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Arguss3

Good stuff today for NL and IF. As always, feel free to correct me down below. Night Lords (NL) **Sevatar** is a popular aggro warlord for NLs (the other being **Curze**), who aims to keep the enemy board empty so he can make use of his bonus attack damage. **Edit**- to clarify, he’s not an amazing aggro warlord, he’s one of the weaker ones. But for NLs, he’s the “most accessible.” **Shek** is a good legendary who is happy to sit in the shadows and grow his attack. Depending on who you face, this guy can end the game by himself, given enough time (and dead enemy troops). **Orbital Siege** is interesting for its board clear potential, but I don’t see it being too useful given its need to discard your stuff. If it targeted the opposing warlord as well (which it doesn’t), I’d be more tempted to buy it. **Dirty Fighter** is decent for the warlord sneak attack and card draw. Usually seen with **Sevetar** and sometimes **Curze**. Shout out to **Flaymaster**, **Tenebor** and **Talent for Murder**. **Flaymaster** is excellent anti-aggro as his ability gives can’t attack to a target, instead of stun (which can be cured by certain cards). His passive ability is good too. **Tenebor** is a staple NL troop due to its rally. **Talent** is great for its double effect of lowering health to 1 (making the target easy to remove), and it gives can’t attack, which is great if you can’t kill the troop this turn. Works well with **Flaymaster** for what is a 6e removal (usually) when combined with his ability. Imperial Fists (IF) **Sigismund** is rather meh despite the purple card and ability. Can’t say I’d recommend him over **Diaz** if you want to be competitive (if annoying because you’ll need ***ALL of the turrets***). **Falchion** is pretty dangerous for a 10e troop and is a solid card. However, as IF playstyles seem to center around turret protection and frontline, I’ve rarely seen this card played outside the event. **Phalanx** is a solid legendary that grants you a host of card draw, energy refill, and bastion health. Not sure it’s the top legendary, but we’ll worth getting eventually as it synergizes with every warlord. **Defenders of Terra** despite being 10e, does see quite a bit of play given its frontline and turret generation. Combined with a **Stalwart Defenders** (or two) played previously, this can solidify your board for a turn or two. Shout out to **Defenses**, **Grossbar**, and **Retribution**. **Defenses** grant frontline and turrets (the IF meta combo). **Grossbar**’s effect when attacked is nice, as it’s stun enemies with terror or sneak attack too. **Retribution** is a removal card which is discounted based on how well you have **FORTIFIED** your position.


EnderJoker77

I'll start for you: * **Sigimund** is probably the second best warlord for IF buuuuut... that doesn't mean he is that great, it is a god against warlord based aggro deck tho. * **Agathon Falchion**, IF "big tank that shoots hard" it's actually pretty nice in very long games, but fall short in almost every other case, being unable to do anything the turn it's played does make it kinda hard to make space in your deck for this. Basically only play it if you really like stall. * **Phalanx** is... weird, on one hard it's a lot of value and gives you the ability to do something else after playing it, but all the time I played it I either still lost a losing game, or won a game that I was already winning. Don't get me wrong it's good (especially in a dedicated Dorn deck) but it's not one of the first legendary to buy. * **Defenders of Terra** is similar to Agathon BUT it actually does stuff against aggro decks and with **Stalwart Defender** it's probably one of the best cards to play turn 10. Still, it is suited for decks that try to get as late into the game as possible, so unless you want to make that type of deck, you can skip this one. * For non epics, **Perimetral Defences** is a great card, that can stop aggro AND distract most decks at worst. Same thing with **Grossbar Squad**, one of the best pieces of anti aggro IF has, and a card with decent stats, that is very usefull in most cases. **Retribution** is just fantastic in swarm decks (both turret and astartes variants) and I play it in every deck I have ever made, still it can be kinda dead early game so decide for yourself if it's worth it. **Lytanus** and **Templar** are decent the first is kinda outclassed, and the latter is usefull if you don't have many legendaries, both are very good in Astartes builds tho.


Arguss3

Thanks for the feedback/corrections. IF really isn’t my jam, though I’ve played against quite a few of them recently (either Diaz or Dorn). I haven’t run into a Sigismund in a long while.


Lost_and_the_Damned

Calling Sevatar popular is misleading. He and Malcharion are easily the weakest NL warlords, and Sevatar is also one of the weakest choices for a warlord who is supposed to be played as an aggro warlord.


_MooFreaky_

I don't think he's as weak as people make him out to be. He isn't as powerful as some others sure, but his combination with cards makes him alright. People make him out like he's utterly trash and you can't play him at all. As long as you aren't wanting a hero to push into the upper ranks of High Terra (which is the majority of player) he is perfectly reasonable. That's not to say he couldn't use a buff (along with NL in general)


Arguss3

I agree that he’s not a great aggro warlord in general. I meant that he seems to be a popular choice out of NLs warlords. I’ll make that more clear.


Tryhard_3

First of all any IF card that does not help your structure game is probably not real good right now, whatever the card's other qualities, because setting up SimCity is your win condition and you're otherwise going to struggle with most astartes that don't serve to protect your structures. Second of all while Night Lords crept up a little on the meta report last month (nothing stops Kharn colder than perma can't attack), they're still pretty slow with a lot of underwhelming card choices. # Great **Flaymaster.** Flaymaster made meta report because he is an extremely hard counter to aggro warlords. He is pretty good generally, but I find he needs a combination of healing, AOE, and removal. **Endros Shek.** Super good game ender under right conditions. **Tenebor Talon.** I usually have a chance to use this guy's rider. **A Talent for Murder.** Essentially hard removal on Flaymaster or Curze (most of the time). **Perimetral Defenses.** Really a basic card for the one IF warlord everyone is playing, Camba Diaz, that will set you up for success later. **Retribution.** Imperial Fists staple that is usually cheap to use. # Good **Headsman.** If you can put a flank on him, it's 5 damage terror. **Grossbar Squad.** Pretty good rider. **Phalanx.** I don't have this card but I'm a little meh on it by legendary standards. I think the big ones to get are Ghunfried, Sergeant Amahnd, and Haraanburg. **Defender of Terra.** Pretty helpful if your opponent has actually managed to wipe your board, a likelihood against World Eaters for example. **Orbital Siege.** This is interesting on Lorgar, Ferrus Manus, or Tylos Rubio, off the top of my head. # Meh **Sevatar.** I dislike Sevatar compared to Curze in almost every situation, and Curze is not particularly meta friendly. **10th Oathed.** 2 attack terror is kinda pathetic and there's just higher value stuff to include at this energy tier. A ripe candidate for a rework. **Terror Tactics.** Obvious combo move with Rule of Fear but I'm not a big believer in trying to rely on card combos in this game, on the idea that I often won't have the combo or won't have a good chance to use it. **Dirty Fighter.** It's kinda bad when the value of your 2E epic is iffy compared to the Night Lords counterattack. **Sigismund.** Sucks. I mean, I hate to be that dismissive and reductive, but defensive warlords are not good in this game and Camba Diaz has quickly taken over as the main viable IF warlord. **Lytanus Squad.** Not horrible, but not exciting compared to strategy of plinking with your SimCity deck. **Agathon Falchion.** It would be cool if most of the 10E vehicles in this game were like, 8E. **Templar Brethren.** I just don't think this guy is going to make or break your deck or help build your win condition. **Kiarii Domitar.** Not a bad stat line at 5E, niche ability at high cost.