While it'll likely be better once Battle Focus gets reintroduced, lacking an equivalent to Fire and Fade or the Torchstar Gambit makes it dead on arrival (a normal move being very valuable compared to 1d6). Its also missing a lot of damage tricks, which after seeing how loaded the recent Imperial Guard one is, puts it into perspective. And I think the best thing for the detachment is the Lynx. Having assault on its bright lance means you can always Advance without losing it, and at 180pts its both versatile firepower and a distraction carnifex. Putting Soulsight or Guiding Presence on one is also decent, though it would have been ideal on something like a Wraithknight.
I'd say there are 8 detachments in the Codex in addition to this one as how is expressed in the WarCom article. So 5 for main craftwolrlds, plus Ynnari, Harlequins, Vehicles (could be Yme-Loc in terms of CF thematic) and the 8th in the Codex we don't know nothing about could be Corsairs/outcast themed.
Im putting the harmonizer on a farseer skyrunner on my home obj next to two D cannons, if I get the extra cp, ill give the reroll strat to one d-cannon and guide the other. no Autarch, this detachment is not as cp hungry as the index. Plus Fate dice manipulation... its worth a shot.
Thanks for your thoughts on this Brent. This detachment looks FUN, I'm going to try it. I love Eldar tanks and aspect warriors. Dropping them in from deep strike and, hosing down some enemy infantry unit with fire from disembarking aspect warriors, sounds good to me. The secondary scoring options sound good too.
Cool video as always Brent, I honestly don't want to make any judgement on this detachment until I see the context of the new codex. One thing that stood out to me when I first read it though - maybe I'm reading too much into it, but to me the way Soulsight is worded implies that we have vehicle units with multiple models, which at the moment I don't believe we do. Maybe this is an indication that in the codex we will be back to being able to take war walkers and vypers in squads? I'd be curious what you think of that!
I think this would have been a lot more appealing had it not only had the FLY keyword but applied to VEHICLES in general, with some stratagems and enhancements applying FLY and VEHICLE
@@davidfeline5850 I like the links well enough for the points- I just don't think it quite makes the grade for serious competitive play. I enjoy putting mine on the table- the enormous footprint makes it a little bit too hard to hide
@WBConcilio Good points. I love it because it can be used more aggressively due to it's higher durability and mobility. It makes for a great distraction carnifex as well with minus one to hit or even fortune if you can spare it.
The main reason anyone would want this detachment would be to bring fire dragons and melee units in close... And they made sure both were gimped from doing that. So basically this applies to prisms who don't want to be on the front lines, night spinner (same) and transport... Not really useful and wraithlords count as monsters so they can't get healed. Easy pass b
Its tough waiting on the Codex, since it’s hard to tell if it’s just one of the less competitive ones they throw in for funsies or if all the other ones are aiming for this power level. I kind of don’t hate it for one of those, since I could see the redeploy, that cloudstrike, or upping the Ballistic Skill of some war walkers being neat to mess with. Although you’d probably want a “for fun” detachment to have a little more flavor. I could imagine Eldar bringing out a strike force of vehicles, but it still feels kind of mundane. But it definitely seems awkward to have to have the characters need to be close to the vehicles to get benefits. It probably should have some stuff for Jetbikes (even though there’s also going to be a Jetbike detachment) so you’re incentivized to have no infantry (unless maybe they’re getting out of a transport).
@@cylondorado4582 Yeah, I think that this is fair. It's really hard to evaluate this absent the codex, but it's also hard to see how it could be on the top half of detachment options
@@WBConcilioYeah, I figure it’s either A) This detachment is a weaker one that will get overshadowed by the good ones. B) They’ll all be kind of weak, but maybe we get some really good army rules or something C) The nightmare scenario, Eldar are just under tuned because they’re afraid of them being over powered again.
This looks really good to me for Harlequins. Advancing Starweavers and Voidweavers, and some of the enhancements on a Shadowseer (I guess) seem pretty fine.
I mean I won’t be taking this detachment to LVO. That said, it does fill a niche that I don’t think would be worth including in a codex detachment. As a side note, I think the drukhari harlequins detachment looks like a ton of fun.
Here’s a combo (no idea how good it is): +1 to hit enhancement on Farseer on bike. Dole out reroll hits to a starweaver full of harlequins to give rerolls to the fusion pistols and shuriken cannons. Then move the farseer to give +1 to hit on another vehicle for the +1. Possibly worth the points?
The CP regen enhancement leads me to think that Autarch’s might be losing their guaranteed start of battle round CP gain ability. Why else would it exist? I GW make mistakes but they’re not stupid. And this Detachment is future proofed. Also this whole detachment boils down to one thing for me… ignore the pivot rule. You might as well advance, which means if you need to turn your facing you basically just move your normal, plus an inch or two on average.
My problem with this detachment is that none of our vehicles are really devastating gunboats anymore. This lets vehicles do things I don't need them to do and they already move plenty far.
I play Nids and Eldar mostly. Comparing the new detachments for both is mind boggling. The nids one buffs the warriors but at the same time gives a lot of strategms to use with other units which makes it very fun to play. This one the only thing u buff other than Vehicles is the lone operative enhancement which is soo lame. I am hoping that the new Army Rule will make this better.
Would it be worth the effort to use Guiding Presence via a Hemlock and buddy it up with a Bright Lance equiped Crimson Hunter for strafing runs on heavy armour? Lovely video as always.
@@Abhothra in the first draft of the video, I talked about using it with aircraft and how it could help the hemlock with that 3 up- but the fact that aircraft can't start on the board in their Ford can be part of an alpha strike plan is kind of a deal breaker for me
Would love to hear your thoughts on this. I was very, VERY disappointed with this one. Perhaps this gets a little more interesting with battle focus, and depending on what they're going to do with the battle host, but right now this is *trash.* Pretty inconsequential main rule, strats that are largely downgrades over anything in battle host, enhancements that are arguably 50-100% too expensive, just an overall unmitigated wet fart.
Great point around 3:40 I really dislike that the current detachment model the game has leans so heavily into only buffing a small subset of an army's range. The problem is that either they make those detachments kinda bad, making them a waste of ink and paper in the codex, or too good, meaning that the units that benefit from it need to be costed *just* for that detachment, making them completely non-viable in others. Penitent Host is a great example of the latter. Good datasheets + relatively good detachment = expensive units that you never ever run in any other detachment.
So, a bit more in-depth into the different aspects of this detachment: The main buff: giving every vehicle assault and re-roll advances really only shines in turn 1, and only really really if you get turn 1. Genuinely, if you have 4-6 wave serpents that you fill with corsairs, you could very much jail your opponent for 2-3 turns for a mere 440-550 points. You scout up, drop off the corsairs who post themselves onto all the objectives, advance the Wave Serpents up to your opponent's deployment zone and shoot some Lances/Cannons at appropriate targets while they struggle to clear them for a little while, letting you score a bunch of primary points early. That is nothing to scoff at. I only have one of both though, so not going to be a thing for me. Guiding Presence: Too expensive, and superheavies are guaranteed to all get "legendsed" in a few months. Best option after that is to buff a Falcon with it, as it is next in line with the most oompf. 25 points to hit on 2s with a falcon's 7 shots (assuming the general go-to loadout), knowing it's likely not tough enough to live through whatever will be pointed its way the turn after... is at least 5, maybe even 10 points too expensive. Harmonisation Matrix: Autarchs do this better for the low cost of... 0 points over having an Autarch. Pointless. Maybe for 10 points I could be convinced to maaayyybe leave the Autarch at home for a game or 2. Spirit Stone of Raelyth: Aeldari vehicles tend to not have the toughness to stand up to concentrated firepower anyway, so unless you'd cluster every vehicle you have around a Farseer with this Enhancement, the likely outcome of spending these 20 points would be that your opponent focuses down the tank that's being escorted by this character, killing it first, the character second. I want something like this in the Iyanden Detachment. Lone Op, +1 to hit aura and heal D3 lost wounds is an ability I want on my Farseers in an Iyanden list, to make Wraithlords suck less. Here I really don't see the point. Guileful Strategist: This is the only Enhancement I like, really. Baiting out your opponents deployment is quite strong. Picking up some Falcons after deploying to deep strike in later can be pretty strong. Layered Wards: Somewhat useful pocket strat. Some armies really lean into spamming mortal wounds now, and keeping a big vehicle alive can be situationally good. Swift Deployment: Not terrible. I can see myself advancing up a transport and unloading some infantry to either get a bead on something I want dead, or to do some action-based secondary. Another pocket strat though. Vecored Engines: Pocket strat, again, and just worse than the Battle Host equivalent in every single way. 1CP to fall back & shoot a vehicle with fly, or 1CP to fall back, shoot and charge with anything... No clue what they were thinking with this one. Stinker. Cloudstrike: Would have been great in the 3" Deep Strike era, which this likely would have been written as. The lack of option to charge after disembarking, and the fact that the number one pick for infantry in Falcons (Fire Dragons) won't be in max efficiency range really hurts. I can see this being okay on a Vyper to get Behind/Engage/Locus, but otherwise... Our vehicles are huge man xD Even at 6" you'll struggle to put anything down anywhere reasonable if your opponent knows how to screen out deep strikes. The fact that you may be playing against a horde army that zones you out, or you don't draw a secondary that this helps with makes it... ANOTHER pocket strat! Soulsight: Battle Host gives you 2/3 of this for free. On everything. All the time... Needs to be used before rolling a dice... which makes it a potential CP waste. Would have been the ONE strat that isn't a pocket strat you use when it may come in handy, but as is... I mean, yeah you'll use it, not like we have any other strats you're constantly spending any CP on in this Detachment... *shrug* Anti-Grav Repulsion: And to round it off... a pocket strat. Not a bad one, but not going to come up a whole lot. Couple funny last thoughts: Run a bunch of Wave Serpents with Corsairs to give them scout. Then run 3 squads of Rangers to ensure your scouting War Walkers/Corsair-stuffed Wave Serpents can actually scout move efficiently, makes it so Wave Serpent jail could genuinely work! Put Guileful Strategist on an Autarch Skyrunner and stick him in reserves. Free CP and Redeploy without even touching the table till later in the game for a grand total of 105 points is actually very very good.
Yep... Gotta make a new detachment so we can sell loads of these 30 year old sprues we got here!! How about 4 times the original retail price... think they'll go for it?
Could you consider using a wraithknight as the anchor unit, I think you could use the enhanced footseer on it to buff it up whilst it pelts everything it can see with cannons
@@Gergbnaks You could anchor with the wraith night, but it doesn't have the vehicle keyword- so the buffs won't work on it. Fortune works on it pretty well- but arguably the Avatar of Kane is a better non-vehicle anchor unit
What about wave serpents and running more battle line or close assault units ie dragons, scorpions, wraiths. I like that it forces a different style of list, but until the codex drops it does seem like a miss in some ways. Thanks as always for the great videos this week!
Not a fan of this detachment to be honest. It's very restrictive and bonuses and strats not even that good. In comparison marine detachment is rather restrictive, but the bonuses, strats make it interesting. Lame Gdubs very lame
The biggest issue is that all bonuses apply to the one thing the units were already very good at (movement).
@@Saieden yeah, I think the a
additional movement still matters on turn 1, but it definitely isn't an even trade with the current detachment bonus
Yep exactly. This does nothing to fix weaknesses and actively makes another strength: deadlyness worse.
Opened youtube today hoping for this video. Thank you for not disappointing.
@@dylanvodden1369 my pleasure!
I know its not as good as the index detachment, but it is nice to have more options! Great content as always Brent!
@@deckofmanytoyboxes8845 oh for sure. Somebody on my Discord made an exceptional crack about not looking a horse dentist in the mouth
While it'll likely be better once Battle Focus gets reintroduced, lacking an equivalent to Fire and Fade or the Torchstar Gambit makes it dead on arrival (a normal move being very valuable compared to 1d6). Its also missing a lot of damage tricks, which after seeing how loaded the recent Imperial Guard one is, puts it into perspective.
And I think the best thing for the detachment is the Lynx. Having assault on its bright lance means you can always Advance without losing it, and at 180pts its both versatile firepower and a distraction carnifex. Putting Soulsight or Guiding Presence on one is also decent, though it would have been ideal on something like a Wraithknight.
@@Gladerunner2113 yeah, I think ,"distraction carnifex" is definitely the way to use a Lynx
It just makes me so excited every time I see a new video of yours is released
@0ssir-t5o thank you!
I'd say there are 8 detachments in the Codex in addition to this one as how is expressed in the WarCom article. So 5 for main craftwolrlds, plus Ynnari, Harlequins, Vehicles (could be Yme-Loc in terms of CF thematic) and the 8th in the Codex we don't know nothing about could be Corsairs/outcast themed.
Im putting the harmonizer on a farseer skyrunner on my home obj next to two D cannons, if I get the extra cp, ill give the reroll strat to one d-cannon and guide the other. no Autarch, this detachment is not as cp hungry as the index. Plus Fate dice manipulation... its worth a shot.
Thanks for your thoughts on this Brent.
This detachment looks FUN, I'm going to try it. I love Eldar tanks and aspect warriors.
Dropping them in from deep strike and, hosing down some enemy infantry unit with fire from disembarking aspect warriors, sounds good to me. The secondary scoring options sound good too.
Unless there's a crop of Eldar vehicles we haven't seen yet... I'm a little underwhelmed 😐
@@abraxas365 fair
Cool video as always Brent, I honestly don't want to make any judgement on this detachment until I see the context of the new codex.
One thing that stood out to me when I first read it though - maybe I'm reading too much into it, but to me the way Soulsight is worded implies that we have vehicle units with multiple models, which at the moment I don't believe we do. Maybe this is an indication that in the codex we will be back to being able to take war walkers and vypers in squads? I'd be curious what you think of that!
I think this would have been a lot more appealing had it not only had the FLY keyword but applied to VEHICLES in general, with some stratagems and enhancements applying FLY and VEHICLE
Just wanted to say, my Lynxes have never let me down. Might try them in this detachment, might not. Sad they're probably going to Legends.
@@davidfeline5850 I like the links well enough for the points- I just don't think it quite makes the grade for serious competitive play. I enjoy putting mine on the table- the enormous footprint makes it a little bit too hard to hide
@WBConcilio Good points. I love it because it can be used more aggressively due to it's higher durability and mobility. It makes for a great distraction carnifex as well with minus one to hit or even fortune if you can spare it.
Lynx's abilities do not synergize with this detachment because they already have assault and don't roll to advance
@@lordilluminati5836 It does at least give their secondary weapon assault as well as the Pulsar. Not much but, a nice little extra. 🙂
The main reason anyone would want this detachment would be to bring fire dragons and melee units in close... And they made sure both were gimped from doing that.
So basically this applies to prisms who don't want to be on the front lines, night spinner (same) and transport... Not really useful and wraithlords count as monsters so they can't get healed. Easy pass b
Its tough waiting on the Codex, since it’s hard to tell if it’s just one of the less competitive ones they throw in for funsies or if all the other ones are aiming for this power level. I kind of don’t hate it for one of those, since I could see the redeploy, that cloudstrike, or upping the Ballistic Skill of some war walkers being neat to mess with. Although you’d probably want a “for fun” detachment to have a little more flavor. I could imagine Eldar bringing out a strike force of vehicles, but it still feels kind of mundane. But it definitely seems awkward to have to have the characters need to be close to the vehicles to get benefits. It probably should have some stuff for Jetbikes (even though there’s also going to be a Jetbike detachment) so you’re incentivized to have no infantry (unless maybe they’re getting out of a transport).
@@cylondorado4582 Yeah, I think that this is fair. It's really hard to evaluate this absent the codex, but it's also hard to see how it could be on the top half of detachment options
@@WBConcilioYeah, I figure it’s either A) This detachment is a weaker one that will get overshadowed by the good ones.
B) They’ll all be kind of weak, but maybe we get some really good army rules or something
C) The nightmare scenario, Eldar are just under tuned because they’re afraid of them being over powered again.
This looks really good to me for Harlequins. Advancing Starweavers and Voidweavers, and some of the enhancements on a Shadowseer (I guess) seem pretty fine.
Unless I'm misunderstanding - but can the spirit stone of Raelyth be used to give Lone Ops to a squad of Wraithguard lead by a Spiritseer?
@@wuu1234 no, because the description of the loan operative ability in the core rules begins with the phrase, "unless part of an attached unit"
Thank you for clarification@@WBConcilio
@WBConcilio and thank you for the video! Keep up great work
I mean I won’t be taking this detachment to LVO. That said, it does fill a niche that I don’t think would be worth including in a codex detachment.
As a side note, I think the drukhari harlequins detachment looks like a ton of fun.
Funny superheavy tanks get praised, and might be useful in the detachment.... but will probably go to legends once the Codex hits.
@@somechannel8275 seems likely
Feels like this is a fun different list to try for casual games but won’t be taking it to any tournaments. 🤘👍
Here’s a combo (no idea how good it is):
+1 to hit enhancement on Farseer on bike. Dole out reroll hits to a starweaver full of harlequins to give rerolls to the fusion pistols and shuriken cannons. Then move the farseer to give +1 to hit on another vehicle for the +1. Possibly worth the points?
Can u use one strat multiple times pee phase, such as soul sight?
New sub would love to know if Aeldari have a viable horde troop spam army option I really like the troops
@@botwiseau8709 If you send me an email, I will send you a list
@@WBConcilio Thanks man will do!
The CP regen enhancement leads me to think that Autarch’s might be losing their guaranteed start of battle round CP gain ability. Why else would it exist? I GW make mistakes but they’re not stupid. And this Detachment is future proofed.
Also this whole detachment boils down to one thing for me… ignore the pivot rule. You might as well advance, which means if you need to turn your facing you basically just move your normal, plus an inch or two on average.
@@s0ldier_zer0 I don't know- there are other armies with Autarch equivalents that also have CP Regen powers- but yeah, it's true about pivot
My problem with this detachment is that none of our vehicles are really devastating gunboats anymore. This lets vehicles do things I don't need them to do and they already move plenty far.
I play Nids and Eldar mostly. Comparing the new detachments for both is mind boggling. The nids one buffs the warriors but at the same time gives a lot of strategms to use with other units which makes it very fun to play. This one the only thing u buff other than Vehicles is the lone operative enhancement which is soo lame.
I am hoping that the new Army Rule will make this better.
This is the yme-lok detachment
Would it be worth the effort to use Guiding Presence via a Hemlock and buddy it up with a Bright Lance equiped Crimson Hunter for strafing runs on heavy armour?
Lovely video as always.
@@Abhothra in the first draft of the video, I talked about using it with aircraft and how it could help the hemlock with that 3 up- but the fact that aircraft can't start on the board in their Ford can be part of an alpha strike plan is kind of a deal breaker for me
Would love to hear your thoughts on this. I was very, VERY disappointed with this one. Perhaps this gets a little more interesting with battle focus, and depending on what they're going to do with the battle host, but right now this is *trash.* Pretty inconsequential main rule, strats that are largely downgrades over anything in battle host, enhancements that are arguably 50-100% too expensive, just an overall unmitigated wet fart.
Great point around 3:40
I really dislike that the current detachment model the game has leans so heavily into only buffing a small subset of an army's range. The problem is that either they make those detachments kinda bad, making them a waste of ink and paper in the codex, or too good, meaning that the units that benefit from it need to be costed *just* for that detachment, making them completely non-viable in others. Penitent Host is a great example of the latter. Good datasheets + relatively good detachment = expensive units that you never ever run in any other detachment.
So, a bit more in-depth into the different aspects of this detachment:
The main buff: giving every vehicle assault and re-roll advances really only shines in turn 1, and only really really if you get turn 1. Genuinely, if you have 4-6 wave serpents that you fill with corsairs, you could very much jail your opponent for 2-3 turns for a mere 440-550 points. You scout up, drop off the corsairs who post themselves onto all the objectives, advance the Wave Serpents up to your opponent's deployment zone and shoot some Lances/Cannons at appropriate targets while they struggle to clear them for a little while, letting you score a bunch of primary points early. That is nothing to scoff at. I only have one of both though, so not going to be a thing for me.
Guiding Presence: Too expensive, and superheavies are guaranteed to all get "legendsed" in a few months. Best option after that is to buff a Falcon with it, as it is next in line with the most oompf. 25 points to hit on 2s with a falcon's 7 shots (assuming the general go-to loadout), knowing it's likely not tough enough to live through whatever will be pointed its way the turn after... is at least 5, maybe even 10 points too expensive.
Harmonisation Matrix: Autarchs do this better for the low cost of... 0 points over having an Autarch. Pointless. Maybe for 10 points I could be convinced to maaayyybe leave the Autarch at home for a game or 2.
Spirit Stone of Raelyth: Aeldari vehicles tend to not have the toughness to stand up to concentrated firepower anyway, so unless you'd cluster every vehicle you have around a Farseer with this Enhancement, the likely outcome of spending these 20 points would be that your opponent focuses down the tank that's being escorted by this character, killing it first, the character second. I want something like this in the Iyanden Detachment. Lone Op, +1 to hit aura and heal D3 lost wounds is an ability I want on my Farseers in an Iyanden list, to make Wraithlords suck less. Here I really don't see the point.
Guileful Strategist: This is the only Enhancement I like, really. Baiting out your opponents deployment is quite strong. Picking up some Falcons after deploying to deep strike in later can be pretty strong.
Layered Wards: Somewhat useful pocket strat. Some armies really lean into spamming mortal wounds now, and keeping a big vehicle alive can be situationally good.
Swift Deployment: Not terrible. I can see myself advancing up a transport and unloading some infantry to either get a bead on something I want dead, or to do some action-based secondary. Another pocket strat though.
Vecored Engines: Pocket strat, again, and just worse than the Battle Host equivalent in every single way. 1CP to fall back & shoot a vehicle with fly, or 1CP to fall back, shoot and charge with anything... No clue what they were thinking with this one. Stinker.
Cloudstrike: Would have been great in the 3" Deep Strike era, which this likely would have been written as. The lack of option to charge after disembarking, and the fact that the number one pick for infantry in Falcons (Fire Dragons) won't be in max efficiency range really hurts. I can see this being okay on a Vyper to get Behind/Engage/Locus, but otherwise... Our vehicles are huge man xD Even at 6" you'll struggle to put anything down anywhere reasonable if your opponent knows how to screen out deep strikes. The fact that you may be playing against a horde army that zones you out, or you don't draw a secondary that this helps with makes it... ANOTHER pocket strat!
Soulsight: Battle Host gives you 2/3 of this for free. On everything. All the time... Needs to be used before rolling a dice... which makes it a potential CP waste. Would have been the ONE strat that isn't a pocket strat you use when it may come in handy, but as is... I mean, yeah you'll use it, not like we have any other strats you're constantly spending any CP on in this Detachment... *shrug*
Anti-Grav Repulsion: And to round it off... a pocket strat. Not a bad one, but not going to come up a whole lot.
Couple funny last thoughts:
Run a bunch of Wave Serpents with Corsairs to give them scout. Then run 3 squads of Rangers to ensure your scouting War Walkers/Corsair-stuffed Wave Serpents can actually scout move efficiently, makes it so Wave Serpent jail could genuinely work!
Put Guileful Strategist on an Autarch Skyrunner and stick him in reserves. Free CP and Redeploy without even touching the table till later in the game for a grand total of 105 points is actually very very good.
Yep... Gotta make a new detachment so we can sell loads of these 30 year old sprues we got here!! How about 4 times the original retail price... think they'll go for it?
Could you consider using a wraithknight as the anchor unit, I think you could use the enhanced footseer on it to buff it up whilst it pelts everything it can see with cannons
@@Gergbnaks You could anchor with the wraith night, but it doesn't have the vehicle keyword- so the buffs won't work on it. Fortune works on it pretty well- but arguably the Avatar of Kane is a better non-vehicle anchor unit
@WBConcilio ah, I'm new to the eldar I had thought the knight would be a vehicles, that makes sense, cheers :)
What about wave serpents and running more battle line or close assault units ie dragons, scorpions, wraiths. I like that it forces a different style of list, but until the codex drops it does seem like a miss in some ways. Thanks as always for the great videos this week!
Isn't Saim Hann a vehicle Craftworld?
Biker, yes
@@TheSentinel909 it's a jet bike craftworld - and this ability does not benefit jet bikes
@@WBConcilio Got it! I've seen a lot of tank Saim Hann armies so got confused
Swift deployment could have been part of the detachment rule rather than a strat, and the detachment *still* wouldn't be good
3 mins ago and I'm here? Today is a good day!
@@Insolentleet thanks for being number one
Not going to listen this time. Its trash detachment. But gonna leave a comment for ya. Or maybe, I will listen to it? 😂
😂
Not a fan of this detachment to be honest. It's very restrictive and bonuses and strats not even that good.
In comparison marine detachment is rather restrictive, but the bonuses, strats make it interesting.
Lame Gdubs very lame
@@peters6345 yeah, I can totally understand why
Weak and meaningless
Feels like this is a fun different list to try for casual games but won’t be taking it to any tournaments. 🤘👍
Feels like this is a fun different list to try for casual games but won’t be taking it to any tournaments. 🤘👍