Quite interesting and versatile effect, maybe a bit hard to rely on. But it opens SO MANY combos.
Really cool ability that plays with the theme of discard pile from a totally different direction from Anrakyr. So many things to look up for when deckbuilding him will make him a tricky warlord to get working. The 3 things to look up on the non-loyal collection: keywords (Area effect and ranged seem like the better choices), passive abilities (immune to events, the +2 attack on planets with warlord or even better, the praetorian ancient +2 STR an armorbane when you have 6 discarded units) and reactions (reactions to units being discarded seem the better choices, but there are many more out there looking for the right build!). On design note I would have loved being able to use the ability on enemy units too, so that it boosts playing units with negative textboxes or even put no-attachments keyword on enemy voltrons.
The fourth Necron Warlord. Sautekh means he will take many units from other factions, just like Nahumekh. Mindless Pain Addict, Warlock Destructor and Snakebite Thug are a good "base" for his ability, and Trap Laying Hunter, Dark Lance Raider and Furious Wraithblade are good textboxes providers. He still needs to put enough cards in the discard pile to use his ability, and the non-unique non-Elite limit decides that his cap was not high.
A lot of combo potential, it looks like deckbuilding with him will be a matter of fine balance. I'm not sure how strong he will end up being, but the possibility are truly immense and his sig is strong. I'm rating him somewhat conservatively.
The warlord is very hard to evaluate. His ability is very potent since it lets you essentially abuse the graveyard for 'free' effects, so his power will generally be determined by how powerful those effects can be. Kroot Carnivore Pack, Daring Assault Squad, and the self-readying Eldar all seem to be interesting cards for this deck, and they probably weren't often considered before, which is neat. Imotekh decks are going to need a serious graveyard focus to be consistent - the question is if they will be able to get enough power off of the effect or not. Note that the effect is not limited to units.
Decent, a 1/3/3 for 3 with ability is of course useful for any warlord but not that strong considering it's like blank afterward, you need to focus your ability on it to make it worth.
The unit does it´s job, it helps fuel the discard with the units you want, and gives you a better quality draw. Nothing too impressive, given 3 costers are not exactly cheap or efficient, but helpful.
Eu8L1ch said it all.
A perfect match with the warlord. Cheap body with a useful "enters play ability": it just asks for a juicy ability from your discard pile.
This unit is exactly what the warlord wants - it has a comes into play ability that supports his ability, and is then a reasonable body to be boosted by a textbox-swap.
Really strong, but like the warlord itself, it may be a bit hard to really rely on as you do not control opponent's text box.
Situationally powerful, can be great if the opponents deck has powerful effects on their units. If he is playing just stat-efficient it can be hard to play, but if you can afford to pay the 2 resources there will always be good targets.
Very powerful. Can be used on Elite, comparable with Inevitable Betrayal.
But if the enemy unit is simple big fell, you can only use it as shields.
Situationally very strong. Units with good textboxes are very common, so I suspect this will end up being useful more often than not. Particularly good vs elites. Its only downside is the price.
This card gives this necron deck a powerful tool to neutralize one of their opponent's cards during the combat phase, which they don't really have at the moment. Although it is situational, the fact that it steals the text could lead to some serious blowouts, so opponent's will have to be wary of this card when setting up for combat.
Weird effect, either you exhaust everyone or you get the +1 ATK. I cannot really give my thoughts about it.
Nice card to prevent the victory condition planet overextend if you can play it after he deploys 1 turn ahead, so can be tricky to time right. The +1 attack option i don't find very useful, perhaps it can help some specific ranged build but i don't see it right now. Overall, i think it will be used mainly as a 3 shielder with a niche use if the perfect scenario shows up.
Still good. Attach it on the final battle planet can control enemy units for sure. But it's very expansive, so I usually use it as 3 shields.
A flexible card. Good if played in advance on an entrenched enemy position or as a trait-limited attack boost for an important battle. I'm not sure it's worth the cost though, since it might be easy to play around if your opponent knows it's a possibility.
Necron decks tend to not have very mobile units, and so the ability to not be punished for showing up ''late" to a planet with your command train is certainly interesting. The +1 ATK can be used if you want to play it on the first planet as well.
A nice card, but not *that* powerful as you need to have a target on both adjacent planet to unleash its full potential.
This card can be good vs high command with 1 hp builds or with a warlord hunting strategy that i believe nobody has tried yet, but vs most other builds the effect will be minimal. Still, it is 1 cost so you will probably be happy if you see it early as it does not impact your economy and over several turns it can really have some influence.
Very powerful and useful. Would be even better if I could have more copies. LOL.
The effect is potentially very powerful for its cost (compare with Ork Kannon), but it requires you to read your opponent's plans very well. Perhaps more powerful early game but scales well into the lategame too. Very skill-dependent.
A fun little minigame, and the ability to ping your opponent's units is certainly nice, given the fact that one of the necron's weaknesses is low damage
Can be really strong, 2 cost is a bit high but can be game changing.
Tricky card to rate, potentially really strong as the SW already have quite a lot of hunting enemy warlords movements, and this may make it even harder for them to avoid being pushed away from planets.
To tell the truth, it's good. Can be used on killing enemy command units or key units. Still, 2 cost is very expensive for that. I won't put more than one copy in my deck.
Another card with different potential uses, either a pseudo-routing or an aggressive removal. Useful to pressure your opponent.
This is a very thematic piece of pseudo-removal for the space wolves. It's a very strange ability, so I'd have to play with it a bit to get a feeling for its ability. If your early game has gone well and your opponent's warlord is worried about their health, this lets you bully them even further. I'm just unsure how good it is when you've failed to do so.
Wow, sounds really strong to me, as it can force opponent to commit on his planet to get ride of him quickly.
Massively strong card, the downside on Ragnar decks could very well be non-existent, as you probably are pushing away the enemy warlord most of the time. Being unique gives some protection and enables the use of No mercy even when facing an enemy warlord. And the ability vs discard makes this even better and an almost auto-include in the rest of SM warlords.
Big size for a 1 R unit. But totally helpless when the enemy Warlord really come. Interesting...
Cheap, and adds up to the Space Wolves' theme of forcing bad choices upon the enemy WL. The protection from discards is a nice added touch.
Excellent one drop for the marines that says ''Suck it!" to Kith. One of the space marine's card pools limitations when deckbuilding was the lack of good one drops, and this guy certainly shores up that gap. Of course, if your deck doesn't do a good job of keeping your opponent's warlord away the card is just 'alright', but the fact that it can jump out of a drop pod or be played with veteran maxos means this guy is probably going to be an all-star
The cost of 3 makes it a bit long to be really effective.
Takes quite long to be an efficient discount, and being limited does not help combine it other ways as you probably want this on elite decks and it conflicts with STC. Also unlike other reducers if this gets destroyed before using it you lose everything, and never get any returns back.
Great design! Give all the SM army units Ambush. Suitable for every Warlord. But it also has obvious shortcomings. Use it in the same round as deploy it will loss 1 R. So you will hope to use it at least in the next round, which need you play it asap with a very good sense of rhythm. And SM is originally weak at command. Playing it instead a unit early may cost a lot.
The payoff is not enough. You gain a limited, weaker form of ambush for a unit but at the expense of command, and you have to pay a hefty cost in deploy. It's also very very susceptible to support removal, being pricey and also being a Location.
The card is a little weak as a cost reducer, costing 3 instead of the 1 or 2 of the other commonly played ones (STC, Bonesinger, Promise of Glory, etc.) and it has the additional downside of only providing a 2 resource flow per turn if you wait. It may prove interesting though, as it can hunt warlords if they aren't on the first planet.
I give it a 3/5 because 5 cost is high for 1 ATK and non-Elite.
12 HP! Interesting design path so that it will be hard to use with Worr. It helps a lot the rest of the warlords, but mainly Straken and Torquemada Coteaz. It only has 1 attack, but the last thing you want to do on a battle is waste tons of attack on a 1 attack unit trying to destroy it before it explodes and fills the table with tokens. Not being elite is good, as this with fall back would have been beyond broken.
A lot of Hammers and HPs for its cost. But fairly acceptable since it will be dealt 5 damages after trigger its ability. It's a good addition for most warlords.
It's not an aggressive unit, but it will win you battles of attrition. The fact it cannot be targeted is more often than not a decisive advantage, making this card a safe choice even in decks that do not include Backlash.
I'm torn between thinking this card is broken or useless. Worr cannot use it, it isn't an elite, and isn't a tank. That being said, it seems pretty difficult to take out and leaves behind a sizeable squad on its retreat. The cannot be targeted means that it will be hard to rout it, but at least it cannot be boosted by Clearcut Refuge!
OK, just right. Simple, clear, efficient. I appreciate the non-Loyal. Every pack Gorzog is given the tools he needs to be fun to play.
Must have for gorzod, efficient in maksim, a 4/5 on those 2, probably wont see play outside of that, but they are perfect for them. At this rate gorzod migth be the king of midrange swarm.
Best for Gorzod, making it 1/1/2/4. Also good with IG warlords, perfect with Embarked Squads.
It will be perfect to deal with big units coming exhausted from the HQ and can benefit from some decent synergy. Can't be Backlash'd.
Very solid unit for the cost. The fact that it isn't a soldier means it doesn't fit into traditional cookie-cutter AM builds, but the transport theme that is being crafted by the Apoka theme could be interesting. I'm going to need to test the power of a deck that tries to incorporate all cards with that theme before passing .
Another huge Eldar harlequin, how to get the command and still get the opportunity to destroy the opposing unit.
A good card with solid stats that allows Eldar to dominate even more the command phase. Can be comboed with baharroths event to keep the unit you move at the planet you want. Other than that I can't see a way to deploy it in another phase.
Very interesting ability with potential of ultracombo. With the help of Concealing Darkness, it can move a big enemy away to win the battle. Or just move them in the deploy phase then play a Calibration Error. But it can be Backlashed and really needs help from other cards.
If played in the deploy phase it will just allow you to manipulate command, but, if you can find a way to deploy it in the combat phase, it's almost as good as a routing effect. Its strength mostly depends on any possible future synergy.
Pretty good command unit - if you ambush it somehow it turns into some pretty sweet control as well. As of right now the card is just alright but I'm interested in seeing what comes out for the harlequin's in the rest of the cycle (the attachment in this pack is also quite strong).
Prevent 2 and +1 HP is already very good for 1 cost, adding the exhaust/ready effect makes it potentially very strong.
A free double shielder for every odd attack the unit receives for just 1 resource and it gives +1 HP! I didnt give it a 5/5 because against elites it migth not be great, but against swarm or midrange builds this attachment is great and might help bring midrange eldar builds back. It is also really good in tau if they decide to ally into eldar.
Looks more useful than it's really is, since it's a Force Interrupt. And I can't see many combos around it.
This will be useful to protect important targets (Exarch, Wraithblade). If the attached unit can survive two attacks, it's better than the Hostile Environment Gear, but that doesn't say much. I suspect it won't end up being that good, unless we'll see more viable targets for it.
Very strong attachment, makes the unit quite difficult to pick off, perfect for your lyanden wraithguard or unit carrying a DDS. I'm excited to try putting this onto an Exarch and seeing how long she sticks around!
Situational but I guess it can really change games. It makes planets no one wants useful and it's good: what is brilliant in the design is that now, when facing a Tyranid player, one will always have to ponder "can I really let go this useless planet?".
Not a fan of this "lose the game" mechanic. The effect is strong, but so many requirements for it to be good, that 99% of the times the only good use for it is 2 shields. No deckspace for that in most builds there are other more useful 2-shielders.
The odds to play it is pretty low. And even you find a good chance, it's only Icing on the cake.
One of the most situational cards in the whole game. Two shields make it playable, but the payoff isn't big enough to warrant its inclusion for that single corner case.
An interesting effect, and it at least has 2 shields, but I can't really see including this in a deck over other cards.
Wow, move + infest makes it quite strong. Tyranids really get good cards in this pack.
The stats are ok, but there aren't that many useful units that can be moved by the ability, and the termagants require buildup. Overall solid card if you have the buildup required, but nothing too impressive.
Can play a very big effect in the claws of "The Swarmlord" and "Parasite of Mortrex". +1 for it's one of the two elite and the only one DS elite in this cycle.
I like it a lot. Movement ability on top of DS is going to work wonders, and it is reasonably priced.
This is a very aggressively costed card. It doesn't really synergize with the elite theme the Tyranids have though - it seems to be better suited for a hive mind based deck. It makes spawn termagants seem like an insane card though
OK card, decent effect, nice stats.
In my experience with full DS, you sometimes play more answers than you can actually play to a planet and then play the ones that suit the situation best. Being able to turn one of those unwanted cards into a 3/3 for a combat is huge for these kind of decks.
Looks like another 'idden Base. Very good for Snagbrat. But that's all, no more than 3/3 unit.
Key card for Snagbrat. It enables a nice combo, and can turn a seemingly useless card into a decent body with no additional resources spent.
Tough ork that solidifies the non elite version of Snagbrat's deck - it's interesting that you can tellyporta pad in the 3/3 you just made on the planet next to planet one. Also, he can turn your bad deep strike cards into 3/3s for free, making your deck very cost efficient in combat.
A good addition for at least one or two warlords, we need to find room when deckbuilding now.
I like the intent of trying to help Gorzod and Maksim, but this card i feel lets them lose battles better rather than help them win them. if it triggered also off enemy vehicles dying i would give it a shot.
Vehicle-friendly version of Ork Kannon. I think Gorzod must use it but still it won't change his destiny.
It is decent, but the timing for the direct damage is rather unfavourable. Being conditional on you losing something on top of that makes it tough to include.
The card will be a 5/5 in Gorzod and quite poor elsewhere, although it may show up in some Maksim decks. May even make Gorzod worth playing for fun!
Very good attachment, +2/+2 for cultist that will potentially pop one.
Better than a 2-shielder when shielding and if attached to a cultist it is really efficient. Even attached to a non-cultist, which is the worst case, the stats are above the cost.
The best base for it now is Raging Daemonhost. So Ba’ar Zul is the most suitable warlord. Not very useful for the other warlords, especially for Vha’shaelhur. BTW Ba'ar Zul is sooo weak.
The best 2-shielder in the game, so a valuable addition regardless of deck. Could become even stronger if the Cultist theme will be developed.
Generally quite a strange card, but in a cultist deck it's quite cost efficient. I'm looking forward to seeing some Raging Daemonhost's with this thing attached getting moved around by Sivarla!
Another boosting cultist card, very good. The moving ability is just very strong especially for a 2 cost unit.
I think she can work in any kind of chaos deck. being a demon you can sac any excess cultists you have before playing her. The boosting ability is nice but the movement ability is just too good, worst case it can save your command cultist units from command snipping.
She is very powerful. The Cultist be moved could be anyone hosted by the Raging Daemonhost or the Daemonhost itself with a Medallion of Betrayal.
With her and Corrupted Teleportarium, we can say Chaos has the strongest move abilities in the game.
She is pretty incredible. Improves every cultist while being cheap and resilient. In addition to this, she also provides a powerful movement ability for your powered-up tokens. Now we need just more ways to generate tokens. Happy times ahead for Catman.
The card is probably not playable outside of a dedicated cultist deck. In one, you're going to probably want to get the most out of her action ability, since the +1/+1 boost won't be spread onto too many tokens since she caps your limit at 2. Still, the fact that cards like Raging Daemonhost are technically cultists lets you get a lot of use out of her ability. Really unsure how good a cultist deck could be though, since there are only 6 cultist cards and most of them aren't meant for fighting (and Sivarla only boost's the tokens with her passive).
Very good support for 1 cost. Moving damage has always proven to be strong.
Probably decent on Baarzul to help him stay alive, but i find it hard to trigger as you need the units to have damage on the deploy phase. Don't know if it will be worth the deckspace.
Perfect with Blood For the Blood God! Also fit well for Cajivak the Hateful or Berzerker Warriors. It's a good card for Ba'ar Zul. Only a bit slow to change into a Wargear.
Helps Ba'ar Zul staying alive and provides a decent attack bonus. Efficient.
Neat little efficient card for a Ba'arzul deck. Not sure how powerful it will be but it definitely seems like it'll give your dude's a power boost, and can keep your bloodied warlord healthy
1 Card 1 Res for the same amount lost by opponent is OK. Moving can be a good addition but restriction to the first planet makes it more difficult to rely on.
Haven't tested Agnok, so I will give this card the benefit of the doubt, but as a soft denial of all the commands you are potentially losing seems OK. The added movement may also be quite helpful.
A second Command Action event acting as a reversed Archon's Palace. It's very powerful and gives Kroot strong support. Moreover, this card can be used not only by Kroot, the moving Kroot part can be seen as a additional gift.
For Agnok decks, this is a must include. Cheap movement effect and double shields - and hurts your opponent too.
Excellent ability with 2 shields as well. Kroot units tend to be better at fighting than taking command. With Agnok, I've had the most success when trying to take as much command as possible and 'losing' with kroot whenever possible. This means that I've had lots of resources leftover to leverage - and haven't necessarily had the best fighting deck. This card allows you to further your economic advantage and bring one of your fighters to the combat - something the deck wants indeed!
The interrupt makes this unit quite strong as opponent will be forced to attack with a 4+ HP unit, shield or exhaust another unit. Strong.
At first glance it looks like one of the better 3-cost combat units in the game. Useful not only in kroot decks. If you can boost the HP so it can survive the hits it becomes a monster.
As a 3 cost unit, its ability is beyond crazy. When under control of Starblaze, it can be Clearcuted. With additional 6 HP, it can even destroy a lone Black Legion Heldrake. I guess now you will always make sure you have friends along when fighting Kroots.
Perhaps the strongest "duelist" unit, capable of dealing with most non-elite enemies 1v1.
Very strong fighting kroot. Edges out every other 3 drop by a fairly large margin. Especially dangerous in small scale skirmishes, and he can be brought to the fight at the last moment with Guerrilla Tactics.
The fact that we need to exhaust the unit to get the ability makes me think that it's not that good.
Good for urien, you can have it capping a late planet down the line while you use the ability to boost combat units. 2 cost 1 hammer is just rigth for this to not make it too powerful.
Very useful. Good for every DED warlord. Nearly Imba. If I must to say some weakpoints, I can just say it's only Scholar and Haemonculus.
My favorite of the pack flavor-wise. You can see as a more expensive capper that provides you with a significant advanatage in the long term. Great synergy with Urien.
Very decent 2 drop for DE decks, but especially for Urien. The fact that he doesn't have 2 hammers means it may be hard to fit him in, but he'll contribute his hammer during command and then boost your units as you play events - the card seems pretty sweet to me.
Having no cards in hand is not good, abilities that triggers when you do not have any card left does not sound that good either.
As an attachment with 2 shields and ambush, i think it is just fine. The reaction will be hard to use (You are supposed to be winning commands and swimming in cards!) but is a nice plus if somehow you are in that situation.
Why do we need this card when have Pain Crafter? For the draw one? Only Liatha has a theoretical possibility to use it.
An interesting card for Liatha, but too situational to be really strong. Two shields help it a lot, will probably see play because of that.
I'm finding it hard to evaluate this card. It has 2 shields, which is great, and the effect is exactly what you'd expect for the cost. I don't think the reaction will be played too often, but if you vomit your hand I guess it would be nice to have around, but DE are loath to do so. It's just not very clear what this card's use is in the overall game plan, other than as a mediocre combat trick. Might be neat for the Neurotic Obliterator? It isn't a weapon though.
I'm not sure about this one, destroying a card sounds good. Inflicting 8 dam (at least) on your units to get that bonus sounds a bit too much to me. Even with the Illuminator. Could be strong if you only use it to inflict some sporadic dam when needed on your units to trigger effects. But will you pay 2 for that.
If i read the card correctly you need exactly 8 R to sacrifice it. So your opponent can always deal some damage to delay it being used? Looks like a fun card and it allows necrons to use healing effects when they don't have damaged units, great for szeras but can be also used on other warlords efficiently i believe.
As a ability without target, it can destroy any elite without worry about Backlash. But as a Combat Action which needs exactly 8 R on it, it usually needs one round to charge before fire. Further more, Necron warlords are not good at early game, won't have very good opportunity to play it early.
A very strong combo piece for Szeras, allowing him to damage his units at will while gaining some solid utility out of it. Mostly useless for the rest: the fact your opponent can slow you down makes it tough to use in a non-dedicated deck.
This card only really seems playable in a Szeras deck to me. There, the self-inflicted damage can be a gold-mine if you have a royal phylactery. The fact that you can also burninate something eventually is just a bonus. We'll have to see if the power-level is there by testing
2 shields saves it from 1/5, getting a +1 ATK is weak....even if it can be attached from discard. Overall comment: pretty good pack, with balanced cards. One or 2 seem a bit above the rest as one or 2 seem a bit below.
It may not seem like a huge boost, but after being used as a 2 shielder it gives an additional use, so in a deck that can use that it is strictly better than a simple 2 shielder. Also attack is one of necrons main weaknesses, so a boost in that direction can never be undervalued.
Great partner of Decaying Warrior Squad. Works better for the Traveller.
A solid effect to go along with Optimised Protocols. Its main issue is the lack of good targets, but it will often be an efficient play in a longer game - and every little bit helps.
This card has two shields and does something for free from the graveyard. With cards like this and double protocol, I imagine that the ''reanimation" lists for the necrons are going to be focused on the likes of decaying warrior squad and drudgery and might just try and assassinate exhausted warlords out of nowhere. If it's possible, it's definitely different from the types of Necron decks we've seen. This card clearly isn't great in the typical elite builds, but necrons really lack ATK so who knows