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Nahuscout
Submitted by
ellonellanfair
, Jun 15 2016 12:28 PM | Last updated Jun 20 2016 06:03 PM
DrunkenDino and junglecat like this
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Necrons
Combo
Got to love Tomb blade and Sautekh Complex!
Warlord
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Total Cards: 0
Nahu is a combat warlord and needs a deck with good command to continue fighting at P1.
Economy: 9 1 for 1, 3 2 for 2 and 3 1 for 2 (potentially) and promotions, Sautekh Complex and Recycle
Control Hate, Nahumekh innate ability, gauss flayer to an extent
Swarm Control: Tomb Blade, Doomsday Ark
Strat:
The deck is combo in nature. Draw into your Sautekh Complex and Tomb blades with the help of Recycle. Recycle fixes hands you otherwise won't keep. You can't deploy everything so ditch those you don't need. Earthcaste helps you dig your sig attach which puts the deck in overdrive. Phylactery mostly used for shields but can be equipped on cultists. You can trigger Sautekh more than twice by killing your units with tombblades. 3x Sautekh in play is so much value. I've had games where I drew almost all of my deck.
Nahu removes one combat unit right from the start. Together with Gauss and Tomb Blade (eager recruits), it can easily bring down units before the first combat turn.
Murder those 1HP cappers with tomblades and dominate command. Protect tomb blades if possible. Know that tomb blades can move even from HQ. With 2 tomb blades you can kill most units in the deploy phase. Cheap scouts allows you to do it multiple times in deploy.
~~~~~~~~~~~
Trying to go 5 faction. -1 Ratling, -1 10th Company, +2 Kinsman as per feedback ~~~~~~~~~~~ to few gauss capable units...-1 Gauss +1 Extermination ~~~~~~~~~~~~ Adding some serious AoE, -1 Extermination, -1 Reanimation Protocol, +1 Doomsday Ark. This covers Swarm Control and adds some fangs to the deck.
Sample Hand:
Total Shields: 0
Average Shields Per Event/Attachment: 0
Total Command: 0
Average Command Per Unit: 0
My first Nahumek build was near identical to this for the same reasons, with the same scouts used (I think I went 1 Ratling + 2 Saim Hann to spread the rainbow). Just remember that the Gauss Flayer can only go on necron non-vehicles (since it's a wargear attachment), which means that it can't go on the Tomb Blades and as such only has 7 targets. Still, it's a fun deck to play but starts to collapse against a deck with a lot of hp due to the lack of any real heavy hitters, and is ironically very weak to itself
Elites with 5HP up, you are gonna have a problem, specially if they pack backlash. For those, I hit them with Hate, otherwise, bide your time and commit properly. Or if possible, deal some damage to it then kill it next round. The deck shines mid to late game. Mirror match boils down to tomb blades.
Tomb Blade eats through eldorath command suit, most of kith's as well. AM command sits at 2HP but nothing a couple of Tomb Blades can't resolve. Beware of Worr, you want your dial set to SM and eager recruits ready if you want to save those tomb blades. For those who want to abuse the deck, read this ruling:
This deck is pretty cool, I've been using it a bit and, as my first Necron deck, it took some figuring out at first.
I managed to beat my son's Kith "unbeatable" deck when three Cultists showed up at the planet he needed to win with.
I do have some critiques however, if I could offer some tweaking.
I'm finding that the Gauss Flayer is really not pullin' it's weight. Like Kaloo mentioned, you've only really got seven targets to attach it too (and it's really unfortunate that you can't slap it on some Tomb Blades but then I spoze that'd make them too powerful eh).
And really, I don't think I want to stick a Gauss on my Cultists because, if I have them out there, I'm probs doin' two or more, damage with them already. Yeah it's nice to get the "autokill" (whereas the opponent can't block the ole minus two to the Ach Pees) but really, the money for the Gauss isn't well spent.
If I have three money to spend on my Cultist, I don't send him out to battle (unless I'm in a real pinch) without having my "slaves" out there first. I want to, in fact, throw three one costers out there of preferably different factions with the same money and as Ellonellanfair stated in his breakdown, I'll go with Earth Cast Tech in the hopes of getting my Staff of Command firsties.
There really is an "order of operations" with this deck and if you can execute it well, it makes for a pretty wicked force.
First I want my Staff, then throw out my Tomb Blades, then my Sautekhs (although only one per round). Second wave is all my slaves and I try to spread those around, I don't want them killed off because they're boosting my warlord and my Cultists and every Scout brought, hopefully, does the Tomb Blade Pirate and Trader killing thing.
At the end of my giant wave of destruction is my Cultists and or Doomsday Arks.
Thanks for reading and good killing friends!
6 Comments
My first Nahumek build was near identical to this for the same reasons, with the same scouts used (I think I went 1 Ratling + 2 Saim Hann to spread the rainbow). Just remember that the Gauss Flayer can only go on necron non-vehicles (since it's a wargear attachment), which means that it can't go on the Tomb Blades and as such only has 7 targets. Still, it's a fun deck to play but starts to collapse against a deck with a lot of hp due to the lack of any real heavy hitters, and is ironically very weak to itself
Elites with 5HP up, you are gonna have a problem, specially if they pack backlash. For those, I hit them with Hate, otherwise, bide your time and commit properly. Or if possible, deal some damage to it then kill it next round. The deck shines mid to late game. Mirror match boils down to tomb blades.
Tomb Blade eats through eldorath command suit, most of kith's as well. AM command sits at 2HP but nothing a couple of Tomb Blades can't resolve. Beware of Worr, you want your dial set to SM and eager recruits ready if you want to save those tomb blades. For those who want to abuse the deck, read this ruling:
http://www.cardgamed...eaction-timing/
Love it. I've been working with this a bit, but I really like your build. Going to give this a try.
This deck is pretty cool, I've been using it a bit and, as my first Necron deck, it took some figuring out at first.
I managed to beat my son's Kith "unbeatable" deck when three Cultists showed up at the planet he needed to win with.
I do have some critiques however, if I could offer some tweaking.
I'm finding that the Gauss Flayer is really not pullin' it's weight. Like Kaloo mentioned, you've only really got seven targets to attach it too (and it's really unfortunate that you can't slap it on some Tomb Blades but then I spoze that'd make them too powerful eh).
And really, I don't think I want to stick a Gauss on my Cultists because, if I have them out there, I'm probs doin' two or more, damage with them already. Yeah it's nice to get the "autokill" (whereas the opponent can't block the ole minus two to the Ach Pees) but really, the money for the Gauss isn't well spent.
If I have three money to spend on my Cultist, I don't send him out to battle (unless I'm in a real pinch) without having my "slaves" out there first. I want to, in fact, throw three one costers out there of preferably different factions with the same money and as Ellonellanfair stated in his breakdown, I'll go with Earth Cast Tech in the hopes of getting my Staff of Command firsties.
There really is an "order of operations" with this deck and if you can execute it well, it makes for a pretty wicked force.
First I want my Staff, then throw out my Tomb Blades, then my Sautekhs (although only one per round). Second wave is all my slaves and I try to spread those around, I don't want them killed off because they're boosting my warlord and my Cultists and every Scout brought, hopefully, does the Tomb Blade Pirate and Trader killing thing.
At the end of my giant wave of destruction is my Cultists and or Doomsday Arks.
Thanks for reading and good killing friends!