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!
Swarmlord with TermaSpikers
Submitted by
Mikelius
, Feb 26 2016 12:07 AM | Last updated Mar 02 2016 08:25 AM
Text File
BBCode
Copy the Decklist Below:
Close
Tyranids
Experimental Tournament Quality
I'm preparing for Store Championship and trying to made something useful from my SL.
Warlord
Order by: NameTypeCost
Total Cards: 0
First of all, I don't like the idea of playing SL like OOE (get infestations, Pyrovore, Spores, Harpy etc.). I tested such deck for a while and found it not very effective. It needs some core OOE abilities. And if you want to play like OOE it’s better to take OOE.
My goal is to made something competitive from Hive Mind and Termagants synergy. I almost always play SL and have a lot of experience with this warlord, but maybe lack some tricks. First of all, full "Hive Mind + Termagants" combo doesn't work because you need just too much cards to make it and it can be easily ruined(plus extreme luck of command). So far I see the most efficient combo is ranged Termagants with attack boost. You need 2 cards for that, Spikers and Strangler Brood with total cost of 4. So I added 3 copies of them. I took 2 copies of Swarm Guard as I found them not needed in all cases. The problem is that Termagants die right after they leave planet with Guard. Next question is synapse. During my playtests I found SWP more efficient and versatile than others. It’s often dangerous to go into battles with SL himself and SWP helps with that. Triggering battle abilities also good when you lose command or need some tricks. I'm added 3 Fall Back because my opponents often relentlessly hunt SWP and spend a lot of cards and resources to kill him. Dark Cunning is also good event for him and for other elites. For command a took Tyranids 2-for-2 and 1-for-1 units plus Ripper Swarm. With signature units and Promotion it seems enough. I had big problems with command only with very bad draw. One of the golden cards in my deck is Consumption. Played properly it can either ruin opponents command or destroy some key unit or even both. Clever destruction is very important for SL. Clogged also help with that. And about Elites. This deck seems to have too little threats. Most of units have 1 ATK and that is absolutely not enough. Elites should help with that. There are 3 types of them in my deck and every type has its own goal. Biovore helps Termagants, has relatively good stats and helps to deal with swarming opponents. Trygon first of all played with Yvarn ability which is easier to trigger with SWP on the table (and he can be big surprise for opponent). Trygon also helps a lot when you have a lot of resources but not enough cards. About 2 Genestealers: I tested different Elites at their place (Haruspex, Harpy) and Ymgarls seems to be the most threat for opponent. As for HVC - it’s only 2 shield card plus in rare cases it can be attached to any Elite (usually I don’t have enough resources for both). Spawn Termagants - sometimes can be useful with Consumption or bloodied SL.
This deck seems much better than my earlier SL decks but still not very competitive. It highly depends on good/bad draw and I hadn't figured how to fix this. The next problem is quick match-ups. I just haven’t got time in 3-5 rounds game to build Termagants synergy. The other thing is relatively weak combat tricks. Yes, I can route a unit, but these cards are only 2 in deck and they need special condition as much as resources. Dark Cunning is good but pretty expensive. Compared with some Spacemarines and Astra Militarum events my combat tricks are weak. Next thing is that Hive Mind synergy can be easily ruined. It’s too simple to rout or kill Spikers leave me without ranged.
Strategy is pretty complex and depends on match-up, opponent’s warlord and planets. The key thing is to not allow opponent win before you build your ranged Termagants. Make clever moves with SWP, try to ruin opponent’s strategy and made him hunt SWP. This will buy you some time.
But so far all my efforts didn't make this deck competitive. New Tyranids cards are almost all useless in this deck or just too weak.
Some issues I'm considering: +1 Clogged +1 Mycetic Spores +1-2 Synaptic Link +1 HVC +2 Virulent Spore Sacs +1 Promotion Not sure what to exclude….
Any thoughts?
P.S. Sorry for my English :)
Sample Hand:
Total Shields: 0
Average Shields Per Event/Attachment: 0
Total Command: 0
Average Command Per Unit: 0
Assuming that Brood Warriors can generate an average of two hammers on the opening turn, you're looking at an average total of 3.5 hammers in your opening hand + Synapse. This simply isn't enough to compete with top decks which are looking at around 5-6 hammers.
Assuming that Brood Warriors can generate an average of two hammers on the opening turn, you're looking at an average total of 3.5 hammers in your opening hand + Synapse. This simply isn't enough to compete with top decks which are looking at around 5-6 hammers.
Probably. But only 1 turn - I'll snipe their command units with SWP/SL and possibly wipe them out with Consumption.
The problem is that the capper has already paid off by the time you can hit it with SWP or play Consumption and you're not really playing anything of your own for farming. You're fighting a losing battle with each successive round putting you further and further behind on command as you're unable to draw cards.
The problem is that the capper has already paid off by the time you can hit it with SWP or play Consumption and you're not really playing anything of your own for farming. You're fighting a losing battle with each successive round putting you further and further behind on command as you're unable to draw cards.
Well, I want to try Lictor for command.
Plus some changes:
+1 Biovore (better than Trygon because of Spores)
+1 Spores (good combo with biovore, nice combat trick)
+1 Spore Burst (shields)
+1 Virulent Spore Sacs
-1 Trygon
-2 Fall Back
-1 Spikers
And i figured that SWP maybe not very good for SL, because SL cannot afford too much battles. Not enough shields and powerful battle tricks.
5 Comments
So far my play stats (win/lose) seems something like that:
Ragnar 1 win 2-3 loss
Zara 1 win 1 loss
Aunshi 1 win 1 loss
Worr 1 win 2-3 loss
Shadowsun 1 win 1-2 loss
Assuming that Brood Warriors can generate an average of two hammers on the opening turn, you're looking at an average total of 3.5 hammers in your opening hand + Synapse. This simply isn't enough to compete with top decks which are looking at around 5-6 hammers.
Probably. But only 1 turn - I'll snipe their command units with SWP/SL and possibly wipe them out with Consumption.
The problem is that the capper has already paid off by the time you can hit it with SWP or play Consumption and you're not really playing anything of your own for farming. You're fighting a losing battle with each successive round putting you further and further behind on command as you're unable to draw cards.
Well, I want to try Lictor for command.
Plus some changes:
+1 Biovore (better than Trygon because of Spores)
+1 Spores (good combo with biovore, nice combat trick)
+1 Spore Burst (shields)
+1 Virulent Spore Sacs
-1 Trygon
-2 Fall Back
-1 Spikers
And i figured that SWP maybe not very good for SL, because SL cannot afford too much battles. Not enough shields and powerful battle tricks.