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!
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!
13 Comments
Based on my Starbane/DE Deck.
- 2x Craftworld Gates (I really like how the gates synergise with Gift of Isha, but I just didn't use them that much in my deck and decided to cut it to make room for different one drops)
- 3x Void Pirate (I like them, but they get sniped really easy, only have one command icon and draw aggro kind of fast)
+ 3x Ion Rifle (a little bit of Warpstorm protection, some additional warlord threat against hunt decks. My substitution for Terror. Cheaper, more aggressive, although a lot more telegraphed, looking forward to putting these on my droids)
+ 3x Earth Caste Technicians (cheap one-drops in place of the Pirates. They hold command conflicts just as well, dig for my rifles and armorbane droids and help me counting cards)
+ 2x Promotion (even more command presence, another shield and a good "take that". I still feel that my weaknesses come mostly from lost command conflicts)
+ 2x Tense Negotiations (really looking forward to see how good this card actually is)
I'm considering putting 2 Trailblazers or 2 Bor'kan Recruits in instead of either Promotion or Negotiations, but I'll have to play the deck a few times to see if the low unit count becomes an actual issue.
Needs more units and less events. You have way too many cards that exhaust warlord.
As you said, Trailblazers and Bork'an Recruits are good additions. So are the Vior'la Marksmen.
So, I think...
-2 Tense Negotiations - You can already Nullify other Tense Negotiations, but your Warlord 'exhaust' is worth more than the Tau exhaust. Just having your Warlord ready makes people nervous of Nullify.
-3 Superiority - 1 resource and 1 card to prevent them taking...what? 1 resource and 1 card? Oh. I'd rather see some decend command units in the deck over Superiority. With a unit, you could win multiple command struggles.
I think some Vior'la Marksman, Void Pirates,or Rogue Traders would fit over Superiority. And considering your low unit count, Vior'la should be 3x over Tense Negotiations or Superiority.
Just my thoughts, let me know!
All right,
yeah. Decided to take out Superiority, when I was listening to your episode with Davis and heard his reason for not liking it this morning in my car. I'm a little bit behind on the "general wisdom curve", as I only started with Conquest like a month ago. Tense Negotiations... I'm still not sure. But seeing as pack 4 will not be legal for the Storechamps tomorrow or next week, I'm more than happy to leave 'em out for now. So here are my changes:
- 3x Superiority (it just doesn't cut it. The 1 ressource can be better spent on other things)
- 2x Tense Negotiations (I see the "you already have Warlord exhaust with Nullify" argument, but then again I also play Erathal for Nullify. Right now the decision's more of a "all right. I'll see how this actually fits later" thing)
+ 1x Promotion (now that Superiority is out, I felt that getting Promotion up from 2 to 3 made sense. Especially with the other new cards)
+ 2x Void Pirate (ok. I took them out earlier, as I didn't like 'em that much in my original deck, but as I'm playing 3xPromotion and 3xIon Rifle now, I might grow to appreciate them again.)
+ 2x Vior'la Marksman (Promotion, Ion Rifle, Ranged, 1-cost, 1-command... yeah. I can see the appeal)
Place 3 in today's Store Championship. My first playmat ever. Yay! \o/
Some thoughts I've been having:
Although I like Wildrider Squadron (beefy unit, packs a punch and keeps helping me scare warlords), three might be too many as most of the time the cost is just too high to warrant deploying more than one or two. Might cut them down to two. I love Warlock Destructor - the initial cost/benefit is amazing, but I feel it's tempting me to overpay for it, as it somehow refuses to get killed by my opponents... which then again might be a good thing.
Buddy of mine is running some Altansar Rangers, Bork'an Recruits and has been telling my how awesome he thinks Fire Warrior Elites are. I personally am not feeling the Rangers and am still very much on the fence in regards to the Fire Warriors, but I'm liking the Recruits. Might put them in for next time, I guess.
Ok,
after a few more games some more changes.
- 1x Wildrider Squadron (they are some mean motherlovers, but three of them just clutters up my hand with too many expensive units)
- 1x Warlock Destructor (this one firmly refuses to die and will ask for pocket money every turn after. I'd call him Warlock Extortionist)
- 3x Earth Caste Technician (screw these guys. They must be mole people or something cause they sure as hell ain't finding anything)
+ 3x Bork'an Recruits (such an amazing presence. Especially if you want to bait your opponent into overcommitting)
+ 1x Vior'la Marksman (solid unit that tends to at least shake up you opponent's plans here and there)
+ 1x Void Pirate (not sold on this one, but I still had a slot and I didn't want to go up to a 2r unit)
So... what do you think?
I'd drop the survivalists.but I just don't like them as a rule. Use those slots to add back the warlock (you don't have to pay for him you know) and the earth castes (you know they can find wraithguard right?)
So I've been thinking and decided to put one Destructor back instead of the additional Pirate. Considering Gift of Isha, it really makes sense to have a unit you can pretty much throw on your discard pile to "Wassuuuup" in just a few phases later.
I'll keep the Survivalist. Especially with that many 1dmg pings around, I just like that one point additional staying power. ECTs will stay out. I'm of course aware they also draw into Wraithguards, but that's just it... they never do. Screw them.
- 1x Void Pirate
+ 1x Warlock Destructor
Hey Deazra,
Our decks are really close to each other. Here check mine out (just posted to the deck area)
Never ever take out Survivalists. Steinerp doesn't know what he's talking about haha. Top 5 best cards in the game. Also I really like the warlocks. If they are to much money then let them die. But its so much meat for a spread out cost. If your winning that command struggle then it shouldn't be a problem.
I agree with you friend about Fire Warrior Elite. I run 1 instead of 3 Wraithgaurd. LOVE LOVE LOVE the wraithgaurd but they are so weak. With Ion rifles and Recruits running around the fire warrior lets me get of one full attack with everything before they can attack those units.
Hope that helps.
All right,
after the last Store Championship - due to the problems I had with Armorbane Tau - I decided to throw out my Foretells (the card's really nice on paper, but although useful from time to time, I still don't think it's as awesome as it could be) in favor of another Empower and two Fire Warrior Elite (they have the awesome ability to make everyone a Librarian - especially weak Droids).
-3x Foretell
+1x Empower
+2x Fire Warrior Elite
I'm slowly running into the problem of not having enough Eldar units to use Gift of Isha to its full effect. Have to think about that.
After some more thought I decided to get some more consistency in my deck. I'm excited to see how it works out.
-2x Doom (I really want to control the game enough to not have to even let it get to the point where I need a 4-cost event as an equalizer)
-1x Empower (2 should really be enough, especially considering its cost, when not played as a shield)
+3x Earth Caste Technicians (Okay guys. This is your last chance. So come on. Get out there, fetch me a Droid and an Ion Rifle and help me kick some doors in)
Hey Tyler,
I like your deck. Here are my thoughts on some of the cards.
Altansar Rangers - I'm not feeling these guys. I can see the Ranged being an advantage, the synergy with Ion Rifle and all, but with the deck already leaning towards expensive 3cost stuff, I just don't like them in my deck.
Fire Warrior Elite - I'm ok with 1of-ing Uniques like Erathal, but when it comes to regular units, I think just putting in one takes a lot of consistency out of the deck's performance.
Superiority - This one has been discussed to death by now I think, but I'm leaning towards the "put in something permanent instead" side.
Craftworld Gate - I just love, love, love this card. Take back your Gift of Isha guys? Sure. Grab some Survivalists before they get eaten by the Grue? Yep. Save a unit in HQ from certain Doom? Oh yeah. Wanna search for Attachments again with your Earth Caste Technician? Go ahead. And the list goes on... Right now though, I can't really justify it, as although it's a nice trick it gets quite expensive quite fast. If I'd play it, I'd make it a 2-of though. Consistency and all that jazz, you know?
Actually, my own experience is the opposite. The more Eldar units I have, the less likely I am to pull those I really want: Starbane's Council or Iyanden Wraithguard. Warlock and Wildrider work as well thanks to their high base stats. Altansar Rangers are terrible with Gift, and they have screwed me more than once. But no more! Simply removed them from my deck. There are better options, really.