Posted a shorter entry this week, but one that needed to be done.
http://teamcovenant.com/sink74/2014/10/16/limited-resources-in-depth/
Posted a shorter entry this week, but one that needed to be done.
http://teamcovenant.com/sink74/2014/10/16/limited-resources-in-depth/
Quite informative. Thanks for taking the time to write and post it.
Yeah. I initially thought that Promethium Mine was going to be good. But then I got more experience with the game and realized that a card that pays out over five turns isn't all that great in a game that generally only lasts five turns.
Now I've started putting one of the faction discount supports in each of my decks. They just don't make enough of a difference to be worth including three of. Especially when you can include events that give resources or shields. Promise of Glory and Superiority are awesome.
Actually there are plenty of arguments that can support its usefulness. Don't buy into the knee-jerk reactions that are (in many cases) flavored by perceived public opinion.
Considering that you can mulligan to boost your chances of having the mine in your starting hand and considering the fact that a Unit is much more fragile than a Support right now (down the road that may change as more support-killing cards are released) AND considering the fact that you'd have to get a discount support card in your hand first turn, too, I'd say that the mine is quite solid and certainly under-rated.
Furthermore, it's rather useful for factions who may not be as good at winning command struggles and gives a player a consistent non-command phase source of resources.
It's one of those cards that the "card-gaming experts" claim isn't very good but the reality is that when you're using it, you nearly always find it helpful.
I liked the article, but the Ork Bigtoof Banner is not unique, so you can absolutely have more than one in your H.Q.
I liked the article, but the Ork Bigtoof Banner is not unique, so you can absolutely have more than one in your H.Q.
Umm... yes, it is.
http://www.cardgamedb.com/index.php/wh40kconquest/conquest.html/_/core/bigtoof-banna-r86
It has the skull icon in front of its name, meaning it's unique and only one can be on the table per side. This is true of all of the faction-specific cost-reducing Supports.
I didn't even see that! Cool...now I know
+1 for Promethium Mine being under rated. By no means do I think it's a great card that should be in every deck, but the idea that playing it is a sign of stupidity is also not correct.
If the faction reducers were not unique, then promethium mines would be a sub par card. I find promethium mines to be very useful in decks with high cost events and units. They usually show up in my Chaos and Space Marine decks. As stated above they are a reliable source of income and the planets might not supply much in the way of additional resources. I think it comes down to if my deck can run off the 4 resources per round plus 1 or 2 from command then no promethium mines.
Don't misunderstand me. I'm not completely down on them. I even use them in my Imperial Guard deck. I just don't find them all that exciting. Most of the time, I would rather play a Promotion or cheap unit. That said, a faction like Chaos that wants buckets of resources can benefit from them.
But again, only ever useful if they draw them/it early in the game.
But again, only ever useful if they draw them/it early in the game.
And that's the crux of my complaint with them. You want three in your deck to body the odds of getting one early, but you also don't want them clogging you're hand in the mid to late game when it's time to slug it out.