Rise of the feathered clans?

By Eye of Night, in Legend of the Five Rings: The Card Game

41 minutes ago, Iuchi Toshimo said:

My speculation assumes all abilities can be used from home and while bowed (see Shinjo Outrider and Border Rider) and that speculation currently extends to Phoenix personalities that require control of certain rings.

Given that we've now seen cards that specify the personality has to be attacking, or in a conflict, to use their ability, and cards that do not, I think we can safely conclude that the two Phoenix shugenja we've seen so far can be used in a conflict while not actually in the conflict.

It will be very interesting to see how the rest of the Phoenix personalities pan out. Perhaps they can use unclaimed rings in a similar manner that Dragon can use the fate on unclaimed rings to achieve similar effect.

If that's the case it is also pretty characterful, manipulating the forces of the rings themselves but gaining perhaps more powerful versions of those effects if they claim those rings.

I just wanna seem some **** Shiba. 'Cause so far... nary a "dedicated Yojimbo" or "Self-sacrificing pawn" or anything of the sort...

Speaking of Phoenix, have they went into any detail about magic? I would like to see the magic primarily built into the character cards with a handful of them being one shot use cards that require you to have a shugenja in play or a specific ring in combat.

I think it would be a bad idea to have too many of them as an attachment since the characters fade away. It would cause more tactical decisions but it sounds like this will be a very fast game so it probably won't work to build up your forces by playing a character with a lot of extra force and a spell on them next turn.

11 minutes ago, TechnoGolem said:

Speaking of Phoenix, have they went into any detail about magic? I would like to see the magic primarily built into the character cards with a handful of them being one shot use cards that require you to have a shugenja in play or a specific ring in combat.

I think it would be a bad idea to have too many of them as an attachment since the characters fade away. It would cause more tactical decisions but it sounds like this will be a very fast game so it probably won't work to build up your forces by playing a character with a lot of extra force and a spell on them next turn.

Even if they are attachments, they may be attachments that can be attached from the discard pile like some previous spells. In Emperor Edition, my phoenix personalities almost never lasted longer than a turn or two due to horrific attrition so Phoenix players are used to losing most of their people each turn. I think the LCG will be a bigger adjustment for military players though, because most of the rules that supported military style decks in the CCG are gone now.

1 minute ago, Eye of Night said:

I think the LCG will be a bigger adjustment for military players though, because most of the rules that supported military style decks in the CCG are gone now.

Yeah, this is something I will definitely need to get used to. It looks like crushed providences will still allow you to bring stuff into play and the losers cards are not automatically dead at the end of a battle.

It will be weird winning a military fight now and seeing a lot less destruction done to your opponent when you win a fight. I'm surprised I haven't seen a lot more complaints from old Crab and Lion players about this.

2 hours ago, TechnoGolem said:

Yeah, this is something I will definitely need to get used to. It looks like crushed providences will still allow you to bring stuff into play and the losers cards are not automatically dead at the end of a battle.

It will be weird winning a military fight now and seeing a lot less destruction done to your opponent when you win a fight. I'm surprised I haven't seen a lot more complaints from old Crab and Lion players about this.

The whole Fate phase should even that issue out since every character now has a clock on them.

And while a broken Province still produces stuff, it turns into a mill, discarding each card in it at the end of the turn. It forces sub-optimal plays in order to not lose good cards or simply cycles through good stuff.

3 minutes ago, Myrion said:

And while a broken Province still produces stuff, it turns into a mill, discarding each card in it at the end of the turn. It forces sub-optimal plays in order to not lose good cards or simply cycles through good stuff.

I think a card only get's milled when the province is broken and not every turn afterwards.

2 minutes ago, Mig el Pig said:

I think a card only get's milled when the province is broken and not every turn afterwards.

Nope: from the most recent article:

"This provides players the option of getting rid of dynasty cards they may not need. However, during this phase, all faceup cards on broken provinces are also replaced."