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EdgeOfDreams

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  1. Directly, it does nothing. It only affects interactions with other cards that care which clan that character belongs to. Way of the Crab and Way of the Scorpion are two good examples. Right now, these "Seal of X" cards are not a big deal, but they might be in the future. As more cards appear that target characters of specific clans, being able to treat a neutral or cross-clan character as part of your main clan could be extremely useful.
  2. Rather than power creep, I think of this game as sort of like rocket tag. Every clan has at least a few extremely strong cards, and there are a ton of powerful neutrals as well. The base level of what constitutes a "good card" in the core set was already a really high bar (see Lion's Pride Brawler, for example). I also get the impression the Imperial Cycle was mostly designed alongside the core set, and it's just arbitrary luck as to which strong cards ended up in the core versus in the first expansion cycle.
  3. On the flip side, Crab is supposed to be the clan that wins on defense, but we didn't get anything nearly as defensively good as Mirumoto's Fury.
  4. I like this idea. It provides a lot of potential variety without quite the combinatoric explosion that having 8+ full factions would lead to. The really cool part is you could print a bunch of Mantis conflict deck cards with influence costs now, and then later if/when Mantis finally becomes a great clan, you introduce a Mantis stronghold and dynasty cards, while leveraging the conflict cards that already exist. That could cut down on the problems late-to-the-table factions always seem to have (e.g. Scum in X-Wing playing catch-up for years).
  5. Ideas for Crab themes or cards: More berserkers, scouts, skirmishers, ambushers, etc. (Hida/Haruma families) More Kuni shugenja More Yasuki traders and courtiers (economic engine cards, with the potential for Mantis splashing someday) More holdings and Kaiu cards that interact with them Siege engines Characters tainted by the shadowlands An event or attachment that lets you accuse an enemy of being tainted
  6. Ooh, yes. "Purity of the Phoenix. - Phoenix Clan Only - Your influence is set to 0 and cannot be changed. - <some crazy good/fun benefit>"
  7. Yes and no. Technically, the rules say "No more than 1 copy of each province, by title, may be included in a player’s set of provinces." That is practically the same thing as being unique, but technically not the same thing as having the Unique symbol next to the province name. Theoretically, a card could be printed that says, "You may include two copies of the same non-unique province", which would make the distinction matter. It's a form of future-proofing.
  8. Phoenix clan got a huge mythical phoenix, with an oversized fate cost and a powerful special ability. If Crab clan doesn't get a giant enemy crab with a glowing red weak spot you can strike for massive damage, I will be very disappointed.
  9. Both! Start with a single core set. That's basically the demo game. See how you like it. To play the full standard tournament game, you either need a second core set or one core plus a bunch of the expansion packs. Most players will recommend a second core set, because the core just has so many good cards. To play competitively, you probably want a third core set and most or all of the expansions. Two or three cores is enough to let two players each make their own full tournament-legal deck and play a game against each other. With only two cores, your options will be limited, though. Because this is a game that depends on deck building, if you're supplying all the cards for two players, you're going to have to rebuild decks every time someone decides they want to try a different clan. Fortunately, because this is an LCG, not a CCG, the expansions are not randomized. Everyone who buys "Tears of Ameterasu" gets the same cards as everyone else who bought it. That means, in the long run, this game is much cheaper to keep up with than games like Magic where you are relying on randomized boosters or buying singles on the secondary market to build a competitive deck.
  10. That is definitely a big issue, but I think that's something to discuss in a separate thread. I have no idea how to get FFG to totally change how roles are chosen. I do have ideas about how to help the community self-organize to better deal with the problems FFG has created. At least in this thread, I'd like to focus on the latter.
  11. First off, you need to get rid of first-past-the-post voting and use something like Instant Runoff or Ranked Choice voting instead. What you're describing is pretty much exactly the same third-party-spoiler and strategic voting problems that political elections in the U.S. and elsewhere suffer from all the time. Secondly, there needs to be a concentrated effort to actually "get out the vote". I didn't even know there WAS a facebook or discord group for L5R where this kind of question was being asked until last week. I guarantee a ton of casual community members still have no idea there was any opportunity at all for them to participate in the choice. If we're going to have votes or even just comprehensive community discussion, then there ought to be ONE place where it happens (or at worst, one per clan), and the existence of that place and the fact that it's used for voting needs to be loudly advertised on Facebook, Reddit, Discord, the FFG forums, CardGameDb, FiveRingsDb, Jigoku, Mahoisfun, and any other L5R related site or channel we can find.
  12. A thought on timing: You can play Mono no Aware in the Conflict phase. That means any 1-fate characters will go away at the end of this round. Or you can play it in the Fate or Regroup phases, after fate has been removed from characters. That has a more delayed effect on your opponent's board, but I think it could be the right play sometimes. For example, at the end of the Conflict phase, my opponent's fated characters have 2 or more fate on each of them, and my fated characters only have 1 fate on them. If I play Mono no Aware now, it hurts both of us. If I wait until the end of the Fate phase, however, I can play it and only hurt my opponent.
  13. Yep, that is a risk. I never said this was an auto-include card or good for every clan, just that you "can" run it in any deck (as opposed to, say, Cloud The Mind which is effectively limited to only being played by clans with good Shugenja support). I think it will be good in the decks where it's good (The first rule of Tautology Club...), and underperform in the decks where it's at odds with their usual strategy.
  14. I think if you're running Mono no Aware in your deck, you don't "hope that will come up". Instead, you play intentionally to create the right circumstances for it. For example, if I know I have Mono no aware in hand or am likely to draw it, I might intentionally under-fate one or more of my characters, especially if they have a sacrifice effect or I have cards like Reprieve around.
  15. Or, in a dishonor deck, you could hurry the demise of an opponent's dishonored characters. Likewise, if you have characters that trigger effects when they or something else leaves play, that could lead to some interesting interactions.
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