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The Farseeing Psyker Who Would Be King
Submitted by
Skyknight
, Mar 27 2016 08:47 AM | Last updated Mar 27 2016 08:47 AM
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Eldar Dark Eldar
Control Tournament Quality
"Let's Make the Eldar Great Again"..
Warlord
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Total Cards: 0
This deck aims to dominate the stage by controlling the command game. Trump you opponents by being richer and so exhaustive that the concept of being "exceedingly obnoxious" is dwarfed by comparison. If opponents try to punch you hard you either exhaust their soldiers or scare them off simply by being yourself causing them to flee in Terror. Why go to war like a pleb when you can buy multiple expensive Jetbikes and ride to war in style? Arrogance and mumsy tricks abound.
But seriously, this is a choke-themed deck that aims to render your opponent unable to field strong combat units by playing an annihilating command game. When it's time to fight your opponent's key armies get exhausted and then your Destructors, Wraithguards and Counsil Psykers mob up the planet.
Tactical Notes: - Keep your Gift of Ishas in hand for Wraithguards or Celachia. Puling the former back into play to deal its four Armourbane damage can be a game-winning trick, albeit it's an old one. Having dual Gifts in hand can be extremely decisive. - The Shrouded Harlequin is an interesting card that doesn't see play so often. To put it bluntly, it's only included to be destroyed as quickly as possible. When it dies (and presuming the intended target is still on a planet) you exhaust the enemy warlord and use you Wildrider / Wraithguard on Jetbike / Celachia / Destructor to maul an typically kill off the hapless commander. And if none of these are available you resurrect one with a Gift of necromantic Isha. Consider the Jetbike for the Harlequin so you can kill it as an action. - Mind War is a key card in this deck. Make sure not to waste them on shielding or a flashy move that's not essential to your victory; the same goes for Foresight: it's a very versatile card, but only use them when you really need, as there are only two of them. - Always be mindful of not over-committing on a blue planet when playing against Orks, Chaos or Dark Eldar to avoid your opponent Sowing Chaos.
Mulligan draw for these cards: 1. Command units (e.g. Guardians, Mercenaries) 2. Starbane's Counsil 3. Warlock Destructor
Weaknesses and oddities: - Nullify, Calamity and Sowing Chaos. There's only one copy of Nullify in this setup, but should Calamity hit you might be rich enough to weather its potentially game-changing effect without Nullify. Sowing Chaos is a much more severe blow to your game so I recommend this as Nullify's primary use. - Subdual is a bit of a wildcard. It's there to deprive Worr of his Barracks/Pistol, Kith of her Den, Gorzod of his Station/Bloodrunna or maybe even Aun'shi of a City during the crucial battle. It has the added effect to delay the opponent's card draw slightly (as well as forcing them to pay for it again of course) but your opponent will get it back, so timing can be very important. Remember that Subdual can also be used on attachments. - Empower can be swapped for a second Gut and Pillage or a Nullify, Promotion, or an additional unit, but I like having it included to potentially have it as a tactical options during a crucial fight.
This is currently one of my strongest Eldar decks I think, but its strength may wane according to meta-changes and with more and more new cards being added. The new Vyper, for instance, is an excellent card, albeit it requires a setup with three copies of the new Bonesinger Choir to be effective. Feel free to make suggestions for improvements, ideas, critique and comments. :)
Sample Hand:
Total Shields: 0
Average Shields Per Event/Attachment: 0
Total Command: 0
Average Command Per Unit: 0
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