Key points:
- Pre Decree of Ruin, - 3 Farseer, + 3 Bloodied Reavers
- The Twisted Lab is a personal favourite of mine, but more than 1 is rarely needed. Whilst it does flip certain battles (and can be used on the Slyth when all else fails) I still sometimes find it fighting for the resources my events need, so I'm half tempted to switch it for another RT or AP
- Suffering and Searing Brand fulfil the same role in this deck: double shields. I personally prefer the Brand since it has more combat use, especially with the Gauntlet, but it's mostly thrown as a shield
The aim is to mill, but what I've noticed is that milling to 0 is not an effective strategy. Rather, the aim is to mill out what is desperately needed by your opponent in order to keep pressure on the choke. I find myself more often then not using AP to cancel resources instead of cards since I know what my opponent is going to pick up, and I know that it's all junk. Then you just Wroth to balance it out again. More crucially, what you throw and choke is dependent on what you're against. Chaos/SM? Choke resources. Their 3+ costed units means that they are prime targets Power from Pain (one game resulted in 14 resources being thrown between 3 Power from Pains, none of which were Gauntlett'd, and all of the units hit had no damage on them). AM/Tau? Choke cards. Cheap units make a resource choke less effective. Most importantly is that these are not set in stone rules and can be adapted based on how the game is likely to progressive (e.g. there's no point choking resources if they're going to win the resource heavy command planets, so just make sure they can't spend them).
Ideally you want to be playing 1 event a turn once the crucibles are out, preferably the Experimentations. During the deploy phase, they act as a good delay that slightly hurts your opponent but also lets you in on what command cards they'll be winning (or what their new cards next turn will be if they don't), which can help you decide where to go. Further, knowing those next 2 cards also means knowing whether or not the Farseer is going to be profitable or not, and can help prevent important events/shields being used in combat.
Soul Seizure is the late game MVP. Given you pay 1C 4R for a unit (potentially 2) that effectively has ambush, you're gaining just by playing a 4 cost unit from their discard pile, and breaking even on a 3 cost (given the Ambush ability is roughly worth 1C). Whether this is better than a Klaviex is situational, but bringing in 2 Harpies to an infested planet never hurts colonthree emoticon
It's not an easy deck to play by any means, but its very effective at what it does. I think it chokes better than Kith, since Kith can't stop good cards getting into their hand in the first place. However, it requires a decent short term memory of what cards you've seen them take and what cards have been thrown, and as such I find myself checking their discard pile repeatedly. You need to think a LOT more than with almost every other warlord, and that's why I think most people can't play him.
I think he still needs maybe 1 more good unit (his event balance is fine as it is) that either boosts the mill (whilst being combat efficient) or does something with Tortures. Either way, it needs to have a hammer on it (bloodly Twisted Wracks ...)
10 Comments
This is the only version of my Urien deck that I've ever posted. Suffering is not that useful in a Urien deck since it doesn't really have any synergy with him. Granted it's a torture card, but it doesn't get a cost reduction and doesn't trigger the Crucible. The only synergy it has is with Soul Seizure (I've almost never had too few tortures in my discard pile) and the Twisted Wracks (hardly sees play, and even when it does its ability is rarely used). It does have a nice ability, but the deck simply does not have the space for it.
The reason for having 2 Searing Brands is because I added 1x Soul Seizure. It's a great card but not one you're likely to play twice, and given it's a late game card the chances of picking it up by round 4 are still decent. I'd be tempted to switch out 1x Visions instead of 1x Brand for the sake of shields, but Visions of Agony is simply a much better card given that it is not situational. If you really want 1 more Searing Brand just take out the Twisted Lab
Ah right, what I meant to say was that they fill the same role, therefore I only included one of them. I'd obviously love to have both in the deck for the sake of shields, but it really harms the rest of the deck's command by doing so since it would require taking out Archon's Palace (no chance), Promotion (too badly needed) or units (already on the small side). Given as well that most events will be played rather than used as shields, it does run the risk of being prone to damage, but I've tried to mitigate that by having high hp units that also go with the deck's theme (Biel-Tan, Farseer, Wroth, Warlock (which also acts as the damage output))
If you're running Crucible of Malediction its hard to make room for Suffering. For my own part, I run Suffering but not Crucible.
I played few games with this deck and the only change I made was +1 Searing Brand in place of Lab. Games are pretty fun, you know what your opponent have in hand, you know what they will draw next. That knowledge gives you more freedom with your choices about commiting your WL and where to start a fight
New Eldar unit is pretty solid too, even if I got to discard with it once on few times playing it 
Glad you enjoyed it. +1 Searing Brand is not a bad call at all, especially since it adds an extra 2 shields. I like the ability to just prevent a troublesome unit from being able to do anything but I definitely don't thing Searing Brand is a bad idea. Might make that switch myself.
I really like the Farseer. in this deck He brings some much needed hp to the deck whilst also bringing an ability that has synergy with the rest of the deck. It's basically a Black Guardian with a hammer + synergy for 1 extra resource.
Urien could be really good, as long as he gets one more solid torture card.
Crucible is key to Urien, and is the only advantage he gets.