7 HP and Flying sounds strong to me but his ability will be tricky to trigger every round.
This warlord will be tricky to play. Your units don’t have command and you only have 2 while his attachments cost a lot to “hard cast” them. A single word is giving him a good chance: Flying. He has the HP to survive the long run, but don’t be cocky or you’ll find yourself Bloodied. Overall, free attachments that keep coming back combined with Flying will make this warlord interesting.
I think the problem with this WL, strength-wise, is that it takes a while for it to get going and that almost the whole signature is devoted to the ability itself which is not groundreaking. Flying (and 7 HP) makes it incredibily resilient though, and the ability is essentially free to use. The fact there are four copies of the Parasite (almost 5 with Sweep Attack) means that by midgame you've likely infected a 3-4 units, which can easily prove decisive if the game doesn't end soon.
That thing is doing a lot when combined with your warlord’s power. Spawning tokens with the free damage is good. The only thing keeping me giving this a 5 is the cost. When you draw those, you won’t be happy for sure and it will happen.
This is the card that makes the WL work. If you draw it you can still shield with it before putting it into play from the discard.
No command with conditional (hihihi) effect does not look like the signature of the year...
They have good stats for the cost and a good effect, but no command icon, which prevents me giving them a 5.
No command, weak to 2-cost hate, doesn't reach 3 ATK mark. The ability is ok but it doesn't make up for its shortcomings.
Event with 3-Shields. Recycling effect for the unfortunate attachment you discarded as a shield, what’s not to love?
Potentially an additional copy of the Savage Parasite.
Double effect cards are usually worth it, here the initial effect looks OK, and the second one can lead to nasty combos;)
I don’t know how much the infestation part will be useful, but swapping a Synapse will have an impact for sure. There are some possible shenaningans with the Synapse swap and that part is very exciting.
The 'Infest' part is a nice touch, but the main thing here is being able to swap out a Synapse for another. The two synergise though, since many Synapses require Infestation to work properly, so you can start with, say, a Lictor then swap in something like a Tervigon. It can also save your Synapse in a pinch and/or pseudo-heal it. Very strong, especially since it's cheap.
A good Black templar unit (at last one 4 cost for neophyte), but it needs another black templar to be really effective, that explains the lower mark.
It will be useful only in a Mavros deck. The card has OK stats for its cost. At least, the effect can boost any Black Templar regardless of their location.
The stats are below average, but the ability nets 3 HP: considering it a pseudo 3/7 without an ability, it's not a big threat, so you'll need Mavros to increase its attack. It's good in raw stats but being a 4-coster makes it a lot less impressive.
Very situational, but 2 shields and zero cost is a good point.
This card can be really useful when played correctly. I’ve experienced so many times the situation where I wish I could have an extra deployment turn and this card will give me that guaranteed. The only downside (and it’s a big one), it has to fight over card slots for events which Space Marines have a lot of good ones.
The effect is situationally very strong, and has 2 shields for when you don't need it.
Unique 2 command icons for 2 is good. Even if his ability won't be that useful (at least for now) he still has one. Unique can mean stuff like "no mercy".
Lore wise, I heard they have nailed it. The 2 command icons are nice, but the low stats will keep that one to have a long term impact.
Its saving grace are the command icons. Right now the ability isn't going to make a huge impact due to the few possible triggers and getting the token in HQ doesn't affect the battle immediately.
Moving a damage is always good, but 0 ATK unit (except for Baharroth's awesome signature) must have decent ability to be useful.
Baharroth or nothing. Nuff said.
Unless we're going to see many (and powerful) 0 ATK units, I think this will fail to make an impact: the buff is negligible and can turn against you if the opponent destroys the support, while the triggered effect is potentially strong but requires a very specific situation to shine.
1 Deep Strike out of 3 cards in Eldar for 3 is weak. Even with the ability to rearrange your deck a bit.
Even if you don’t have any Deep Strike in your deck, it might be useful because of the hidden “scry” effect. (If you played Magic, you know what I’m talking about.) The low stats make it harder to justify in the deck where “3 cost” units are the Eldar’s kingdom.
Unless your deck is full of cards with DS (not likely at all for Eldar right now) this is not going to gain you a card, and the scry alone does not justify the extra resource spent (compare with Talyesin's Spiders).
Funny but always risky to build a tower in Conquest...Well it's Ork!;P
I don’t see him being played anytime soon, but I could be wrong since I’m not used to play Orks. Cost reduction is nice, but it works only on him.
Great combo with the Huge Chain Choppa (and maybe Rokkit Launcha) but a risky unit to play: voltroning up a 3-coster is asking for trouble, but without attachments it's worthless. A bit too combo-y for my tastes.
A tutor is always a decent card, even with the drawback. Still it's zero cost action with 2 shields.
You need to make space for attachments in your deck if you don’t want to end up killing your unit each time. Looks to me more of a fun card than a competitive one. This might work if the deck is built with Nazdreg in mind to enable Brutal.
Cool card for sure, but it's too hard to predict and will probably give you more trouble than benefits, on average.
The movement effect can end in a good combo. A very good P1 unit but still need another guy with him to be really effective and gain from bloodthirst.
Not sure how good it really is. On paper, it looks good and to be able to fight at multiple planets in a single turn. The downside is his 1 ATK values which could limit his combat potential if played around properly.
The movement effect is the most interesting part of this, since otherwise the Khorne Berserker is probably a better choice; however, I'm not sure how often it will end up mattering, since you're unlikely to play a 3-coster on a non-FP and the ability won't work from the HQ.
Can be very strong, but the need for attach and being 1 ATK for 3-Cost makes it a bit weak in the end.
This unit looks interesting and it may open up a new Chaos deck built around him. If you don’t build specifically for him, he becomes a 1/5.
Another 3-coster that's asking for attachments. If we'll see something to protect it, it might become interesting, but I fear that the usual control options will make this too big of a gamble otherwise.
Too restrictive (mainly for Shaper) to be really good.
This card would be auto-include in Shaper Agnok in at least 2 copies. Another alternate source of income is always good.
An important card for Shaper decks but otherwise rather unremarkable, since a "standard" Tau is good at winning command whereas a deck with fewer units can't use it properly.
A very good unit for Kroot deck. They need it, adding 2 damage to a first source of damage can be painful for your opponent.
A really good unit for Shaper Agnok with really good stats for cost ratio. It might find its way into other decks even if it doesn’t have a command icon just for the combat potential it could have in an Aun’shi for exemple.
A decent beatstick for Shaper decks, not impressive but needed.
I won't say it's a bad unit, but Urien needs big units to put pressure on opponent (that's why it's useful to play him with demons). Here he's given another weenie. His ability is strong so it's fine even if you really need to use with caution.
It looks like an awesome nice addition for an Urien deck. It has potential, but the fact that it could kill himself prevents me from giving him a higher score. Limited use for a limited warlord.
Very very good for Urien: a 1-for-1 is something you'd have to play anyway and the ability is very powerful, threatening Pirates/Traders or setting up a Klaivex.
Kabalite helps a lots, but still a flying with a good ability quite versatile. Simply good.
That card has superstar written everywhere on it. That card is potentially the best one of the pack. Direct damage effect is really good. It is good with any Dark Eldar warlord, it is really good with Salaine Morn, it is really good with Zarathur and good with other Chaos warlords and it is good with any Eldar warlord. Overall, I would find space if my deck would allow me to play it.
Flying makes up for the very low HP and makes using shields on this very profitable, while its flexibility in attack is welcome. Gains a point due to the Kabalite synergies.
Putting a second unit into play for 1 more ressource is strong especially with this 2 shields. It's not like Necrons could put units from their discard...
This is a really strong card for Anrakyr and a much needed 2-shield event for Necrons. It gets only a 4 because it requires some shenanigans with the other warlords to make it work (Decaying Warrior Squad, I’m looking at you)
Requires a combination but nets two resources (at most). Very useful in the right deck.
Very good, adds another card to can deal damage outside the common attack mechanic. Considering you will even be able to draw a card to replace it. What else?
This could be useful only with Zarathur, but I’m not even sure I could find space to include that in my deck. As the card pool increased, every card you include in your deck needs to be justified and I can’t see any reason to include it.
A card that potentially replaces itself should always be taken seriously, and this has a strong effect to boot: even killing a single Khymera attacking your exhausted WL is going to result into a significant benefit (almost) for free.