Rather than focusing on the command struggle, this deck makes tactical use of the available planet Battle abilities to limit your opponent's options while expanding your own. On an ideal turn, you should be shooting to trigger three Battle abilities: the first planet, one planet for Old One Eye, and one planet for Savage Warrior Prime (this is only likely to happen on turns you have initiative, of course).
Because your specific approach will vary a lot depending on what Battle abilities you have available, it's difficult to give specific advice. However, here are some general best practices to keep in mind:
- An ideal opening hand will have one elite, several 0-3 cost units, and at least one card with a shield. A notable exception is if you have Regeneration and a Lurking Hormagaunt. That particular combo is usually worth keeping even if you have a sub-optimal hand otherwise.
- During the command struggle, you will likely want to focus primarily on denial (particularly early in the game). If there's a unit with Promotion at a planet, toss Old One Eye at it. Match command icons against your opponent where you can. Strive to force your opponent to only gain resources or cards, but not both (if you can't deny across the board). Your tools here are Ripper Swarm, Termagant Sentry, the occasional Scything Hormagaunts, and on rare occasions Toxic Venomthrope (see next note).
- The one exception to playing a denial game during command struggles is the Toxic Venomthrope. They should first go to planets where they are unlikely to be contested, and second to planets where infestation may lead to returns down the road (a planet you absolutely have to win to prevent your opponent from taking the game, for instance; infestation there will set you up for a lucky Shrieking Harpy, discounted Dark Cunning, or Spore Burst).
- If Y'varn is in play and you have a Ravenous Haruspex in your hand early in the game, aggressively aim to win a battle there ("Battle: Each player puts a unit into play from his hand at his HQ.")! It's possible to get unlucky, but the Haruspex is a key component to being able to effectively ignore the command struggle; the earlier you can get him on the board the better.
- Regeneration typically should go on a Lurking Hormagaunt as a first priority, and a Volatile Pyrovore as a second. Particularly early in the game, a regenerating Lurking Hormagaunt is insanely hard to deal with for most decks. Don't both regenerating your elite units; that's what Fall Back is for (and there's enough of them it's not a big deal if one dies).
- Most of the time, Spore Burst and Heavy Venom Cannon are exclusively useful for their shields. Don't be afraid to discard them to block damage (Heavy Venom Cannon should only be played as an attachment if you are certain the target elite will survive long enough to deliver at least one attack).
- Similarly, if you find yourself holding a Fall Back, No Mercy, or Dark Cunning for more than a round or so, you should probably toss them for a shield (unless Savage Warrior Prime is being actively targeted by your opponent; then save that Fall Back!).
- Do not let Ferocious Strength and Great Scything Talons tempt Old One Eye into battle! His synergy with the Lurking Hormagaunts works best when he lurks around the edge planets. He should usually only commit to a battle if you absolutely must get your units from HQ to a particular planet.
- It is sometimes not a bad idea to play Brood Chamber as a deployment stall, and then ignore it for a couple rounds to let your opponent forget about it. A well timed Brood Chamber usage at a key planet can be absolutely devastating if they aren't expecting it.
If you feel like modifying this deck, here are my suggestions for cards you can easily replace:
- Tyranid Warrior: he's a decent card, but the cost-to-benefit ratio is a little off; often ends up spending lots of time in my hand or being a superfluous addition to a battle I'm already winning.
- Shrieking Harpy: the infestation requirement makes this a difficult one to use well, but when it works it's absolutely devastating. Ymgarl Genestealer is far more often the kill card in this deck. I'm personally torn between leaving it in there for those times when you really need it (clearing out a swarm).
- Scything Hormagaunts: if your local meta includes a lot of swarm decks, Virulent Spore Sacs might be a better option.
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