that this is pretty wierd set of units and numbers of units. But it just gives me all, that i need to win games. There is many synergies, that makes all working together for taking victory. This is most flexible deck that ive ever created. It have many expensive units, easy deployed from bonesinger choir, but You can play without support, and still can win game. You can play against swarm, and play against powerfull tau units with many attachments, or play against anyone You want and still can be sure, that oponent will have a tough army in front of him.
How do you like the variety of the deck? I see a lot of 2-of's. Do you find it more beneficial to have 2 and 1-of's, as opposed to deciding what the best cards are, and focusing your slots on those cards (with 3-ofs)?
haha! Thats main objection that i hear when speaking about this deck. This numbers of cards make it more flexibility and lead You in every game in a bit different way to win.
1) 2 copies of eco unit - dont need 3 of each of them, but dont want to resign from any of them; trader, pirate, trailblazer (who also can get DDS), biel tan and 2 promotions (becose of Bonesinger Choir that also is "limited"
2) "fat" units like fire prism, wraithknight, vypers make a heavy hit, have interesting abilities, but You dont need more of them - if You dont get choir's, You will not play many of them (but few times i played only fire prism in first round and still was able to win entire game!) - whats important - on begining i played on 2 vypers and 1 wraithknight; when i took this deck to tournament i changed it to 1 vyper/2wraithknight, but i think that 1st option was better(!)
3) middle-cost units like councils, riders, iyanden - council - nothing to speak - but raiders and iyandens enter game with cost of 2 or 1 with only 1 choir, that change a lot during planing "what to buy"
4) saim hann is not very important for its effect there! 2 shields is very important there! sure - sometimes You have a lot of res and can do interesting things with effect of this card; i put saim hann there for its effect, but very fast it became a shield card, not effect card (saim hann almost always played as shield, gift almost always played for effect - thats what it look like)
Nice deck! I think 10 capping units + 2 promos + 3 choirs is enough in terms of economy. I would replace one of 1 command capper(trader/pirate) with 1 more biel tan cause 2 command icons for 1 is just too good.
I would recommend a few Starcannons instead of, say, Nullify. They will work nicely on some of your multiple vehicles and you get the deploy stall as bonus.
That said, I agree with prezi about the Guardians and I would probably go 3x on the destructors as well.
Nice out-of-the-ordinary deck though!
Thanks
Starcannon is a card, that will play nice with wehicles there, but there is no card to replace by it. I cant delete Nullify - on tournament i "turned off"
preemptive barrage 4-5 times, ecstatic seizures and few events, that could make me sad
Nullify is still one of most powerfull cards in this game and we should play it 
In my opinion first good idea to play starcannon will be new unit, that will enter game in 3rd expansion of death cycle (4ATK/3HP reaction: if this unit is attacked exhaust attachment on this unit to cancel that attack). In this deck pest place to put starcannon is fire prism, that can give You 100% chance of exhausting some unit in ranged, but still - theres no place for it.
Warlocks? No necessary - on begining i played 1 warlock there + 2 wraithguard revenant, but just before tournament i decided to add 1 warlock and reduce revenants to 1. It works good - believe me
Prezi - with 2pirates/2traders i often can choose if i want extra card or res from planet. 2 command symbols of biel tan is important, but i prefer to take some extra card/res, cose i win command strugles anyway