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Omega


  • DrunkenDino, Ultramarine, Eu8L1ch and 3 others like this


9 Comments

Great Job on that Texas Regional!

 

Attendance?

 

 

Very similar deck to one I was running, difference being Spore Chimney vs Nesting Chamber and Regeneration vs Spore Burst. I have strong feelings on the Chamber being better than the Chimney. Glad to see we are on opposite sides :P

Your list is interesting, but the question is: what is your plan when you just can't win command against your opponent?

I wholeheartedly agree that Omega is scary as soon as it starts picking up the 'struggle' advantage, the main problem is getting started against decks that are as strong, if not stronger, in command.

A Round 1 Palace with a good spread of hammers, for example, looks like something that kills Omega's game dead in its tracks.

Not saying it's easy for other decks to deal with such a - not so uncommon - start, but to be top-tier Omega has to be at least able to cope with it.

@Grimbo - Can't remember all the decks in attendance but I believe we were just 1 or 2 shy of cutting to top 8 (we only had top 4). I think it might've been something like: 3 Eldorath, 2 Mavros, 1 Cato, 1 Zarathur, 1 Ku'gath, 1 Omega, 1 Shadowsun, 1 Salaine Morne, with some others.

 

I just never felt as comfortable with Nesting Chamber, I like being able to infest a planet with no units just to threaten. Spore Burst's are in there 80% as a 2-shield, 20% they pull back a Virulent Spore Sac before a big fight :P.

 

@ Eu8L1ch - Not entirely sure what type of response you are wanting from me here, every deck loses if it doesn't win command (generally). See my prior post for more detailed responses. I play Worr, Kith, Cato, and Eldorath consistently and am able to pull through and win command even through Kith choke with Archon's Palace turn 1.

 

Without being egotistical or narcissistic, it is important to note that I have basically played Omega solely since he came out. My point in saying that is Omega is a hard deck to pilot correctly and it took me plenty of games before I felt comfortable appropriately judging planet, commit, deploy, and combat evaluation. 

    • Sizer and Grimbo like this

There were 11 players at the Austin Regional. My recollection of the breakdown was:

 

4 Space Marine (2 Mavros, 1 Cato, 1 Ragnar)
2 Chaos (1 Zarathur, 1 Ku'gath)
1 Tau (Shadowsun)
1 Dark Eldar (Salaine)
1 Tyranid (Subject Omega)
2 Eldar (2 Eldorath) [I think, I know there was one Eldar deck, but I can't remember for sure if there were 2]

I share Eu8L1ch's concern/curiosity.
You say that the game plan is to develop an overwhelming card/resource advantage. But you don't even play Sentries or Promotions, and on paper I'm struggling to see how you can go toe-to-toe with a typical Kith deck, let alone beat it on command.
On the other hand, I do not doubt your success, so am just interested to know how you do it!

You say that the game plan is to develop an overwhelming card/resource advantage. But you don't even play Sentries or Promotions, and on paper I'm struggling to see how you can go toe-to-toe with a typical Kith deck, let alone beat it on command.

 

I can't speak for Zygart, but the short answer when it comes to Tyranids is usually "Synapse unit makes up for a lot". Consider:

 

Turn 1, you deploy 2 units with single command icons. Your opponent (having more cards and resources) is likely to tie one and beat the other. They then deploy a command icon un-contested at a third planet. They're clearly winning command. However, then comes the commit phase: Omega brings his golden hammer and snipes at the planet you tied. Lictor beats them on command at another planet. Their warlord takes a fourth planet. You both won two planets, but going into the next turn they're down a command unit, you can tie or beat them anytime you want at their other planets on subsequent turns with either your Synapse or warlord, and thanks to your double command whammy you don't have to spend nearly as many resources setting up and maintaining your command presence while they're constantly fighting a war of attrition thanks to your warlord sniping anything it can get its jaws around.

 

Even a first turn Palace isn't going to put that much of a crimp in your style, because although you won't be taking home as many spoils, you will still be tying and sniping to your heart's content (so they're unlikely to develop a runaway lead). Plus while they're wasting their Limited plays on Promotions that you can match with a Lictor commit, you're playing Ripper Swarms which are a free 1/1/1 (Ripper + Lictor == 1/1/1 unit + Promotion, except the Lictor contributes attack power and can move elsewhere next turn if that planet turns out not to be worth contesting further), or any number of other Limited cost reducers that further pull your curve down.

 

Tyranids look kind of crummy at command on paper, but in actuality they're just playing a slightly different game where command is less about card deployments and more about commitments.

I totally agree that the Lictor makes a huge difference. But is it enough against a command-heavy deck?
Not sure I agree that the above scenario is representative of a Kith deck though - in that thought experiment I would expect the Kith player to win one command with a double-hammer unit, the other with a unit plus Promotion or Superiority, then take a third planet with a third unit and finally drop either an Archon's Palace or a fourth unit. Even if Lictor and Omega swing two planets, Kith is still winning the other three. There is also the possibility of Kith sniping, instead of or as well as counter-capping, and/or catching the Lictor. Plus Kith is probably not just winning command but actively choking cards or resources..

@Zygart

Re: losing game when losing command

That's not true: (almost) every deck loses when being choked, but many can compete even when losing command (if not they're not being steamrolled).

The problem is Omega, in my experience, needs to overwhelm command to win, since its units - resource for resource, card for card - are subpar.

Some time after writing my first comment, I played a game (against Retoxidi) in which he managed to beat me despite me almost choking him (with Eldorath): that happened almost solely because the Harvesters and the Toxic Venomthropes provided him *a lot* of extra income, so that might be something Omega has going for itself.

However he probably managed to take the game back from me also because there was no win condition before round 5 (initial flop had 3 single icon planets or something like that).

I have played my fair share of games with Omega (and prior to that, a lot of games with Tyranids) so I know very well how strong the synapse is, Lictor in particular; however, Omega has always struck me as very susceptible to slow starts, especially combat-wise: not being able to effectively contest P1 puts a huge dent in its game plan, in my experience.

I also think MrWizard makes some very good points in his posts above, especially in the last.

I love this deck. Am able to infect many planets early on. Am retrofitting it with Keening Maleceptor to see how it works.