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End of Cycle Eldorath


  • Sizer and wozz like this


6 Comments

So Eldorath is the first deck I started really playing competitively. This is a great place to start. Here's a few of my experimental jazz ideas (hat tip to Team Covenant).

 

I like the idea of not counting the Sslyth Mercenary as a unit. Some match ups they are a dead card. I may remove them entirely from my deck for the reasons Asklepios points out.

 

One thought I've had recently is how good having 3 hp units is. I found my Wraithguard were just too easily dealt with. As such, I've swapped them out for the Eldritch Corsair and so far it hasn't been the end of the world. This is bolstered by my inclusion of 1x No Mercy as a surprise. I won a game just yesterday were I used No Mercy to finish off a big AE unit before it got to attack. I think 1x of either Doom or No Mercy (or 1x of both) are pretty good for the surprise factor. Doom is very helpful at helping deal with the swarm if they end up in HQ at some point.

 

With using all the exhaust effects (1x No Mercy, 3x Nullify), I found that I really like 2x Seer's Exodus. Seems like a bad card, but what it allows you to do is more freely use Nullify/Tense Negotiations/No Mercy without worrying about getting Eldorath killed. Additionally, while you miss out on potentially sniping a command Eldorath's reaction still triggers to exhaust a unit. So I think it can be a solid 2x card in either alliance (Tau or DE). You could also use it as justification for dropping Erathal who is always underwhelming. That may change though with the new uniques we are getting soon (someday we hope!).

 

If you go the Tau route (which I agree DE is better), Wraithguard get even better. Notable card inclusions go:

 

ECT

Tense Negotiations (this would make Seer's Exodus even more important)

Ion Rifle

Vior'la Marksmen

Vash'Ya Trailblazer

Bor'Kan Recruits

 

Here's some jank for you (probably won't do it, but it's kinda cute):

 

Combo Eldar Survivalist with Seer's Exodus. Play the Survivalist to a planet where you don't care about the battle ability. Almost always, the opposing warlord will show up to the Survivalist planet to deny you the bonus except you also commit there. You still win command and then Seer's Exodus out. Now you've got the Survivalist in HQ and he follows you next turn to a planet where you likely win command again (due to Eldorath exhausting hammers) and maybe even to another planet with a lackluster battle ability. Can be used to draw the enemy warlord away from where they need to be by using the Survivalist. 

    • Asklepios and Hector21 like this

-1 Wraithguard

+1 Wildrider

 

Mainly because Wildrider is actually useful when you're losing and can get you back into the game by forcing bad decisions on your opponent.

 

Agree on the rest. Starbane's got strong enough command, combat and tricks to win even if your opponent attempts to abuse Tarrus.

Very fair comments, and it has to be said that the Wraithguard are better with a Tau alliance, thanks to being ECT-searchable.

 

However, I still find that they're the best Eldar card in the 3-cost slot. For sure, Eldritch Corsair has an extra HP, and that's a fair trade for Armourbane, but I find that the real problem is that you have to telegraph your Warlord commitment, and your warlord has to stick around long enough for the unit to attack. In contrast, a solo Wraithguard against a warlord close to bloodying will rarely get engaged, as to be sure of killing it with their first attack they need to be doing 4-5 damage, or 2 with Armourbane, and even if they do, they're running into Gift of Isha risk territory. No Gift scenario (save perhaps Wraithknight) has an opponent more nervous than a Wraithguard on top of the discard pile.

 

Re: Survivalist, Isha is another reason I prefer not to have the card about. As it stands, only Biel Tan Guardians is an undesirable target, and they're frankly so good they can't be rejected. Every other unit, to one degree or another, is a good target for Gift of Isha.

 

As for -1 Wraithguard, +1 Wildrider, thats a very decent swap, and a matter of preference. I chose this way round, as the marginally marginally lower cost curve make Ssylth plays slightly more feasible. For the same reason, I even considered replacing the 2 Wildriders with Corsairs, but ultimately I think on a cost for value basis, Wraithguard > Wildriders > Corsairs.

 

I'll present my Baha deck shortly which takes a slightly different tack, and sings the praises of Corsair!

    • Sizer likes this

I built almost the same deck, but the difference is that I run coliseum fighters for event recursion (archon terror/gift repeat or at least gives back 1-2 shields). 

Am I right that such a deck shouldn't bully the 1st planet fro the beginning and focus on mid/late game instead with command dominance?

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FedericoFasullo
Jul 29 2015 12:59 PM

-1 doom

+1 no mercy! 

I built almost the same deck, but the difference is that I run coliseum fighters for event recursion (archon terror/gift repeat or at least gives back 1-2 shields). 

Am I right that such a deck shouldn't bully the 1st planet fro the beginning and focus on mid/late game instead with command dominance?

 

I agree with this, certainly, though its very situational of course.

 

-1 doom

+1 no mercy! 

 

Nothing wrong with that at all!