Deck: Kith/Eldar 3rd Place Sacramento Regionals '16
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!
Kith/Eldar 3rd Place Sacramento Regionals '16
Submitted by
HoopJones
, May 10 2016 05:14 AM | Last updated May 10 2016 05:14 AM
Asukarulez likes this
Text File
BBCode
Copy the Decklist Below:
Close
Dark Eldar Eldar
Control Tournament Quality
Warlord
Order by: NameTypeCost
Total Cards: 0
Typical unit structure (though I regret not maxing out on the 1 cost 1 command slots by the end of the day) - I may test removing Incubus Warriors for a bit and I am always back and forth between Bloodied Reavers and Hellion Gang...each works well in some scenarios and worse in others.
Gut and Pillage has proven very useful so far...many times I will have a solid hand with Kith, but not have the resources to fully overwhelm my opponent with options. This card has proven very pivotal as a means to put an extra unit on the board, pay for Warlock Destructor, etc. While I enjoyed Eldritch Storm in testing, I found G&P to be much more reliable and solid. As others have said, being able to pay for a Pact is quite useful.
I believe I will take out subdual from the deck - I maintain that in this Worr heavy meta it is actually a really solid card but squeezing in the extra command (+1 Void Pirate) would have really helped me in my final match..so I feel a bit silly in retrospect. What's crazy is subdual can be insanely powerful vs. Zarathur (bye bye Mark of Chaos!) and Worr, and when it works, it works exceptionally well. I have turned games around vs. Worr by punting TT back to their deck on turn one during the command phase which is exceptionally sneaky.
A single copy of visions of agony is my "weirder" call but it's hard for me to abandon it- it can do so much work late game and is much more affordable with DE's stronger command prowess and the existence of Gut and Pillage. In many games so far it has been the lynch pin late game that ended an opponents chance to turn a game around (it's removed warpstorm, gun drones with an ambush platform in play, drop pods, etc..)
This deck lost in the semi-finals vs. the Eldorath vehicle deck with Vyper/Wildriders. I made a really bad misplay t1 due to dumb amnesia about how to play vs. Eldorado and I believe this single misplay really snowballed fast; there's no room in top 4 for such a silly t1 mistake. My opponent played very well but playing a unit at p1 t1 (which I rarely do as kith) helped him landslide command extremely early. I also had a subdual on turn 1 that I sorely wished in retrospect was that extra Void Pirate. Oh well, live and learn.
-hoopydoopy
As I stated, I think I may make some minor deck changes but this core can work extremely well.
Sample Hand:
Total Shields: 0
Average Shields Per Event/Attachment: 0
Total Command: 0
Average Command Per Unit: 0
0 Comments