This content analyzes new cards from the "Gift of the Ethereals" war pack for Warhammer 40,000: Conquest, focusing on their strategic implications, synergies, and overall value within the game's meta at the time of release.
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hello viewers and welcome to yet another
Warhammer 40,000 conquest video
production my name is Mitch and I am the
hive tyrant in a previous video I
introduced and reviewed the third
warlord of the warlord cycle of war
packs on she as well as his associated
signature squad but today we're going to
be taking a look at the rest of the non
signature cards for each of our seven
base factions that were included within
the gift of the ethereals war pack
although by the time of making this
video we've seen the release of the
warlord cycle in its entirety in
addition to the great devourer deluxe
expansion today I'm only going to be
assessing and discussing the card
combinations in synergy available when
this war pack was first released
although I will share my benefit of
significant foresight when it comes to
analyzing each of these new cards
potential nevertheless in later videos
and while covering future expansions
rest assured I'll be revisiting each of
these cards when appropriate to do so
the moment that new powerful uses and
combos become suddenly possible through
the evolution and growth of our card
pool so because I'm sure to miss or
exclude some uses for these cards over
the course of this video be sure to
mention your personal favorites and
particularly clever perhaps situational
combos in the comments below but with
that said let's get our reviews started
first up we have three new Space Marines
faction cards beginning with the white
scars bikers there are three cost army
unit with one command icon a base attack
value of two as well as three hit points
they possess the soldier and whites
ours traits and read this unit gets plus
to attack while it is at a planet with a
warlord so upon initial assessment this
units printed statistics seem somewhat
low relative to the cost but if you
manage to send this unit to a planet
with a warlord either by deploying it or
committing it alongside your own or
otherwise engaging that of the enemy its
attack value immediately increases to
four so at that point for the same cost
as an honored librarian it attacks for
the same value is as effective during
the command phase at netting you
additional cards and resources and
though it has no special damage or
attack avoidance or mitigation ability
it does have a higher base pool of hit
points so depending upon your expected
opponent one of those two units will
generally be superior to the other for
instance a zine choose firestorm will
have a much more difficult time
eliminating the white scars bikers than
it would our a fir mention librarian and
as an additional example the white scars
bikers require more than just a single
gun drones abetted area effect to volley
in order to be destroyed but along those
same lines if you're interested in
deploying the most durable three cost
space marines unit possible you may
alternatively consider the blood angels
veterans it doesn't pack quite as much
punch as either other option but can be
remarkably more survivable and for as
alluring as high totals of attack power
maybe if a unit cannot survive long
enough to actually deal out a successful
attack then an infinite amount of attack
power will be essentially wasted but
frankly a bit of the issue inherent to
this unit lay strictly within its cost
because there are already so many other
three costs space marines faction units
so while this is a
other instance of a drop pot assault
eligible space marine and at that one
which potentially has an attack value of
four you'll definitely want to put a
strict limit on the number of three cost
units included in your deck especially
if you're opting against running captain
Kato Sicarius whose economic prowess
vastly out classes are Ragnar black main
alternative but considering to that this
army unit is not loyal although it is
expensive to conventionally play it can
afford a tremendous amount of attack
power to the Astra militare I'm and
because activating this units attack
value boost is as simple as deploying it
to a planet where you fully intend to
send your chosen warlord alongside
Colonel Strachan for instance this
soldier trait unit has a modified attack
value of 5 and is an eligible target
upon being destroyed for Elysian assault
team really the only other thing I can
think of to mention is that seldom is
this unit seen allied with thao largely
because despite the one lesser printed
HP the less expensive Bork on recruits
simply offers a slightly more appetitive
cost curve so if you're looking for the
most attack value per resource invested
possible you may want to look elsewhere
but if you're looking for a unit that
manages to pack one hell of a punch yet
that still remains somewhat durable then
by all means this may be the Space
Marine faction option for you but next
and somewhat unconventionally we see a
total of two Space Marines events the
first of which happens to be crushing
blow for a cost of zero it has one
shield icon the tactic trait and
reaction after a Space Marine unit
damages an enemy unit deal one
unpreventable damage to that unit so of
paramount importance to consider in
assessing this card is that once an sm
unit manages to deal damage
to any other unit be it a token army
unit or warlord you can play this card
entirely free of charge which affords
your opponent absolutely no opportunity
to circumvent an additional point of
damage outside of outright canceling the
effects of this event through nullify so
the general community consensus is that
this is an exceptionally powerful card
and although not all space marine decks
may run 3 copies of this event it can
nevertheless alter the outcome of a
given battle dramatically generally
players naturally want to keep their
units alive for as long as possible and
in order to do so expand shield cards
only when strictly necessary what
crushing blow allows you to do however
is to punish an opponent for allowing
even a single point of damage through if
you have an army unit with to hit points
remaining and face an incoming attack
valued at two it makes sense to use a
one shield icon card instead of a to
shield because whether a unit has one HP
or 10 so long as that unit isn't at 0 HP
it's able to contribute the same amount
to both combat and command regardless
and if that same unit happens to possess
the brutal keyword then you'll
definitely want to push the total number
of damage tokens piled upon that unit to
the greatest and riskiest heights
possible but the advent of crushing blow
dramatically alters how opponents have
to consider shielding against any damage
dealt from a space marine source because
in that same two HP unit facing a to
value attack type situation if the
defending player allows just a single
point of damage through to be
successfully dealt to the defending unit
the attacking player could trigger
crushing blow after the attack damage is
resolved and since that events damage is
unpreventable it affords your opponent
no opportunity with which to salvage
their units and critically important to
consider is that you can
multiple copies of crushing blow all his
reactions off of the very same
triggering event so though it's
statistically unlikely it's entirely
possible albeit not probable that you
could play all three possible copies of
crushing blow against the same target
enemy potentially resulting in an
entirely unexpected unit kill or a
warlord bloodying so outrageously
unanticipated that it might just inspire
and encourage your opponent to table
flip granted it's a bit of a shame that
this non loyal event only triggers off
of damage dealt by space marines faction
units but it affords players an
incredible opportunity to unexpectedly
win battles in a sense it's very similar
and in a way competes with the fury of
Sicarius because just like when facing
that event which threatens outright unit
destruction your opponent is going to
have to carefully consider just how
liberal they're comfortable being in
regard to the discard of shield cards
and if your opponent is playing in fear
of this event and dreading the
possibility of sudden unpreventable
damage in the back of their mind then
you could well get them to expend shield
cards entirely unnecessary and of course
every card discarded as a shield is one
less event or one less attachment you
need deal with conventionally so the
effect of this event may in some cases
seem marginal but it has the potential
to cause enormous upsets and is quite
frankly enormously powerful and
especially when you stop to consider
that it can trigger off of the area
effect volley of a daring assault squad
or the one damaged ping of a psyche
arias is chosen the potential behind
this ability is considerable upon
initial release crushing blow
immediately became a Space Marine stable
and players have even had significant
success playing it in sm allied towel
and astro militare i'm so i definitely
can't encourage you
enough to slot this one into your decks
it greatly increases the value of even
the lowliest of space marine units and
even if you don't end up using it for
its intended combat effects it still
serves perfectly well when discarded as
shields but last we have our second
space marines event in our third faction
card no no fear with the cost of one a
shield value of one and the tactic and
maneuver traits it reads deploy action
exhaust your warlord to move up to three
space marines faction army units from
your HQ each to a different planet so
this is a bit of a curious card for the
cost of one and four assuming the risk
of committing your choice of warlord
during the command phase to a planet
exhausted you pick up to three sm army
units at your HQ and place each of them
at a different target planet note
importantly that you can not send any of
the maximum of 3 units to these same
planets so playing this event could
allow you an opportunity to win
significant command if you'd been
pushing the first planet hard perhaps
and wound up with a large number of sm
units in your HQ this could readily
allow you to strategically redistribute
them perhaps you want to send your
warlord to a faraway planets yet don't
want to deposit a large contingent of HQ
resident units there this allows you to
split that group apart and potentially
win command struggles on several
different planets or at least perhaps
just break even with your opponent's
command presence but the problem with
that notion is that by playing this
event your warlord ends up sent to a
planet exhausted which means he no
longer wins a command struggle at his
location by default and though you could
send your warlord to a far distant
planet something like five or four
although you will likely end up winning
a battle ability if perhaps entirely
uncontested with
actually possessing any additional
command icons at that planet you're
exhausted warlord will not win a command
struggle alone plus any time that your
warlord is exhausted and keep in mind
he'll stay that way until the end of the
first combat round he's extraordinarily
vulnerable to being picked apart by
enemy units for instance if you split up
your more combat capable units that had
been swept into your HQ hoping perhaps
to protect some of your strictly economy
units from the likes of the location
shifting ethereal on she you also run
the risk of your warlord being beaten
and bloodied by various card effects for
instance while you might save some of
your command units from being sniped
thanks to that strategic redistribution
and exhausted SM warlord would be the
perfect target for an anhui prelate to
be ambushed into play only to hit you
for four and similarly a timely gift of
Aisha drop pot assault or any number of
other ambush style combat effects could
all serve to dish out copious amounts of
punishment to any smplayer audacious and
bold enough to attempt to benefit from
this event I think perhaps it's best
case for use maybe to allow the sm
player a bit of strategic adaptation for
example to shift from a very aggressive
planet one focused play style to
something more controlling and long-term
but all the same I'm still not sure that
I'm convinced to run this event I like
that because it's a deploy action you
move your units to different planets
without their becoming exhausted which
leaves them ready to attack during the
first round of combat and as a rule of
thumb sm units are generally both
powerful and durable and if there were
any units formidable enough to stand on
their own in most cases space marines
tend not to disappoint but i don't like
that you exhaust your warlord to trigger
this effect and i don't like that you
often won't have three sm units in your age
age
you because of course this does not
affect either neutral or allied units so
those space marines players generally
run light on Allied armies I still think
it may not be often that you get the
maximum benefit from this ability I
think it could be a decent event if
you're afraid of encountering an enemy
that plays doom but then again if you do
try to escape certain HQ destruction
through playing this event it's also
worth considering that eldar at least do
have the option of nullify so altogether
I'm just still not convinced to me it
seems a fair bit of risk for a fairly
marginal gain I could certainly stand to
be convinced otherwise in time but for
now consider me quite dubious still with
our space marines faction now covered
onto the Astra militare I'm a faction
for which we also see three new
additions first we have the mystic
warden a zero cost army unit with zero
command icons and attack value of two
and a pool of to hit points it has the
citrate and forced reaction after a
battle at this planet ends sacrifice
this unit so this is certainly the most
powerful of the zero cost units which
we've seen printed thus far unlike the
one attack one HP penal Legionnaire and
sniveling grot this unit does not
succumb to the likes of area effect one
or any incidental instance of damage
granted it does end up sacrificed at the
end of any battle in which it
participates but along those same lines
it may end up being destroyed anyways
overall I find this to be an intriguing
card it doesn't necessarily combo with
existing am synergy because note that it
possesses no soldier traits and though
it does leave play naturally it does so
at the end of a battle which under
almost any circumstance provides its
controller with no synergistic benefit
this unit possesses no command icons and
of course it
has no associated shields and unlike the
also generally free Alicia an assault
team which similarly attacks for to this
army unit is slower in a sense because
it needs to be played well in advance of
an opponent's actions and is therefore
clearly telegraphed as opposed to simply
responding to an opponent's choices and
potentially altering the outcome of
battle when your enemy exhibits a moment
of weakness before long we will see an
am support that allows units like this
one to be the equivalent of ambushed
into play so it will stand to become
significantly better at that point but
even as is i could see the mystic warden
working reasonably well in an AM deck
that runs heavy on command if you're
drawing a large volume of cards perhaps
with the assistance of units like the
interrogator acolyte free but
nevertheless relatively powerful units
like this one can certainly help you to
flood the board with competent combat
units and with them potentially
overwhelm your opponent I just think
it's important to always consider that
this is indeed a fairly slow card it
could work reasonably well when used in
conjunction with noble deed that is you
attack for two and then sacrifice this
unit to deal an additional two points of
damage albeit that's only to a target
enemy army unit so perhaps in time this
will rise to see more prominent play
potentially as we see the development of
possible psyker synergy but for now I'm
not overly impressed with our warden but
next we see an AM attachment via honor
Ithaca imperialis for the cost of two
resources it has to shield icons a loyal
icon in the war gear and award traits it
reads attached to an army unit while at
a planet with an enemy warlord attached
unit gains armor Bane and ranged so this
card is by no means inexpensive but if
it just so happens you don't up to up
to nisti play it it does still offer to
associated shields which itself is
something somewhat seldom seen and
therefore any such card is never worth
carelessly dismissing under ideal
circumstances this attachment
dramatically increases the likelihood of
a successful warlord assassination
because once affixed to a units if that
unit ends up at the same planet as an
enemy warlord during the range skirmish
round before the enemy warlord has their
opportunity to retreat the attached tuna
can fire a single arm urbain ranged
attack that outright denies an opponent
their ability to shield but
unfortunately this is a card very
limited in utility because if you aren't
able to arrange for the attached unit to
be at the same planet as the enemy
warlord then this to cost attachment
confers no beneficial ability plus I
think it's certainly worth considering
that astro military faction players
sometimes struggle to attain a
significant attack value granted a copy
of white scars bikers alongside Colonel
Strachan could make use of this
attachment to attack 45 armored Bane
during the range skirmish round but
that's five resources spent across to
total cards and in general most
frequently seen am units have nowhere
near that kind of attack power and
despite the existence of the ubiquitous
Katich an outpost what makes this
bargain still worse is just how easily
countered individual army units are
convenient routing effects like archons
terror will instantly dash your
best-laid of plans as can enemy
exhausting effects like elder ass star
Bane and note that though armor Bane
damage cannot be shielded against it can
still be outright prevented so both
indomitable and custom field generator
also served to damper this frankly
lackluster attachment what this card can
potentially do is discourage your
opponent's warlord from being commit to
a specific planets but all the same it's
a big investment of
sources for a very limited and by no
means insurmountable effect dependent
upon faction your opponent may even
possess a ranged keyword unit of their
own and even if they have the initiative
token they could well kill your unit
prior to your opportunity to attack and
you're attached unit could certainly
fall prey to any number of direct damage
events or enemy unit relocation cards
such as psych arias is chosen or even
deception so it sounds great in theory
but in practice I think that
unfortunately the honorific ax
imperialis may serve to prove somewhat
of a disappointment all the same third
and last of our Imperial Guard cards we
have two arms it is a zero cost event
which also has to shield icons it has a
loyal icon and the tactic trait it reads
action ready a target support card so
this is an intriguing event and one
prone to causing stupendous upsets
whether it's preventing one of your
units from being destroyed thanks to its
shield value of 2 or otherwise if it
affords you to use one of your powerful
supports an unexpected additional time
what I like most about this card is that
it has essentially limitless potential
each and every time we see a new astra
militant space marines or org faction
support the savvy am player must
reassess whether it's worth playing this
event plus because this can be used to
target any support it has significant
and will only ever have increasing
amounts of versatility but most
conventionally i think this event is
likely to be used in an offensive sense
if you have a Katich an outpost instead
of just giving a single unit plus to
attack value you can play two arms ready
the outpost exhausted again and give a
target unit an additional two although
as always that affect only persists for
its next individual attack but you could
also use this on an orc cannon to fire
an addition
time or in the most desperate of times
you could use it on an upcoming org
support in order to dig as deep as
possible through your deck in order to
discover potentially game-changing or
salvaging cards and although i think
it's extraordinarily unlikely i think
it's entirely possible that perhaps in
the most dire of circumstances you could
use this on your own imperial bunker the
one cost am specific army unit resource
cost reducing support in order to ensure
that you have the required number of
resources to play whatever pivotal
potentially game altering cards you may
need while maximizing the number of your
units deployed to the battlefield so
most definitely powerful and positioned
only to improve with time and
considering in general the monumental
power behind many signature supports in
particular whenever we receive a new
astra military warlord who support
requires exhaustion then to arms could
quickly go from a great card to being
one truly incredible however with Astra
militarily covered we are on to the orcs
they to receive three new cards and
quite similar to the event which we just
discussed let's begin with the army unit
makini ack repair crew it has a cost of
31 command icon a loyal icon and an
attack value of two it has three hit
points the odd boy trait and action
exhaust this unit to ready a target orc
support card you control then deal 1
damage to this unit so for better or
worse this unit stats seem weak relative
to the cost although a moderate pool of
HP does afford it some opportunity to
benefit from the brutal keyword when
played alongside nas drag this unit
nevertheless strikes me as a little too
expensive to be used primarily as an
attacker and considering it's another
instance of a locum and icon value org
units I can't imagine running this unit
unless your ex
intending to benefit from its ability
which is to ready an orc faction
specific support card you control though
doing so comes at the expense of
incurring one damage so given that nas
drag was the only available org warlord
at the time of this war packs release it
isn't necessarily a bad thing to take
damage but considering that this action
means that the mccain eh repair crew
must itself be exhausted that combined
with taking a point of damage makes it
rather likely to end up being destroyed
by your enemy and though two arms seems
more versatile and far less expensive
for the same ultimate effect both of
these cards are loyal to their
respective faction and therefore the
mackay niak repair crew is unique in
affording orc players specifically the
option of using a single infection
support potentially multiple times so
let's say for instance you're interested
in orc cannon under usual circumstances
you exhaust that support pick a planet
and both you and your opponent are
forced to each deal one in direct damage
among your units at that planets and
ideally you either outright benefit from
taking that damage or otherwise you
simply don't have any units present and
then in that case it's only damaging
your enemy so if it just so happens that
the McCamey a kripp aircrew doesn't see
combat if it's sitting at a planet where
a battle is clearly not going to take
place you can nevertheless trigger its
action in order to squeeze an additional
use out of any one of your supports or
if the McKay niak is embroiled in combat
if you need not actually attack with it
bear in mind that at the end of each
combat round it readies like any other
units and there is no limit to the
number of times per round or phase you
can activate this action so though the
McKay niak does deal itself damage each
and every time it activates its ability
you could potentially activate the same
support repeatedly and if it's something
like an orc cannon that you're targeting
then that combo could afford you the
opportunity to wipe out innumerable
squishy enemy economy units or perhaps
opportunistically take out some of their
vulnerable combat units either your
opponent must freely spend shield cards
or you can kill void pirates built-in
guardians and vasi ah Trail Blazers
impossible droves plus I think it's of
paramount importance to consider that
the damage incurred by the repair crews
action is not a cost after the ability
resolves you deal 1 damage to your own
unit which means that it's entirely
she'll double just keep in mind that
with that pool of a mere three hit
points by no means can you trigger this
action indiscriminately I do like that
you can use this action during any phase
of the game although it's definitely
worth mentioning that many supports are
in fact specific phase exclusive and I
also like that the McCamey ack also
synergizes with various other effects
such as the orc readying smash and bash
it's just critical that you weigh
carefully just how many cards resources
and shields you end up investing in what
could prove to be an enormously cost
ineffective mchaney ack so unfortunately
this is not a unit that often sees play
but again as we see the advent and
creation of more orc supports it's
nevertheless something that will always
warrant constant reassessment and
certainly as we soon explore a powerful
new orc support in this very video I
definitely suggest you consider the
possibilities intrinsic to our repair
crew but before we get to that support
let's first cover an attachment another
facsimile of an astro military card
included within this very same war pack
we see the goth big choppa for the cost
of two it has a shield value of one and
the war gear and weapon traits it reads
attached to an army unit attached unit
gets plus to attack and armor bein
so notably this attachment is not loyal
and therefore affords Astor military on
players additional options if they find
honorific a' imperialis to situational
and are often unable to pin down the
enemy warlord this attachment suffers no
such restriction you simply a fix it to
a unit and it immediately stands to
derive benefits but despite the lure of
additional attack value and the possible
devastation afforded by armor bein all
the same risks apply as before dependent
upon both the faction you're playing and
are up against individual army units can
be outright trivial to counter and
though a plus to attack bonus is
definitely significant in many cases it
can be a bit of overkill simply owing to
the rather low cost curve of our meta at
the time of this war packs release and
the associated generally low HP values
we logically see on most units granted
this can make specific units of yours
enormously dangerous for instance a
rattling dead eye is immediately
augmented to a 3 attack armor Bane and
ranged keyword units but that very same
army is extraordinarily vulnerable to
being destroyed by myriad different card
effects and while this attachment costs
the exact same as a cat a Chan outpost
it's limited to only ever benefitting
one unit as opposed to something far
more flexible like that support and
while it does additionally confer the
armor Bane keyword to the attached units
it cannot be equipped by tokens or by
your warlord and attachments are in
general far easier to remove from play
than supports and plus the instant that
the attached unit is exhausted whether
by suppressive fire or elder ass star
Bane or simply by being swept up into
one's warlord retinue that same unit may
end up being destroyed prior to it
having a chance to attack more than at
most a handful of times so like I said
before armor Bane can be great and the
big choppa can be fantastic and discourage
discourage
your opponent from sending their warlord
to a target planet and whether you hold
the initiative or simply a fix this to
arrange unit this could be tremendously
powerful but I do hesitate to add this
two decks based upon the cost relative
to what other options orc players are
afforded and for chaos considering just
how high their cost curve already is and
how high the attack values are of
various demons the goth big choppa just
seems like an unnecessary inclusion all
the same and last but by no means least
we have the ammo Depot a one costs orc
support with the location trait and text
action exhaust this support to draw one
card if you have three or fewer cards in
hand so this is a straightforward
incredible card it costs next to nothing
and provides unrivaled card advantage if
you're filling the revealed planets with
low cost units you're quite likely to
reach three or fewer cards in hand
quickly and this support allows you to
keep that momentum from halting of
paramount importance to consider is that
this effect is an action so if during
combat you end up depleting your hand
due to shielding you can freely exhaust
the support in order to draw additional
cards you might end up with additional
combat tricks and you may well draw more
shield cards plus the support is not
unique it's not limited and therefore
you're entirely free to play multiple
copies you just need to be wary of
choking yourself by running a deck
that's too full of supports but still
better if you use the support during the
deploy phase it affords you a fantastic
opportunity to stall out your opponent
and increase the likelihood that they
pass and in conjunction with any number
of other effects that ammo Depot deploy
stall could be impeccable enforcing your
opponent to pass early which then allows
you free reign to proceed to distribute
your army units as favorably about the
traxxas sector as is possible
for instance let's consider this deploy
stall example you play a copy of ammo
Depot you exhaust that copy of ammo
Depot you trigger mchaney ack repair
crew to ready your ammo Depot and then
you either play a card or again trigger
the ammo Depot you spent hardly any
resources but taken a tremendous number
of actions and then you proceed to play
out that turns worth of units for any
faction that can take this support it
can provide spectacular benefit xerath
er can draw more game changing events
and direct damage effects and Colonel
Strachan can reap a wealth of cheap
additional units shields and his own
smattering of combat tricks so if you
can run ammo Depot I wholeheartedly
recommend that you do so but if you
decide to run three copies of this
support you may need mentally prepare
yourself for the occasional feel bad
self inflicted card choke still now that
we've completed our assessment of Orcs
let us dissolve into chaos a faction for
which we see three new cards beginning
with one of my personal favorite army
units the rotten plague bearers for a
cost of two they have one command icon
and attack value of zero as well as to
hit points they possess the demon and
Nergal traits and read action exhaust
this unit to deal one damage to a target
unit at this planet so perhaps
deceptively inoffensive at first this is
an exceptionally dangerous unit keep in
mind that because there are action
windows during the combat phase which
occur prior to any battles taking place
this action can therefore be triggered
before any range skirmish round so you
could potentially pick off your enemies
ranged units or with or without the
assistance of any number of other chaos
faction direct damage effects otherwise
destroy that which poses the greatest
immediate threat to you Plus consider
that though one damage itself may seem
outright insignificant this unit is super
super
alongside Xerath ER because as soon as
he happens to be present at the plague
bearers planet that single point of
damage is immediately augmented to an
assignment of two which threatens to
destroy a wide swath of units even
better this action is not an attack so
therefore the two HP honored librarian
is a perfect target for this ability and
you're free to target any unit with this
effect so the opponent's tokens and
warlord are just is eligible to be
targeted as the rest of their army and
again because you can trigger this
action prior to battle that means you
can ping your opponent with damage
before the enemy has an opportunity to
retreat and although your opponent is
unlikely to send their warlord headlong
into battle where they're clearly in
jeopardy of being bloodied it is
entirely possible that Xerath er could
use an infernal gateway to drop this
unit into play and then ignore
initiative by triggering this action in
order to immediately potentially bloody
your enemy even better perhaps is that
if a battle is not going to occur at the
plague bearers planets they still have
the opportunity to trigger that effect
and it's definitely worth noting that
triggering that ability does not consume
a combat turn so the more plague bearers
you have the better and as soon as a
combat round does come to a close at
their planets each and every copy of
plague bearers that suddenly readies if
your opponent decides not to retreat
their entire army will get to fire
another single target ideally to damage
volley as an action before either player
in sub taking their first combat turn of
that second combat round also worth
noting is that this ability is an any
phase action and therefore it can occur
during the deploy phase so in doing so
not only does it consume a deploy action
helping encourage your opponent to pass
but it can also remove problematic units
from play either prior to their attempt
to elude you such as killing a vast Shia
trail bleh
before it can use mobile to reposition
itself to safety or you might be able to
kill an enemy unit with a dangerous
ability that occurs at the beginning of
combat like will see from an elite chaos
demon in an upcoming war pack and though
it comes in a bit of a risk in
attempting to do so this unit could also
help you win additional command
struggles for instance if you have the
rotten plague bearers and another one
command icon units sitting at a planet's
opposite something along the lines of an
enemy recon drones you could risk
triggering this action and either your
opponent shields and is then positioned
to win command because your plague
bearers would now be exhausted and would
no longer contribute their command icon
or your opponent instead does not or
cannot shield and their unit is
destroyed and you've moved from breaking
even to suddenly winning that upcoming
command struggle so frankly I can't see
what's not to like about this unit it
isn't quite so powerful when used
outside of a zero third deck but they're
in it's incredible so I cannot recommend
this unit enough in conjunction with or
Canon and innumerable direct damage
chaos effects it just seems
irreplaceable and enormously useful
however next we see a far less
conventional card we have throne of
vainglory a3 costs support with a loyal
icon in the upgrade and slaanesh traits
it reads action exhaust this support to
discard the top card of your deck if the
printed cost of the discarded card is 3
or higher put to Cultus tokens into play
at your HQ so once you pay for the
support one time per round you can
simply exhaust it and it could be as if
you just played a promise of glory
because you might suddenly have to
Cultus token sitting in your HQ they
could be used to attack because
alongside Xerath or they will be
attacking for two but as with any unit commit
commit
to a planet alongside ones warlord
they'll show up exhausted and with one
HP they'll be of trivial difficulty to
destroy so probably the best use for
those tokens is to sacrifice them which
allows you to decrease the cost of
subsequently played demon's trait units
to Cultus sacrificed means that you can
lower the cost of any one demon by two
or two demons by one so under ideal
conditions once you play thrown a
vainglory it'll generate you the
equivalent of two additional resources
each and every round so in a sense the
earlier you play it the better but if
you play it early three is a significant
number of resources to invest in a
support because unlike if you were to
instead spend those resources investing
in army units this card will neither
contest your opponent's command
struggles or win you any of your own and
of course it has absolutely no value
during combat unless you intend to
eventually bring those tokens to battle
but the problem with throne of vainglory
is that often it won't be functioning
optimally if the cards you end up
discarding from the top of your deck is
to cost or lower you simply will not
generate any cultist tokens that round
and plus consider that whether you
manage to create two tokens or not
you're still required to discard a card
which could potentially be one of the
very demons you are hoping to draw and
subsequently sacrifice your tokens to
put into play even though the chaos
faction tends to run a higher cost curve
than many others I still don't like how
often the support could fail to generate
tokens and for such a big investment of
resources I'd rather not pay for such an
inconsistent effect plus considering
that our current meta values low cost
but high efficiency units at this point
in time the support seems very
unfavorable seeing as how it costs three
resources and a card it takes at least
two successful active
actions before you break approximately
even economically due to generating the
approximate equivalent of four resources
over two rounds and only when it
triggers a third time do you start to
see and feel any appreciable profit but
considering just how much that
investment could set you back in the
early game in regard to loss of tempo
unless you're playing a very long game
of conquest which is something
statistically unlikely I just don't see
the support paying off over time this is
not only an inconsistent card but still
worse it's very slow to potentially
generate profit plus if you want to
build a deck that may actually possess a
reasonable chance of benefiting upon
your triggering throne of vainglory you
need to include a wealth of medium to
high cost cards but again if by some
poor miss fortune you end up discarding
the most desirable of those perhaps all
the additional tokens spawned by the
support will end up with no ultimate
reason to exist without any formidable
demons to actually use them with which
to put into play perhaps a high cultist
unit count will simply serve to make you
less likely to activate terrace or even
equate to you're serving up resources in
mass to an opponent playing Captain Kato
Sicarius I do like that this supports
ability being an action does provide you
with a bit of deploy stall and later
near the end of the warlords cycle we
end up seeing a bit more development of
kultis traits energy beyond just the
regenerating corset ravenous flesh
hounds elite but for the time being this
resource equivalent cultist token engine
is just a bit too unreliable and overall
underwhelming to be considered worthy of
including in almost any deck if there
comes a day when running nearly all
three plus cost cards in a deck does
become possible or even advisable then
maybe throne of vainglory may be worth
giving a second appraisal but for now I
think this chaos support can
unfortunately quite safely be relegated
to the binder all the same to round out
our trio of new chaos options we have an
event the three costs nerdling bomb it
has one shield icon and the tactic in
Nergal traits it reads combat action
target a planet for each non Nergal unit
at that planet its controller must
choose to either deal 1 damage to it or
route it so quite clearly this provides
an adaptable chaos player an alternative
or supplement to warp storm instead of
dealing two damage to all units without
attachments at a target planet you
instead force all non Nergal units to
make a difficult choice they either take
one point of damage which could
potentially be too if augmented by Zarah
thur or they're immediately routed so
although this cart effect may not always
kill units it can be just as effective
as warp storm when it comes to removing
units from planets and in fact if you
are up against units laden and equipped
with a variety of different attachments
it can even prove more effective than
warp storm because attachments do
nothing to provide immunity or
resistance to this event plus this card
has quite a bit of built-in versatility
in that it can be used in both an
offensive and defensive sense if you
want to retreat your warlord but don't
want to do so without inflicting
considerable damage to your enemy planar
gling bomb at the same planet as xerath
ER and allow him to be routed your
opponent's units are either assigned two
points of damage or they're routed and
depending on what you have left at the
planet your lingering units might be
able to mop up the enemy remainder
easily if you have a large number of
nurgle trait units it's entirely
possible you could easily overwhelm that
which your opponent has left and even if
you don't you could either damage some
of your units like the brutal keyword
possessing corn berserkers or if you'd
rather not take damage then simply allow
some of your own units to instead
you routed especially if you're fighting
it planet one and you feel confident in
being able to win that battle because
those very same routed units would end
up in your HQ anyways and if you won't
benefit from their taking damage then
there's under most circumstances there's
probably no reason to end up endangering
them unnecessarily or even if you played
nerdling bomb at a planet further away
than one if you want to relocate some of
your present units for combat the
following round you can simply allow
them to be routed to enter your HQ and
then during the subsequent turn they'll
just move along side your warlord to be
deposited wherever you want them this
event is spectacular against not just
low HP units but also those with
arranged keyword or any action which
requires exhaustion because whether your
opponent takes damage or simply lets
their units be routed you can certainly
benefit from both this event can even
help constrict your opponents choice for
where to commit their warlord the
following round if you force them to
fill their HQ with units and of course
exhausted units certainly make for far
more vulnerable targets then ready units
otherwise our plus if you do happen to
run this event alongside and in
conjunction with the likes of a warp
storm what better opportunity than to
target in bombard your opponent's HQ so
this affords chaos players and
interesting few options when it comes to
global effect events it provides a bit
of a detriment to non Nergal units but
even then isn't without some unique
upsides that Nergal trade units miss out
on such as manipulating that brutal
keyword or affording even you're already
exhausted warlord the opportunity to
retreat so at the time of this cards
release it immediately became fantastic
as a means to help coup goth bully
planets aggressively and as soon as we
see a Nergal elite army unit that
triggers planet-wide damage upon the
onset of the combat phase this event can
provide your enemy with
a very difficult number of choices
indeed this is a great response to the
other players events such as pre-emptive
barrage and it provides a fantastic
opportunity to punish your opponent with
KU goths nerdlings because if you can
force them to move a large number of
units from their HQ to one likely
decisive planets the damage inflicted by
one or more copies of your nerdlings can
add up considerably so in summation this
is a relatively superb little event and
something I definitely encourage any
prospective chaos player to try but now
that we've covered our chaos faction
we're on to our dark eldar a faction for
which we see two new additions first up
we have a card that is garnered immense
popularity since its inception the Slith
mercenary for one resource it has to
command icons and attack value of two
and also to hit points it has the
warrior trait and action pay to
resources to take control of this unit
if it is at a planet any player may use
this ability so this is a card that
exhibits incredible value for a single
resource you get a competent flexible
unit that will survive incidental damage
such as that from an orc cannon and it
conveniently allows for you to trump an
enemy's one command icon unit even if it
isn't possible to overcome your
opponent's command this unit can often
make breaking even trivial in difficulty
and if it makes it to combat to damage
is certainly nothing to bach at
considering also that this card isn't
loyal it could also make a pretty
fantastic ally for eldar in helping them
to control the command phase all the
more than they were already able to but
the major complicating factor to this
unit is that it can be bribed although
dark eldar generally is him to either
choke their opponent of cards or
otherwise starve them of resources if
you allow your opponent the opportunity
to purchase this unit they could immediate
immediate
flip your command phase advantage
against you you could easily go from
winning a command struggle to losing for
the cost of a mere two resources and
considering the cards are generally more
valuable than an equivalent number of
resources if your opponent simply
purchases this unit from you they're
generally coming out ahead in regard to
investment versus unit value but that
same bribe action does allow for several
interesting possibilities for instance
if you convince your opponent to expend
resources needlessly you serve to limit
some of their other options or if you
get involved in a bidding war for this
unit where you and your opponent
repeatedly purchase the Slith mercenary
from one another you effectively shrink
and confine the present game state and
if at that point you're already in an
advantage position you make it all the
less likely your opponent can afford to
purchase the things they need to contest
and attempt to overcome you another
advantage is that if your opponent
purchases this unit then they're only
effectively using those resources to
concentrate units on one planet instead
of spreading additional deployed units
among several which means that by merit
of their purchasing this unit they could
potentially be inadvertently foregoing
winning multiple other command struggles
just so they can manage to best you at
one individual planet but I think if at
any point you're considering playing
this unit you need to mind your action
windows carefully and clearly often the
best time to deploy this unit is after
your opponent has passed during the
deploy phase because at that point they
forgot all opportunities to take actions
for the remainder of that phase and
because there are no additional action
windows until after all command
struggles are resolved the Slith
mercenary can easily allow you some
last-minute deploy phase positioning in
order to reel in a wealth of resources
and cards and consider also that buying
control of a mercenary counts as a deploy
deploy
action which contributes to stall so
overall this strikes me as a fascinating
card when drawn and played early it can
contribute to creating a very powerful
economy but if your opponent ends up
with an adequate number of resources
with which to purchase this unit from
you then you do fare worse in regard to
invested value definitely be mindful
that when going into combat any player
could use one action to bribe these
mercenaries and then if their opponent
can't respond in kind they'll be the
player able to attack their enemy for an
additional two so while in the worst of
cases this unit may end up proving to be
a bit of an asset to your opponent at
the very least hopefully you're able to
use this unit to at least once block off
an opponent's desperately desired income
even if this unit ends up being bought
by your enemy it could nevertheless
serve to deprive them of the same cards
or resources they're in desperate need
of hopefully during a pivotal round of
the game you could even deploy this unit
alone to Planet number one or a fix an
attachment to it if you're in particular
want of convincing your enemy to whittle
away they're ideally dwindling resources
so certainly a card that rewards
talented play but by no means not one
without significant risk safest deploy
late and when at a resource advantage
but certainly not without myriad
additional uses all together an
exceptionally powerful instrument in the
dark eldar arsenal but definitely not
one to deploy thoughtlessly still second
and last of our dark eldar cards we have
an event namely despise with a cost of
01 shield icon the tactic trait and
combat action each player must sacrifice
an ally trait unit he controls if able
so under ideal conditions for no cost
apart from a card you force your
opponent to forgo and already paid for a
lie while you suffer no detriment to
your cell
if one of your opponents first deploy
actions is something like a void pirate
or more valuable an eldar survivalist
during that rounds combat phase you can
respond with despise and that's probably
the best case use for this event if you
have no allies you give up nothing
yourself and your opponent is down maybe
one unit but note that you did invest a
card to remove that unit only to come
ahead by one or maybe two resources if
you're strictly comparing the cost of
despise to your opponent's sacrificed a
lie granted your opponent may end up
losing a unit with an Associated
attachment but seeing as how each player
chooses which unit to sacrifice apart
from their having one fewer unit on the
table this may not actually hinder your
opponent because particularly during the
mid and late game they could just
sacrifice an ally at a planet where they
are not going to be winning command the
following round anyways and on the topic
of the command phase note that this
event is a combat action and that
therefore the enemy a light rate unit
will have already had at least one
opportunity with which to contribute to
your opponent's command and unless you
don't play any a light rate units
yourself many of which see frequent play
because they're quite clearly powerful
economy and utility units then you also
serve to set yourself back with this
event though a fair few a light rate
units are very popular allies in general
are few and far between and with only 12
costs corset exception in the Eldar
survivalist note a unit which seldom
sees play the overwhelming majority of
allies cost one resource at most though
at least with scarcely few exceptions
none of the zero cost allies are played
still worse however is that many of the
a light rate units have beneficial
effects that trigger upon their entering
play such as the earth cast technician so by the time you can play despise to
so by the time you can play despise to force that unit to be sacrificed the
force that unit to be sacrificed the technicians deployer has already had the
technicians deployer has already had the opportunity to search for a drone or
opportunity to search for a drone or attachment notably both rogue trader and
attachment notably both rogue trader and void pirate are immensely popular units
void pirate are immensely popular units and both possess the ally traits but
and both possess the ally traits but you're probably just as likely as is
you're probably just as likely as is your enemy to be running either of both
your enemy to be running either of both of those allies yourself and by opting
of those allies yourself and by opting not to play one were you to have one in
not to play one were you to have one in hand you may well be costing yourself a
hand you may well be costing yourself a small amount of tempo advantage relative
small amount of tempo advantage relative to your opponent so altogether despise
to your opponent so altogether despise strikes me as a very curious card it
strikes me as a very curious card it could help increase the likelihood of
could help increase the likelihood of the mandatory army and it's sacrificed
the mandatory army and it's sacrificed by power from pain ending up to be
by power from pain ending up to be devastating but this event is in almost
devastating but this event is in almost every circumstance woefully
every circumstance woefully underwhelming perhaps there may come a
underwhelming perhaps there may come a day when we reconsider despise maybe if
day when we reconsider despise maybe if we ever start to see certain factions
we ever start to see certain factions play rather expensive ally units but
play rather expensive ally units but considering that ally seems to be the
considering that ally seems to be the trait associated with low cost utility
trait associated with low cost utility cards and that elite is instead the
cards and that elite is instead the trait bestowed upon expensive military
trait bestowed upon expensive military units I can't see any situation
units I can't see any situation especially sometime soon in which
especially sometime soon in which despise is at all worth considering for
despise is at all worth considering for deck inclusion but last of our factions
deck inclusion but last of our factions to discuss we happen to have the Eldar a
to discuss we happen to have the Eldar a faction which picks up three new deck
faction which picks up three new deck options including two different army
options including two different army units first of these we have the
units first of these we have the Eldridge Corsair the Eldar version of a
Eldridge Corsair the Eldar version of a series of units that all stand to become
series of units that all stand to become more powerful when a warlord is present
more powerful when a warlord is present for a cost of three resources it has one
for a cost of three resources it has one command icon and attack value of to a
command icon and attack value of to a pool of three hit points and the warrior
pool of three hit points and the warrior and I and and traits it reads this unit
and I and and traits it reads this unit gets + to attack while it is at a planet
gets + to attack while it is at a planet with a warlord so more often than not
with a warlord so more often than not this unit will be a 43 whether alongside
this unit will be a 43 whether alongside your own warlord or simply standing in
your own warlord or simply standing in opposite
opposite of that of your enemy for a
of that of your enemy for a not-insignificant expense you're
not-insignificant expense you're nevertheless purchasing a rather
nevertheless purchasing a rather hard-hitting and resilient platform
hard-hitting and resilient platform other units the Eldridge Corsair may be
other units the Eldridge Corsair may be expensive but it will contribute to
expensive but it will contribute to command and although it's more costly
command and although it's more costly than similar units like the boar Khan
than similar units like the boar Khan recruits it is significantly more hearty
recruits it is significantly more hearty making it more likely to survive long
making it more likely to survive long enough to actually engage in a
enough to actually engage in a successful attack but the problem with
successful attack but the problem with the course there is that eldar players
the course there is that eldar players are afforded the luxury of options
are afforded the luxury of options consider that for the same resource
consider that for the same resource investment but one fewer HP they could
investment but one fewer HP they could instead invest in an eye end in Wraith
instead invest in an eye end in Wraith guard which has a printed for attack
guard which has a printed for attack value and armor bein the keyword which
value and armor bein the keyword which disallows an opponent their opportunity
disallows an opponent their opportunity to shield or if a player just wants to
to shield or if a player just wants to purchase as much attack value /
purchase as much attack value / resources possible then again I suggest
resources possible then again I suggest they look back to those aphur mention
they look back to those aphur mention for attack to resource Bork on recruits
for attack to resource Bork on recruits and frankly I think that's part of the
and frankly I think that's part of the problem with this unit for a resource
problem with this unit for a resource cost of three it significantly increases
cost of three it significantly increases the cost curve of a deck el de RAF
the cost curve of a deck el de RAF already has three costs signature army
already has three costs signature army units and especially compared to the
units and especially compared to the Eldar unit I'll move on to cover in a
Eldar unit I'll move on to cover in a couple of minutes I frankly can't see
couple of minutes I frankly can't see packmaster kith for instance being
packmaster kith for instance being willing to make this investment
willing to make this investment commander shadow son certainly
commander shadow son certainly appreciates a formidable body upon which
appreciates a formidable body upon which to a fix her attachments but then again
to a fix her attachments but then again the more resources a player invests all
the more resources a player invests all into one unit the more likely they are
into one unit the more likely they are to set themselves up for heartbreak upon
to set themselves up for heartbreak upon one timely route or piece of removal so
one timely route or piece of removal so overall I find the eldritch Corsair
overall I find the eldritch Corsair entirely acceptable and certainly a fine
entirely acceptable and certainly a fine target for recursion through gift of
target for recursion through gift of Asia as well as augmentation via in
Asia as well as augmentation via in power but until we see more resource
power but until we see more resource acceleration cost reduction effects or
acceleration cost reduction effects or perhaps upcoming warrior trade synergy I
perhaps upcoming warrior trade synergy I think that our current meta in placing
think that our current meta in placing the utmost value on cheap as efficient
the utmost value on cheap as efficient as possible / resource cost units
as possible / resource cost units simply winds out on this one all the
simply winds out on this one all the same let's compare our Eldridge Corsair
same let's compare our Eldridge Corsair to this war pack second eldar faction
to this war pack second eldar faction army unit the Warlock destruct er which
army unit the Warlock destruct er which has become a ubiquitous card for the
has become a ubiquitous card for the cost of two resources it has one command
cost of two resources it has one command icon and attack value of three and four
icon and attack value of three and four associated hit points it possesses the
associated hit points it possesses the psycho trait and forced reaction after
psycho trait and forced reaction after the deploy phase begins pay one resource
the deploy phase begins pay one resource token or discard this unit so this is an
token or discard this unit so this is an incredible card for only two resources
incredible card for only two resources it has the same attack value commonly
it has the same attack value commonly found printed upon three cost units and
found printed upon three cost units and has even more hit points than average
has even more hit points than average it's therefore extraordinarily durable
it's therefore extraordinarily durable and hits exceptionally hard and unlike
and hits exceptionally hard and unlike our last war packs equivalently cost
our last war packs equivalently cost black guardians the Warlock destruct err
black guardians the Warlock destruct err also has the capability of contributing
also has the capability of contributing to you during the command phase but this
to you during the command phase but this unit does possess one clear immediately
unit does possess one clear immediately evident drawback should it exist at the
evident drawback should it exist at the beginning of a deploy phase you're
beginning of a deploy phase you're presented with a choice you can pay one
presented with a choice you can pay one resource or you can discard this unit
resource or you can discard this unit however consider that if you deploy this
however consider that if you deploy this unit and it ends up being slain during
unit and it ends up being slain during combat then you need not be bothered by
combat then you need not be bothered by such a decision and for the cost this
such a decision and for the cost this army unit provides exceptional value if
army unit provides exceptional value if you play it at the first planet for
you play it at the first planet for instance it's difficult to remove deals
instance it's difficult to remove deals out significant amounts of combat damage
out significant amounts of combat damage and can convince your opponent to
and can convince your opponent to potentially skip that battle entirely
potentially skip that battle entirely you might be able to activate a
you might be able to activate a desirable battle ability at that
desirable battle ability at that location and then once this unit has
location and then once this unit has entered your HQ you can simply decide
entered your HQ you can simply decide during the following round if you'd
during the following round if you'd rather it be discarded or instead it be
rather it be discarded or instead it be preserved based upon your total number
preserved based upon your total number of resources and the presenting
of resources and the presenting conditions of the battlefield still even
conditions of the battlefield still even entering combat exhausted it could
entering combat exhausted it could totally be worth an additional resource
totally be worth an additional resource to keep and of course it goes without
to keep and of course it goes without saying that warlock destruct ER is a
saying that warlock destruct ER is a perfect target
perfect target or gift of Aisha this card isn't meant
or gift of Aisha this card isn't meant to be played far down the line of
to be played far down the line of Planets intended to win you command and
Planets intended to win you command and meant to endure but rather I think it's
meant to endure but rather I think it's much better served to tar pit your
much better served to tar pit your opponent and round after round of
opponent and round after round of grueling combat hopefully managing to
grueling combat hopefully managing to kill off far more resources and cards
kill off far more resources and cards worth of enemy requisitions then this
worth of enemy requisitions then this unit itself cost you to deploy this unit
unit itself cost you to deploy this unit is extremely cheap and stunningly
is extremely cheap and stunningly effective and while it's certainly worth
effective and while it's certainly worth noting that at present it straight
noting that at present it straight doesn't happen to possess any available
doesn't happen to possess any available synergy it's only a matter of time and
synergy it's only a matter of time and war packs before that ends up changing
war packs before that ends up changing entirely so this is unit not without
entirely so this is unit not without some downside but definitely one that
some downside but definitely one that warrants the tiniest bit of risk played
warrants the tiniest bit of risk played poorly this could cost you a large
poorly this could cost you a large number of resources but when thrust into
number of resources but when thrust into combat early and often I can think of
combat early and often I can think of scarcely few cards more cost efficient
scarcely few cards more cost efficient than the Warlock destruct er but last as
than the Warlock destruct er but last as the ultimate card of our war pack we see
the ultimate card of our war pack we see the Eldar for tell it's a zero cost
the Eldar for tell it's a zero cost event with one shield icon and the power
event with one shield icon and the power and maneuver traits it reads interrupt
and maneuver traits it reads interrupt when a battle ability triggers exhaust
when a battle ability triggers exhaust your warlord to cancel its effects then
your warlord to cancel its effects then draw one card so this is an interesting
draw one card so this is an interesting event note that in order to potentially
event note that in order to potentially benefit from this effect you need
benefit from this effect you need exhaust your warlord which means you
exhaust your warlord which means you could potentially leave yourself exposed
could potentially leave yourself exposed if you want to cancel a battle ability
if you want to cancel a battle ability at a planet earlier in line than was
at a planet earlier in line than was commit your warlord you'll be forgoing
commit your warlord you'll be forgoing the opportunity to act with that unit in
the opportunity to act with that unit in order to essentially nullify that
order to essentially nullify that ability so even though you give up your
ability so even though you give up your chance to retreat until the end of the
chance to retreat until the end of the first combat round at that planet which
first combat round at that planet which means you potentially abandon your
means you potentially abandon your chance to snipe and enemy units you
chance to snipe and enemy units you could nevertheless incur considerable
could nevertheless incur considerable benefit in opting to do so by canceling
benefit in opting to do so by canceling terrasse for instance you could deprive
terrasse for instance you could deprive your opponent of the opportunity to draw
your opponent of the opportunity to draw three cards or generate three additional
three cards or generate three additional resource tokens and by negating
resource tokens and by negating perhaps farryn or planum you could
perhaps farryn or planum you could either prevent the route of one of your
either prevent the route of one of your most valuable units or simply stop your
most valuable units or simply stop your opponent from moving a powerhouse
opponent from moving a powerhouse combatant for instance from planet 12
combatant for instance from planet 12 planet to which would mean it would be
planet to which would mean it would be ready during combat the following round
ready during combat the following round as opposed to arriving from the enemy HQ
as opposed to arriving from the enemy HQ exhausted since your possession of four
exhausted since your possession of four tellin hand will generally be difficult
tellin hand will generally be difficult to predict for your opponent it's
to predict for your opponent it's entirely possible you could convince
entirely possible you could convince them to over commit to winning a planet
them to over commit to winning a planet only to prevent them from benefiting
only to prevent them from benefiting from its associated battle ability at
from its associated battle ability at the last possible moment and even though
the last possible moment and even though your warlord may be exhausted if he or
your warlord may be exhausted if he or she is the only unit sitting at a planet
she is the only unit sitting at a planet you will still get to activate your own
you will still get to activate your own battle ability and I definitely think
battle ability and I definitely think it's worth noting that regardless as to
it's worth noting that regardless as to whether you benefit tremendously from
whether you benefit tremendously from including a copy or two of this event in
including a copy or two of this event in your deck when you do play this card in
your deck when you do play this card in effectively cantrips that is replaces
effectively cantrips that is replaces itself in your hand so apart from
itself in your hand so apart from leaving you potentially exposed for
leaving you potentially exposed for instance if your opponent decides to
instance if your opponent decides to punish you're exhausted warlord within
punish you're exhausted warlord within frontal gateway or drop pod assault this
frontal gateway or drop pod assault this card costs you no more than a mere slot
card costs you no more than a mere slot in your deck and can easily save you
in your deck and can easily save you from a potentially game altering combo I
from a potentially game altering combo I think this event is particularly great
think this event is particularly great when played by a warlord that doesn't
when played by a warlord that doesn't necessarily need to participate during
necessarily need to participate during battle such as the one attack value
battle such as the one attack value commander shadow son or elder ass star
commander shadow son or elder ass star Bane but even in the hands of a warlord
Bane but even in the hands of a warlord like packmaster keith or either of our
like packmaster keith or either of our space marines this event can be
space marines this event can be powerfully versatile note that it's
powerfully versatile note that it's possible you may not be able to use this
possible you may not be able to use this ability for instance if your warlord is
ability for instance if your warlord is upstream of your enemy and ends a combat
upstream of your enemy and ends a combat having retreated or having been
having retreated or having been otherwise exhausted but it still
otherwise exhausted but it still provides a significant bit of power and
provides a significant bit of power and versatility so not exactly an obvious
versatility so not exactly an obvious powerhouse but definitely an event that
powerhouse but definitely an event that provides disaster insurance and which
provides disaster insurance and which lets you commit
lets you commit your warlord more flexibly as well as
your warlord more flexibly as well as something that affords you the
something that affords you the opportunity to often enough take
opportunity to often enough take somewhat bigger risks during combat but
somewhat bigger risks during combat but now that we've introduced each and every
now that we've introduced each and every new card introduced within the gift of
new card introduced within the gift of the ethereals war pack I'd like to thank
the ethereals war pack I'd like to thank you once again for watching we've seen
you once again for watching we've seen not only our first three warlords cycle
not only our first three warlords cycle warlords in previous videos but have now
warlords in previous videos but have now also discussed our first three full
also discussed our first three full expansion packs as well what are your
expansion packs as well what are your own thoughts opinions and perspective
own thoughts opinions and perspective regarding the contents of the gift of
regarding the contents of the gift of the ethereals what are some of your best
the ethereals what are some of your best and worst play experiences with any or
and worst play experiences with any or all of these cards and how is the gift
all of these cards and how is the gift of ethereals held up with time as the
of ethereals held up with time as the third of our war packs please let me
third of our war packs please let me know in the comments because with your
know in the comments because with your input these videos stand only to become
input these videos stand only to become all the better resources for players
all the better resources for players both novice and veteran alike but thank
both novice and veteran alike but thank you once again for watching and if you
you once again for watching and if you enjoyed this content be sure to hit that
enjoyed this content be sure to hit that like button and subscribe to my channel
like button and subscribe to my channel if you've not done so already or if you
if you've not done so already or if you are already subscribed you're always
are already subscribed you're always encouraged to share this content as the
encouraged to share this content as the more likes the more views these videos
more likes the more views these videos receive all of it means more players are
receive all of it means more players are more likely to be exposed to conquest
more likely to be exposed to conquest they may give the game a try like what
they may give the game a try like what they experienced end up joining our
they experienced end up joining our community and of course all together we
community and of course all together we send the message to Fantasy Flight Games
send the message to Fantasy Flight Games to continue to support this fantastic
to continue to support this fantastic product if at any point you'd like to
product if at any point you'd like to get in touch with me I would encourage
get in touch with me I would encourage you to do so through Facebook or on
you to do so through Facebook or on Twitter and if at any point you feel so
Twitter and if at any point you feel so inclined to donate to help support the
inclined to donate to help support the hive tyrant I would be honored were you
hive tyrant I would be honored were you to contribute to my patreon but once
to contribute to my patreon but once again thank you so much for watching and
again thank you so much for watching and as always be sure to check back in again
as always be sure to check back in again soon for evermore conquest lcg content
soon for evermore conquest lcg content to come
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