- Therion: BCL Champion
- Albeit: Canadian Regional Champion
- Sepzy: China National Tournament runner up. Once Champion and twice top 4 in Regional Tournaments.
I really like his ability but it can be situational sometimes so only 4.
Very intelligent design. You really can "lurk" around, but it also mean that your opponent also play with it, allowing him to commit to a planet with his warlord and say "You have no power here!" (with Saruman's voice).
Another warlord playing around Deepstrike. Very fun but not so strong in testing. Hope for more Ork DS/Soldier cards for him.
Very strong, 3 command icons even for 1 turn can make a huge difference.
I assume it's here to counterbalance the DS theme weak command phase. It's strong indeed, but Warlords with weak sig unit are a very bad thing, so it's a good thing.
Very practical unit. Quite good as a signature unit.
Can be cool, a cost reducer is always decent.
The cost reducer can make a nice difference. The new timing options opened up are very cool. (e.g. Sootblade Assashun becomes easier to play.)
Simple and useful. But still, not enough valuable DS cards for it. And Orks aren't short of money now.
O cost DS, so it's basically a +1/+1 for 1, which is decent, but that awesome ability to move damage puts it far above the average.
So much synergy with Snagbrat. Throw in a 'idden base and you can swing, go back in reserve, attack with it then move it to adjacent planet to keep it safe.
A very strong card with only one weak point: the copy amount.
I may be wrong on that one, but sound very situational to me
I like it. On a lost fight you can save some bits for the next fight, it mitigates the snowball effect against you.
Advantage: an Ork Soldier can come back and fight without getting hurt, with the Tellyporta Pad. Disadvantage: it must be a Ork Soldier.
Will you be able to pay 3 each turn to get that unit fight for you, not sure. Can have a good surprise effect.
Fluffy as hell. And a nice card. If it does not die on the "interceded" blow your opponent is facing a hard decision, waste more firepower on a now useless 2/4, or let it back to your hand.
The MVP of this pack. Can be put into any decks with three copies, including the Necron warlords. Especially fits some warlords (like Vezul) playing around Deepstrike.
Very interesting against hard hitters, less efficient than a Chimera against swarm. A nice card.
OMG! I want to see more Sisters of Battle! She's gorgeous. And her ability can help against an AE 4, or a Possessed + ranged, still a normal AE 1 gets no hindrance. Nice design.
Very suitable for those big headed recruits heavy Astra Warlords. Effectively guarantees of the survival probability of their recruits, preventing the possibility of being swept by an AE3. And it's a beautiful sister who is worthy of praise!
Only 3/5 because I'm not sure Astra will have the room for this, can be very good with Gorzod, too bad its ability is only once per phase.
Gorzod will love it. And once per phase means it deals 1 to committing units, and then another ping during combat phase. (and 2 on Mobile/Flying units going in/out.)
I can see the confidence (or aim) of limiting mobility from our designer. Good card for Starblaze, Gorzod or Grigory Maksim, and against Baharroth.
Good surprise effect, but you do not choose the target.
A nice card, what is funny is a simple combat trick may mess up the battlefield and you end up being the first to attack with an army unit and walk over your own minefield!
2R for 3 damages. But may hurt yourself when careless.
Ok a bit situational but can turn the tides of a battle.
Tricky to use! It needs some preparation but at the right moment powerful. Also Apoka release plan features an Harlequin warlord, and the card does not say Harlequin "army" unit....
The first ability has little value since there aren't many Harlequins. But I believe there are Harlequin units worth the expectance in the future (X). The second ability didn't proved useful in our tests though.
Move a unit to HQ to gain 2 and you need to already have 1 left to pay the event...not sure it's that good.
It does not say "army" unit and Snagbrat is a Soldier. So, you can save a lone soldier trapped in a battle, or hit with your warlord and get away before the counterattack. (4/5 in a Snagbrat deck)
Very good when using the new Ork warlord. Fight and go home, then tellyporta back. But again, Orks aren't short of money now.
A bit too combo with the 'idden Base, but if it's in play it's very strong. Still it's a decent card.
Some love for 'idden base, but 'idden base is very difficult to handle. The stats aren't that bad thus.
Combo with Ork's Artilleries and 'idden Base.
Pretty decent, maybe a bit too subject Omega oriented but another infest possibility is good.
I love the design of cards that involves your opponent. This card is OK, but if your opponent finds a way to work around it, you just lost resources.
I think most of the Tyranid Warlords can use this card. I played one copy per turn and infested all the planets in my test.
Good, only 3/5 because it's only for Hive Mind cards.
Clever design. A must have for the Swarmlord. The more you play Hive-minds, the faster you get a return, which enhance full Hive-mind decks. Very tyranid, send a first wave, they die, send a second wave!
Limited in "The Swarmlord" and "Parasite of Mortrex" for the Hive Mind specialization. Good for the revival ability but also bad for the unique trait.
Kroots have low cost units to exhaust, still the cost of "losing" 2 units to gain some cash can be tricky to handle.
A variant of Invasion Site or Death serves the emperor. More balanced than those thus.
Good for the Kroot warlord. Match best with the Raging Krootox.
A very good Shadowsun's card.
With Ambush Platform, strong. A lot of combos and shenanigans here. Nice. I can't make a full list of the options and combos opened up with this card, but it's really big.
Very practical. Best with Shadowsun, although usable for other Tau Warlord. The limit of non-(gun)drone is good. But the unique trait brings difficulty for deciding how many copies should be in the deck.
WoW that sounds like THE card of that expansion to me, a bit sad that's again a DE card but still very very good to me.
So Dark Eldar! I like the "delay" effect over the frustrating "destroy" effects so often seen. Stong influence in current Elite meta that relies on reducers, but can also help you against an Inquisitorial Fortress or Cato's Stronhold. Clever.
Works very well for all the Warlord except Urien Rakarth. Aims on STC and Sae'lum Enclave.
4/4 for 2 is really good, maybe a bit tricky to use sometimes but always OP when you have init.
I can't... try to... figure out.. Damn this unit is a torture. I suppose it's strong. But it's so tricky to anticipate.
Exceeded value with a uncontrollable negative ability. Could send a 4/4 unit to the opponent when play badly.
Can turn a game to your favor, and still can allow you to stay with your WL on the last battle is good.
I give it a 5/5 for the fact the card exists in the collection. It's brilliant. Now everytime a Necron on the brink of death shows a swaggering display of courage, his opponent has to consider the possibility of a Necrodermis. So you can actually bluff with a bold commit even if you DON'T play the card.
Play only when your warlord would be defeated. Not very practical. One copy is enough.
A pretty good vehicle for Necrons, and the ability is cool, 3 cost forbids me to put a 4/5.
Good unit with a strong ability and a great synergy with Lychguard. (and it's a Vehicle).
A bit expensive. It makes up for the Necron's poor damage dealing ability. Good partner of Lychguard Sentinel.