Ghyran
1. Entangling Blade: Pick a melee weapon to be: if you score 1+ hits on a hero or monster, subtract 1 from hit rolls that enemy makes until the end of the phase in which the enemy was hit. (bad) this only works if your hero atacks first and only for one attack there are much better artifacts if you want the same effect starlight is much better.
2. Jadewound Thorn: Pick a melee weapon to be: 1 mortal wound on a 6+ to hit. ok for some armies but ours don't have any +1 to hit so skip it
3. Blade of Hammerhal Ghyra: Pick a melee weapon to be: +1 attacks. there are a lot of weapons that give you a +1 to hit wound or attack for the most part attack buffs are the least impresive you only get better damage with 1-2 attacks and if you only have 1 attack you are not soposed to be in melee. go for the weapon that buffs hit or wound whatever your bad at a +1 is better for a 4 to hit then a 3 to hit.
4. The Sunderblade: In your shooting phase, roll a dice for each enemy within 9". On a 6+ they suffer D3 mortal wounds. shooting weapons have the downside of only working in half of the turns so you have to take what they do and acound for this inherent downside, they must be very good to be worth it. this one does mortals 1/6th of the time don't take it.
5. Ghyrstrike: Pick a melee weapon to be: +1 to hit and wound. the best of the +1 weapons take it on a sun blood and watch him rage
6. Arboreal Stave: At the start of the combat phase, pick an enemy hero within 3" that is visible to the bearer. On a 5+, that hero cannot make a pile-in move this combat phase. works 1/3 of the time just take a unit of concusers if you realy want this at least they don't have a chance of doing nothing.
1. Hypersnare Seeds: At the end of your opponent's shooting phase, pick a unit within 8" and roll a dice. On a 5+, they can't charge. same as abouve but worse because shooting
2. Verdant Mantle: You can dispel one endless spell per turn with this unit (if it's not a wizard) and without using up a cast (if it is). not many endles spells warent the use of this and we have spells to spare if its that bad skip
3. Jade Diadem: If you roll a save of 6+, heal 1 wound. this one is interesting with most of our heroes this means a third of our saves give health back giving some survivability. despite that healing is weak in AoS it cant keep up with the damage output of most units(unless your sylthveneth) and so its better to prevent damage then mitigate it, something that a few artifacts do very well we will get to those.
4. Greenglade Flask: Once per battle, in your hero phase, heal D6 wounds. taking to heart what i just wrote this one does enuff healing to un profile a carnosaur just before a counter attack and isn't dependent on being hit to work if you took ghyran for Ghyrstrike this is a good second artifact for your slann or a different behemoth just don't pick it first.
5. Ghyrropian Gauntlets: You get an extra 3" for pile-in. this one is fun put it on a carno and surprise your opponent who thinks he is safe descent board control
6. Wand of Restoration: In your hero phase, heal 1 wound to a
model within 6". bad the worst of ghyrans healing artifacts