Welcome to Card Game DB
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!
End of Cycle Eldorath
Submitted by
Asklepios
, Jul 24 2015 03:13 PM | Last updated Jul 31 2015 08:59 PM
Sizer and wozz like this
Text File
BBCode
Copy the Decklist Below:
Close
Eldar Dark Eldar
Tournament Quality
And to end my presentations of the top five (Eldorath, Kith, Ragnar, Cato, Zarathur) here's my take on the end of cycle tourney-worthy Eldorath, this version with DE allies.
Warlord
Order by: NameTypeCost
Total Cards: 0
This is a deck with a lot of options available.
Why DE? Simply, Archon's Terror. Its a means by which the command strength of Eldorath turns into battle wins, and it also helps with the overall control theme.
UNITS
31 is a very high unit count, but I see Ssylth Mercenaries as being too high risk to include in the 28 count. These are here as late plays, and can't always be safely deployed, so not counting them to the 28 stops us being unit short when they're not useful. Why run them then? Well, when they are useful, they're incredible value. How many decks out there can run SIX 2-for-1s on command?
EVENTS
So many events here are autoincludes that the choice comes down to:
How many Dooms? Foretell or Empower?
I believe that you can't leave home with less than 5 2-shielders, so that's that decision made. I also think at least 1 Doom is a necessary option, but too many can pseudochoke your hand. Foretell is very reasonable to make room for, given problems with Tarrus when you swarm, but thats an acceptable risk to me.
And that's it. A really straightforward build that is not at all straightforward to pilot, which is why I don't do that well with it. Blame the player, not the deck!
Sample Hand:
Total Shields: 0
Average Shields Per Event/Attachment: 0
Total Command: 0
Average Command Per Unit: 0
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.
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!
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 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.
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.
-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!
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?
-1 doom
+1 no mercy!
I agree with this, certainly, though its very situational of course.
Nothing wrong with that at all!