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Posts posted by Ignithas

  1. On 9/12/2019 at 7:29 PM, Ishi Tonu said:

    Action advantage is going to be something that needs a look.  Dragon typically has the ability to get the favor and being able to take 3 consecutive actions (ending with Imperial Toturi preventing any further cards from hand being played) is going to be pretty difficult to overcome.

    I don't think that this is a problem. You have to attack with one cost 5 and one cost 3 character and they are not doing anything besides that. Chances are high that you made the mistake of overcommitting right there.

  2. I highly doubt that the set system was too rigid for what competitive players wanted. People have different tastes and some competitive players certainly disliked the pod system, but I have seen no evidence that this was a widespread issue. The delays on the other hand were ridicoulus and would have killed almost all non AAA card games.

  3. On 8/24/2019 at 8:14 PM, Folkvar said:


    I think you are wrong with your analysis of the situation. There is probably less attachment hate played atm. than on most parts of new L5Rs lifespan. You are right that the RL and erratas hit Dragon more than any other clan. Dragon won Koteis, because their card pool was much stronger compared to the field than before. The cardpool was especially strong after the release of Mitsu and Void Fist and I don't think that Dragon had a single negative matchup until Niten Master and Void Fist were restricted. Predictability is not a problem if what you do is simply better than what your oponent can do.

  4. While I agree with FFG needing to support their competitive games more, I strongly disagree with the criticism of Tyler not giving a definite response. We have only 2 bigger tournaments and while the results of GenCon could lead to the conclusion that Phoenix is OP, the results of Sydney paint a different picture. Furthermore GenCon could be an outlier, because Phoenix had probably the biggest density of high quality player and decks were for the most part not tuned for the new iteration of the charge bird deck. I think that Tylers reaction to wait for more tournament data to see if the meta can adapt to the deck is the right one.

  5. On 8/9/2019 at 9:48 PM, Ishi Tonu said:

    I don't think it's that simple.  Because PA shuffles, it limits the amount of interaction Crab has since Rebuild only interacts with the discard.  If it's specifically an Imperial holding, Crab having Satoshi and Rebuild certainly has more options here, but, I don't see it can be considered an unfavorable trade, since there are results that end up in favor of PA.  I've seen this personally, and it's why I refuse to cut PA entirely.

    Here are common scenarios, most of which I have experienced personally:

    Crab opponent has KD, I somehow managed to break.  They play rebuild, I shuffle away with PA, before they use KD.

    Crab opponent has Satoshi, they use him and hit KD.  I shuffle away with PA before they use KD

    Crab opponent has KD in play and is low on honor (7 or less), their discard has 5 Imperial cards in it, and they have about 10-12 cards left in dynasty deck.  I shuffle away with PA, my opponent uses Satoshi, hits KD again, but, now has 2 cards left in their dynasty deck, opening up the dishonor win con to me.

    Crab opponent uses Rebuild to get a non-imperial holding back, I shuffle away with PA before they can use, They have to activate Satoshi (or wait until next turn if they already used him) and have another Rebuild.

    I would consider any of these favorable trades, especially since I find myself generally wanting quick games.  Delaying an effect for one turn is roughly equal to countering it, if my opponent never get another turn to use the effect.  If I can't close, and my Crab opponent gets to beat me over the head with their repeatable ability and recursion, well that's what they do, but, by delaying that from happening, I lessen the chances we get to the point in the game where my Crab opponent tends to shine.  Certainly not all clans/decks are capable of fast attacks, but PA is far more useful than in just these scenarios.

    Scouting a province and shuffling away a key character are also very useful

    I think that Pecents Advice has its uses, but it always trades down. His holding/ key character costs nothing while you have to pay one card, one fate and a dishonor token to remove it. I would play PA in a duelling deck, because otherwise you instant lose against both Districts and Teahouses. And in KB it also makes sense, because dishonoring is beneficial for you. In all other decks it is too narrow.

  6. 15 hours ago, Ishi Tonu said:

    Peasant's Advice is your friend.

    No I'm not trying to be snarky with some sort of "dies to removal" or "counterspell" equivalency argument. 

    I just think it's a highly underrated card that helps a couple issues most decks want to have answers for.

    Being able to look at a face down province is important and not all clans have reliable ways to do this.

    Shuffling something back into the Dynasty deck after they use Satoshi and a Rebuild to get it out there is a pretty nice trade off.  At the very least it's going to force them to come up with that interaction a 2nd time, and, you might be able to disrupt that plan before they get to do it again.

    With Phoenix pushing the "Charging Chicken" deck, and them also wanting their relevant holdings, it's a good card to combat that deck.

    Being able to scout out Crane and Scorpion provinces so you don't run into the wrong ones is quite helpful.

    I'd say PA is relevant against what is largely considered to be the top 4 decks/clans...……...yet, I rarely see PA on any list out there.  Heck I mostly play Unicorn and have access to Wayfinder, but, I'm still packing PA to make sure I can always scout a province on turn 1 and to give me some utility against problematic dynasty flips/holdings.

    I don't think that you are snarky, but this situation is "it dies to removal". And in this case the removal costs you even more than the threat costs your oponent. No matter what, you are trading unfavourably and if the Crab player wins the counter war over rebuild (which is very likely), it is gg most of the time. Same reason why Karmic Balance isn't a counter to the echobird deck.

  7. 22 hours ago, Joe From Cincinnati said:

    I'd personally be surprised if Meido is not changed or restricted in some way. The Crab clan pack will likely create a new deck. There may be good cards that you can plug into the Meido deck, but I don't know if we've seen any of them yet. It may use the new stronghold just as an additional feeding effect though (but, at the same time, buying 3 envoys, an eager scout and a Hida Guardian and then old-boxing to give yourself +5/+5 in the conflict is legitimately amazing).

    The Daimyo is amazing and the Wall pieces are going to be very good and may create some NPE scenarios...We'll just have to wait and see.

    The biggest issue I see happening is that Satoshi, new Daimyo, Karada District and rebuild can easily shut down any deck that relies on attachments.

  8. On 7/10/2019 at 3:36 PM, Schmoozies said:

    It really depends on your build, the full Aggro HMT Unicorn its not ideal, but if you are playing a more tempo based midrange deck (or using Shiro Shinjo) then there is more value in him.  No question losing Djinn hurt the mid range deck, but there are still ways to make it work using alternate pressure tactics like send home and economic advantage from cards like Tetsuko to force wins.

    Satoshi works in a value based midrange deck, but Unicorns midrange deck is laughably bad atm. And even this deck probably won't play Gates of Meido, because their characters don't create enough value. Phoenix with an air role will play Satoshi, because the deck only works with the Fuchiko in the discard pile. But Meido is also not a good include in this one.

  9. You are free to attack or defend, but you then have to live with the consequences. Especially as second player you can lessen the impact of Raitsugu. Dueling effects (without M. Daisho) are only opressive if you need your character in a specific conflict (Lion, Unicorn) or if you don't respect them.

    Only working in conflicts is the point of duels, so you can play around it. If I have an important event, I will need to make a risk/reward analysis before playing it in a conflict against a Keeper deck with a character that has a high mil value. Same story as with all the other cancels.

  10. How is it not meaningful when Toshimoko stonewalls a whole conflict? Or when Kisada with a Tetsubo makes playing an event in a conflict risky. Or Hitomi with a Daisho threatening to dishonor you. Most duels only work in conflicts and can be played around. If you don't want your Swordsmith with one fate to eat a Raitsugu duel, you have the option to not attack into him.

  11. 37 minutes ago, JudgeRedeemer said:

    Currently dueling mechanic is used too carefree...
    Especially with new Crane Stronghold, win or lose I get honored.
    Its not punishing, crane can trigger duels for free, with holding and whatever happens get free honored char to pump voice or just for sake of having better stats.
    From what I have played in Jigoku and with our local group, duels are becoming more and more out of the boundaries of game...

    I don't really like dueling, but I fail to see how the current duels are outside of the boundaries of the game.

  12. On 7/12/2019 at 4:51 PM, Schmoozies said:

    They can only reduce costs so far before they are losing money.  Thrones house decks were 69 cards for $14.95 to make a legal deck.  L5R you need a minimum of 86 cards (Stronghold, 5 provinces and two 40 card dynasty and conflict decks before we factor in role cards and Imperial favor so 92 cards may even be more realistic) to make a "legal" deck.  Even at that minimum we are already over the total card count for a clan pack so are looking at a minimum price point of $20  before factoring in that there are card components that are absolutely required that have to be included (honor dial at minimum and likely fate, honor and first player token as well) if you want this to replace your core product as the jumping on point for players.  Its one of the reasons I set a $25 value as a minimum price point (which would still be very heavily discounted most likely since I was looking at almost 2/3rd more cards per set) but for arguments sake lets bring it down to $20.  Even at that price point buying seven clans would mean $140 for a full set of cards (so still $20 more expensive then 3 cores).

    Since the initial point I was countering was that these sorts of get started clan packs should replace the core sets neutral cards need to be included in the pack some where.  There are absolutely Neutral cards you could leave out of individual packs as they ideal for each clan but then you are getting back to the core set issue, if players want those cards for future decks where they may function in that clan they now need to hunt additional product that they may not want for those few cards.   You also need to figure out how many of each do you put in the decks.  Do you set it up so that if you buy all 7 packs you would have the equivalent of 3 cores worth of cards, do you say 3 packs will get you a set of neutrals, what if you split along military and political lines for the neutrals and players aren't interested in the political or military clans.  How do you divide provinces, whose stuck with Elemental Fury as their clans Water province for example.  Are you saying that clans are going to be locked to a role or how do you handle Seeker versus Keeper as province rows will look very different in that case and decks have serious construction issues between lower influence and which initiate do they get.  Further how do you handle splash.  Are you locking a clan pack into one splash or do you just not use splash at all (making the Keeper role that much weaker).  Just in clan cards from core the average 13-15 Dynasty (with Dragon and Unicorn being on the short end and Crab being on the high) and 9-11 Conflict cards (with Crab being the short side and Dragon being the only one on the high side) so that each faction got 24 cards (except for Unicorn who only got 23 in core).  Just doing 3 of for each clan you'd be looking at 39-45 card deck on dynasty side and 27-33 cards on conflict side.  Doesn't leave much space for customization on Dynasty to slot in the 8 dynasty side neutrals you would need to get at least 3 of each across the decks (and except for Keepers and Seekers 3 cores gives you 6 of each so really you need to get 42 cards in there to replicate the cores), conflict side you have more play room but do need to fit 6 copies of 14 cards to replicate what you get in core into those 70 slots so are still shot 14 slots assuming you aren't including any clan splash. 

    You could maybe make it more manageable if you said each Clan deck was meant to supplement a core set so if you bought one core and 1 clan pack you'd have a play set of cards for that faction, but that makes the cost argument even worse as now you are adding a $40 core set back into equation so the price is back to $160.00 for a play set of all cards.  It also doesn't address the issue that from a retailer perspective its a horrible idea as I now have 8 different SKU's that I need to track as the "core" get started product for the game instead of 1.  There is a lot more wrong with the idea then would really help honestly.

    There are a lot of baseless assumption in your post. All in all it comes down to how more expensive the shipping of 4-8 packs is compared to multiple core sets, which we both don't know.

    From things that Tyler said I highly doubt that the next core set will have the same cards in it as the current. It would be possible to have no neutral cards in the core set. Or we could have a seperate pack with neutral cards, tokens, dials and rings. If they decide to merge the clan packs with the core set (and maybe children of the empire), it could be cheaper than the current model.

  13. On 7/8/2019 at 8:32 AM, redcapjack said:

    I'm an old player sort of looking at these new cards after nearly a decade and wondering how overwhelming a purchase it would be to start playing again. I can see there are several "Cycles", but what cards are legal for tournament play and what cards are not? How overwhelming is it to just start playing and attending Kotei's again?

     I think that depends a lot how you approach the game. If you want to be competitive and jump clans a lot, you will need 3 Core Sets, 13 dynasty packs, 1 deluxe expansion and 4 clan packs. If you only want one clan, you can cut some clan packs and dynasty packs. From a buying perspective Lion is probably the wallet friendliest faction, because most cards they got since core are mediocre.

    I personally would recommend starting with one clan and then gradually expanding the collection. The dynasty packs will rotate out, so chances are high that you can save some bucks there.

  14. 21 hours ago, Schmoozies said:

    Not really, they are a pain for retailers as instead of 1 SKU for the core game they need to keep track of 7.  It also likely leads to dead stock as some clan packs will likely be far more sought after then others.

    They also likely wouldn't be much cheaper then 3 cores to get play sets as you need to include all the components to play the game in each pack if they are replacing your core set (Rings, bid dial and fate and honor tokens).  Just replicating the Neutral and in Clan cards from core you need to include 17 single cards (Stronghold, 1 clan and 10 Neutral provinces and 5 role cards) and 45-46 three of cards (14-15 In Clan Dynasty, 8 Neutral Dynasty and 9 In Clan Conflict and 14 Neutral) so each pack is looking at 152-155 cards for a set.  That's about a third what comes in the core set ($39.95) and about double what's in a clan pack ($19.95) so you'd need to charge probably around $25-$30 per pack.  Assuming we go the low end that means you are charging $25 for a single clan and that doesn't allow for any splash which means you will likely need to buy 2-3 to have real deck building options, so now you are looking at $50-75 for the ability to build 1 deck for your choice of 3 clans.  Getting the play set would be $175 which is $50.00 more expensive then buying 3 cores.

    I can't follow your analysis. If they would split the core set into core clan packs, they certainly won't include all neutral cards in every one of them. Furthermore they could reduce the price compared to dynasty and normal packs, just as they do with the core set.


  15. 18 hours ago, phillos said:

    Netrunner and LOTR had a really good single core experience.  Starting with Conquest I think FFG went to all singletons in the core, which made the starting card pool bigger and the waste on redundant purchase much less.  Though at the same time it diminished the single core experience.  L5R is the first LCG where you can't build a tournament legal deck with 1 core, which was particularly annoying.  Though I understand why it was that way.

    I'm not saying I want to go back to the days where that last core set got you maybe 6 cards you needed to complete your full playset (3 of those being competitive choices), but there were pros and cons to that model.

    Conquest still had an enjoyable single core experience, because the planet mechanic was so unique and pretty much carried the game through some rough design decisions in the first cycle. An idea I had from AGoT 2.0 was completely mixing two clans and the game got a lot better.

  16. 47 minutes ago, Ishi Tonu said:

    You don't buy him turn 1 for sure turn 2 depends on how well your turn 1 went and what other options you have for purchases.

    Toturi is crucial for closing out games so having a couple extra copies of him is essential in the absence of UtD.

    Until the necessary cards to build a more traditional swarm deck are available (coming soon in the inheritance cycle) then Charge based blitz off HMT is Unicorn's only legitimate option.

    The y have, as you said, no real shot at the attrition game.  So you have to win quick and to do that you'll have to invest a lot from your conflict hand which generally leaves you way behind.

    Toturi nullifies any significant hand advantage your opponent might have since he effectively makes their hand size equal to yours +1.

    The most successful Unicorn deck I've found is with Dragon splash, going all in to break as many provinces as you can on turn 1.  Then looking for the best opportunity to close with Toturi.


    I don't think that Toturi is necessary and I am not even sure he has a place in the current deck. I like Minami Kaze Regulars more, because they are charge targets in the early game, Cavalry Flank targets in the mid game, can be sacrificed and work with Kyora.

    That said I am currently on the Lion splash, because Strength in Numbers is nuts in Unicorn and Hand to Hand works as a poor mans Let Go.

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