So FFG just showed us the three Chaos card coming out with the War Pack – Gift of Ethereals and if you didn’t already know I’m a huuuuuge Nurgle fan (my nick is Nurgleprobe and Nurgle among friends so… yea), and I love the fact that we will be getting more for our puss-and-plague-infected-kind. Let’s begin!
I have some hate love for this card, cause it’s one that gives your opponent options and you never want the option to be in your opponents hands. Of course you can play this whenever you just need that 1 extra damage to kill something or hunt away weaker units. But… we’re not seeing a TON of weaker units at the moment. The marines are sturdy enough to probably take that one damage and stay and do a good fight. And to pay 3 resources for an effect that may work your way is not always that great. I would rather stick around with a card that makes sure there is damage happening or something that makes sure that the enemy is routing.
Oh and it wont… hurt your Nurgle units. So that’s a thing.
Maybe this may end up being good in late games when there can be bigger masses of units at the planets. I’m also not sure if I like this more or less than Warpstorm at the moment. Sure it hurts you as well but 2 damage to everything that they can’t run away from… I like.
Why do I love this card, cause he can do his effect at many different opportunities. He is one of the few cards that can virtually fight at a planet without having a warlord there. Which means that he is great for being around planets where you just want those resources. Killing of weaker enemies that are trying to do same.
Not sure how bananas this will be in the long run, but having a card that can do his damage even before ranged units… I would not laugh at that before I get a chance to try it.
Oh and also, they can damage Ku’gath for you, so if you know for sure that you will have the first action and want to make sure that Ku’gath has a damage to move around, you can also do that. And the reason for this? It’s 1 damage more or less anyway? The difference: Ku’gaths moving of damage can not be shielded. So… yea. That’s a thing.
I love putting out tokens, and I sure love making small annoying units hat has to be taken care of. BUT, I do not enjoy the fact that it’s something that MAY trigger. And something that may remove a card you very well may need for your next action. You can combo this with a few other effects in the game that want cards in the graveyard. But overall I think this card is kind of a miss if you don’t try and build around it. And well… maybe that will be a good thing.
And if you’re gonna try, remember that those tokens that you put out make deamons cheaper, which means you could build around that and make sure that you have 2 extra resources every turn. Tho, remember that you can also lose by not having any cards left in your deck!
Until next time Nurglings, take care.