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Ready..set..FIRE




5 Comments

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seanboyce88
May 07 2015 12:00 PM

Not too much control I see. If you get choked that XV88 isn't going to be a dead draw. With such a high average cost, I can imagine you getting choked a lot. You will fight well one on one, but I think in the long game when you have no extra income and your opponent is churning out six to eight cards/resources per turn you will ultimately lose. You need to lower your average cost of cards a lot. Only choas can get away with such heavy costs and that's because they have cultists. 

The XV88 is nice, I see why you run it but I would reduce it to two cards.
I would add frontline landing bays, three of. It is a free card(basically). 2 advantages, one, you then get to see what your opponent places next. 2, when you start getting choked (which you will) it will keep you in the game with a few extra resources. 

Vash'ya trailblazer I would recommend running. 2 hammers and the ability to run away from a fight for 2 resources is quite frankly sick. It will stop those chokes on you, gaining you some much needed hammers and resources. 

If you are going to run three XV88's another option is running tense negotiations to gain extra resources by triggering planet battle effects, If you are facing a big army, kicking off that ability that gives you three cards and then again for three resources if you win the fight would be priceless.  Or you could even kick it off to place a free card in your HQ...enter XV88

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DiscoReViVaL
May 08 2015 09:12 AM

Thanks for the constructive comments. I'll try to reduce the average cost and try to buff the cheaper units.

I agree that higher cost curves are harder to run, but they can be worthwhile even outside of Chaos.

 

I'd definitely say taking 3 Tense Negotiations is going to help your big units though: if not through Tarrus, then through Plannum or Y'varn.

 

You can play a "low and high" cost game quite effectively.

 

So, here's my suggestions:

 

-3 Fire Warrior Strike Team

-3 Stingwing Swarm

-2 Black Sun Filter

-3 Repulsor Impact Field.

-1 Fire Warrior Strike Team

 

+3 Tense Negotiations

+3 Void Pirate

+3 Warlock Destructor

+3 Recon Drone

 

This should strengthen your command game and cost curve, while still allowing for Broadside plays, and also gives you the chance to run TN combos for them.

Oh, and 3 x Frontline is a bad idea, because they are unique, and also because they are limited. 1x at most.

 

Another thing to consider is the Tau event from Descendants of Isha, which is golden for Shadowsun.

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DiscoReViVaL
May 08 2015 02:35 PM
So, here's my suggestions:

 

-3 Fire Warrior Strike Team

-3 Stingwing Swarm

-2 Black Sun Filter

-3 Repulsor Impact Field.

-1 Fire Warrior Strike Team

 

+3 Tense Negotiations

+3 Void Pirate

+3 Warlock Destructor

+3 Recon Drone

 

This should strengthen your command game and cost curve, while still allowing for Broadside plays, and also gives you the chance to run TN combos for them.

 

Thanks. Can I ask why take Void Pirate over Rogue trader since the purpose is to have a better economy in the deck?