Currently I'm not convinced all the pieces fit together well. You need ways to damage your units or have them survive enemy attacks, ways to heal them, and expensive payoff cards to make use of those resources. His ability makes for a three part deckbuilding challenge. Six starting resources, 1 ATK, and an ability that requires a heavy proportion of Necron units also leaves me doubtful that Szeras can consistently draw decent hands and start games off on the right foot. 6 resources makes him more dependent on the starting hand, but the possible payoff of the ability is great. Now Necrons get their money-maker, who is distinct. Yes, sometimes you can play Augmented Warriors and then heal them, but still. However, his signature squad doesn't provide answers to the main problem Necrons face - big targets - and the fact that you start down a resource is seriously annoying. This warlord can theoretically generate a lot of resources over the course of a game, and his high HP coupled with Necron healing makes him very hard to bloody or kill. However, his ability requiring Necron units to work, and needing those units to participate in fights and survive, is going to make playing with the Illuminor quite difficult. On the other hand, his ability can easily spiral out of control, especially if you draw the right cards. Let's start with the downsides, which are pretty severe: only one attack and 6 resource start mean the first rounds are going to be tough. Until then he is an Aun’shi style that can be very powerful or not at all depending on draw. He is a warlord that I see being powerful in a cycle or two but I’m not sure there are enough cards left in the cycle to get him critical mass to be consistent. You start with two Marches and gain a March at levels 11 and 21 for a total March Limit of four (further boosted by rituals).In the interest of getting this up before the next pack comes out I'm skipping everything but the actual reviews.Ī hard warlord to judge as his resource generation could be significant but it could also fizzle. By leveling this building, you unlock the possibility of unlocking higher levels for other buildings as well as increasing your march capacity. The Chaos Keep is the central building to your Fortress.
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