This deck is a alternative take on Cmdr. Starblaze with the current cardpool available (post Deadly Salvage release). The overall idea of the deck is still a moderate command performance and a combat capability based on increased numbers of Imperial Guard units handling Tau attachments to boost their ordnance.
Combo tactics with the signature Outpost:
Like in the Ranged-themed deck this deck is reliant on combo play. Again Starblaze's Outpost is a key card, but not a requisite in securing a victory.
- A grand move durring a combat round is to swap a banged up Valkyrie gunship for the Pathfinder and then either ambushing in Gun Drones or an Ion Rifle, or boost with a Catachan.
A much more interesting combo opportunity is found with the inclusion of Elysian Assault Teams though:
- the Assault Team: there are quite a few soldiers in this deck and once, say, an Auxiliary soldier unit is destroyed then in comes the Elysian Team. So far so good. After it has struck (or perhaps rather before it proceeds to strike) you then swap it for a Tau Recruit to swing for 4 and as a reaction to the Elysian Soldier-Team leaving play (and returning to your hand) you immediately put it into play again. This can spiral out of control fast for your opponent. In addition to this you can buff with either Catachan or Platform if you happen to have any of them on the board. Or the signature Event of course.
- The Prudent soldiers: this is an interesting card in conjunction with the Elysians and hence there are two of these; because of its ability the opponent would want to kill it only after there are no more units eligible to carry the attachment, say, an Ion Rifle, beside it and that is perfectly fine: so, if the Prudent Fire Warrior carries an attachment and is destroyed in this manner then, again, in comes the Assault Team and (unexpectedly) picks up the attachment from the Prudent soldier and strikes back. This is possible by triggering the Elysian's interrupt first and then the Prudent soldier's interrupt and it might certainly catch your opponent off guard and ultimately mess up their calculations on combat math.
Mulligan draw for these cards:
1. Starblaze's Outpost
2. Sae'lum Enclave
3. Ambush Platform
Comments on oddities and weaknesses:
- First of all, no neutral cards.. I ran out of slots, pure and simple. This might be a grueling weakness (and I'm a big proponent of Traders and Pirates myself) but in this setup I opt for Shrine Guards and Deadeyes as command units with combat potential; they synergize better with Auxiliary Armour too. And Promotion might clash with Recon Drones and Sae'lum Outpost.
- Command game: primary command units are Recon Drones, Deadeyes, Iron Guards and Shrine Guards, with the latter three gaining an extra command hammer from the Tau Armour. Remember Starblaze's hale ability to rally a Astra unit to aid in the fight in regard to this; with no Promotions the command game is likely going to be challenging, so deploy wisely and focus on a lesser number of planets rather than spreading units too much.
- Shields: like in the Ranged deck this setup is a little low on shields.. Be careful when committing Starblaze as he's without any Fire Warrior Elites this time. (Though they can be added of course).
- Tense Negotiation may help the Commander to call in sick and commit to another planet and still provide aid for a battle he's not himself partaking in (e.g. like committing to Ferrin, Taurus, Barlus or Osus IV upstream).
- Deception is there as a wildcard. It provides a response to Syren Zythlex, Markis, Roghrax, Celachia, Maxos, Solarite and all the other lovable non-elite annoyances you might encounter, as well as a two-shields option.
Starblaze might still be in his infancy and is likely to grow stronger with upcoming cards in the latter half of the Planetfall cycle, but on a good day he can already compete with some of the best. A key advantage I believe is the breaking of the traditional alignment wheel, which affords the opportunity to the Starblaze player of striking from a position where you have an element of surprise. The alliance between the Guard and Tau is certainly an interesting one regarding unexpected combos and synergies, so happy blazing! Comments, critique and suggestions are as always very welcome :)
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