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  1. Why do you have lion and unicorn provinces in pack 2? Also Tyler Parrot (SP?) said at one point that dragon'd be getting a stronghold in this cycle, although we don't know precisely when, but given that it's supposed to be legal for gen con, I'd imagine one of the earlier packs. I don't know if other clans were mentioned specifically, but I know based on Tyler's comments there was some speculation of a crab SH as well.
  2. Kitsuki Jusai also fits decently in the duel deck, and having another playable courtier means fitting in some of the courtier dishonor tech we were missing out on is more viable, which brings the dishonor variant up in competitiveness (potentially).
  3. My complaint about lack of variation is about community attitude more than existing ability to experiment, as up 'til now there's been pretty much one "best" build (at least in dragon, it may have been different in other clans) and if you tried to do something other than that build people wouldn't give any sort of constructive criticism to make the idea as good as possible, they'd just tell you to play that build instead. At least that's how the dragon discord is, don't know if it's any better elsewhere or with other clans.
  4. I'm also super duper happy that dragon is finally getting another courtier, and it's a 1 drop!
  5. I like how there's actual choices to make now in deck building, I didn't like how thus far it's been either play the top deck or you're wrong, now there will be actual variation and experimentation.
  6. I wouldn't be too worried about dragon using mirumoto daisho, most of the more competitive dragon players seem to be of the opinion that 2 cost makes an attachment unplayable, and as such dismiss them out of hand. It really gets on my nerves.
  7. I didn't notice the non-stronghold bit, however the farseer doesn't have that requirement, so while using her to flip the SH province won't help much with the other stuff, it could still be useful in a few situations, like flipping it on the turn you plan to attack, or after you've got the others all flipped anyway. I mean, if you play with the intention to flip as many provinces as quickly as possible you are guaranteed to have all four of them up by the end of turn 2, so if you see her at any point after that it's a good play, and even on turn 2 it could be a good play if you are otherwise fairly certain that walking into whatever provinces aren't already flipped is a good idea that turn, since you are getting her ability off after the SHs fate gain for the turn anyway, so if you are reasonably certain that you'll get whatever remains flipped by the end of the turn, and that it is acceptable to do so by walking into them, using her to flip the SH province could easily be a good idea, get that bomb defused as early as possible, and if it isn't a bomb but some other kind of trap, you now know what it is before walking into it.
  8. Farseer can also reveal the stronghold province early, and since provinces with on reveal reactions are still pretty common (biggest example being rally), so that can be used to mess with your opponent's endgame defense. Also, wouldn't the new SH count the stronghold province once it gets revealed as well? and since farseer can do it early, couldn't we reasonably expect 11 fate draws instead of the 10 that everyone keeps citing?
  9. I like how between resto and this, apparently balance means having 4 cards in hand.
  10. I mean, I'm gonna be honest, I think the 5 cost that the enforcers should be compared to is agasha sumiko from the dragon clan. They both are 5 cost 4/4/1, they both have conditions under which they are effectively blank, but when used to maximum effectiveness they can both wreck house. Honestly, I consider enforcers to be better than sumiko for a few reasons. First of all, enforcers is cheaper, yes they both cost 5 fate as a base, but enforcers can be on the board for up to three extra turns for no extra fate. Second of all, while enforcers IS effectively blank after entering play, at least you get to control whether or not he get's his ability off, with sumiko, if I lose the favor she's blank, and thus what makes her good is gone. Third of all enforcers is non-unique, for most 5 costers, being unique is better because it means you can afford to pay less for them and still keep them around longer by saccing off extra copies, however because of enforcers' ability most of the time he'll be sticking around for most of the game, if not all of the game, any way, and because you don't need to over pay, you can afford to field multiple copies at once despite the base cost of 5, because you never need to pay more than the base cost.
  11. yeah, frankly, I'm fairly confident that the reason dragon dominates the splash market is that we have let go + other powerful card. Every clan has splashable powerful cards, only we have let go, and that is a problem, because let go is basically the only good way to deal with attachments. Sure there's miya mystic, but she's a mediocre character that sacs herself for her ability, so she's not really worth buying for any reason other than her ability, and calling in favors requires you to dishonor someone, and the rest of scorpion doesn't necessarily mesh as well with some clans the way dragon can. Out of core, let go should have been a 1 cost neutral event, because attachment hate is a necessity, and thus a good attachment hate card will become a staple, so when the best attachment hate card is clan locked, of course that's gonna be everyone else's splash clan. I understand that they gave us the attachment hate card because we're supposed to be the attachment masters, but I think it would have been better if they did the 1 cost neutral let go and gave us an attachment recovery event out of core, like "action: put an attachment in your discard pile into your hand." Call it something like reforge or something.
  12. Cost was redirected not cancelled, ergo cost was still paid. If I go to a store to buy a package of cookies, and while there I run into my buddy who pays for my cookies out of kindness, I still get the cookies, and the store still gets paid.
  13. I agree it's a decent ability and good stats, I just think it would be better on a courtier and in general we need another courtier. There's a build I've been itching to try since we got seeker of fire last worlds, and all that's missing is at least one more courtier.
  14. The dragon card annoys me, we are have the fewest in clan courtiers, the kitsuki family is supposed to be our courtier family, and the mirumoto family is supposed to be our duelist family. Yes there would be exceptions, but flesh out our zarking courtiers before giving us kitsukis that aren't. If she were a courtier she would be a good card, as it would open up a bit of a different playstyle for us that is currently unavailable, a playstyle that could actually make good use of her ability. Instead, of the two-ish decks we've got she falls into the one that does not have a slot for her because it runs two better three costs, and the other one is the monk deck where she really doesn't fit.
  15. I mean, power creep is inevitable, as if the new stuff is not at least slightly better than the existing stuff for one reason or another, you still use the existing stuff, not the new stuff. And if some of the new stuff manages to ride the line of being a lateral move in terms of overall power (which is frankly a very difficult thing to do with game design) then it's even better because it creates variety, which is exactly what we wanted, because it is just as good, but for different reasons, but for one reason or another is competing for the same slot in the deck, or is good in another deck than the first thing that just wasn't as good before. The current iteration of l5r started with a very low power level, this is why bows are relatively rare and readies are very rare (albeit getting less rare), meaning the game can take a lot more power creep before the power level gets way out of hand (like it did with yugioh around the time I quit playing after nine years). And once the power level is actually very high, then there will be a lot of cards on the RL because in this scenario the RL is only being used for preventing unforeseen card interactions that are broken or otherwise unhealthy for the game and not to force variability which will come all on its own as the card pool expands and deepens.
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