New spoiler - Phoenix spell card - courtesy of Podcast of Five Rings - From Facebook

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

14 hours ago, Ragudaddy said:

Do bowed attachments still contribute their skill bonus?

Yup

14 hours ago, Ide Yoshiya said:

Why is he wearing the colors of the Phoenix's chief rival, the Crane? Isn't that against some kind of Phoenix religious code?

Even a Phoenix can see the light and convert.

40 minutes ago, Anemura said:

- This is the type of design that has me thinking that FFG could get Spells and Shugenja right. Something AEG could never do. To cost Spells as Items... To make them almost like Items...

Becasue all LCGs attachments (they're even named in same way) are are just same type cards, costed same way and illusionary titled/keyworded to mimic various "classic" Fate card types. At least in CCG you just felt difference between Items, Spells and Followers. All had various design philosophy and various unique stats/requirements.

54 minutes ago, Anemura said:

it's a revelation.

It's boring imho.

3 minutes ago, qwertyuiop said:

Yup

Even a Phoenix can see the light and convert.

Piss off, albino.

14 hours ago, Ide Yoshiya said:

Why is he wearing the colors of the Phoenix's chief rival, the Crane? Isn't that against some kind of Phoenix religious code?

As has been noted, there's no rule that you need to wear your clan colours, and people normally don't. It's just that the card art had a tendency to use kimono colour as shorthand. Various new cards have been showing people in different coloured clothes than their Clan.

34 minutes ago, JJ48 said:

I don't think it blocks Charge! The wording of Charge! is "Action: During a military conflict, choose a face-up character in one of your provinces – put that character into play, participating in the conflict."

Just based on how other card games work, putting a character into play shouldn't be the same as moving a character. As others have suggested, it may be a good idea to ask them to clarify, but the wording suggests that Charge! is unaffected.

It could go either way. But...it's probable that Charge was meant to be worded the way it was, and will get around this spell since Province does not equal hand and participating does not mean "move to" as worded, which leads to the inability to send the charged character home since it's participating, but not actually at the conflict. FFG could also rule Charge as counting as a move, too. The rulings are sometimes arbitrary. (see Duping The Arbor, AGoT LCG 2nd Ed)

1 hour ago, kempy said:

Becasue all LCGs attachments (they're even named in same way) are are just same type cards, costed same way and illusionary titled/keyworded to mimic various "classic" Fate card types. At least in CCG you just felt difference between Items, Spells and Followers. All had various design philosophy and various unique stats/requirements.

That was part of the problem in the CCG. It's because Spells were so different from Items and Followers, that interpreting their relative effects became troublesome. Often, board warping spells would break the game, which would then require errata or other strong meta to alleviate. What's worse, in order to 'compensate' for these strong spell effects, AEG Design took it upon themselves to bump Shugenja gold costs across the board. Where we would see a 3/3 vanilla Samurai for 6GC, the equivalent vanilla Shugenja would be 3/3 for 7GC. This led to a largely inefficient personality base. One that needed combos with spells to have a net 'plus' effect when combined. In other words, something more powerful than we would normally see with two other cards combining.

That type of design made Phoenix a combo intensive clan to play. An inefficient, clunky clan most of the time.

This is why I am anxiously anticipating the Phoenix spoilers next week. If the Phoenix characters have roughly the same Stats to Fate ratios seen in other clans' characters, then FFG will have corrected two of the biggest design flaws AEG had perpetuated throughout the existence of their CCG.

Edited by Anemura
34 minutes ago, Anemura said:

That was part of the problem in the CCG.

Ah got it. You call it bug i call it feature. This way we never understand each other. ;)

From all of my experience with CCG and LCG - and especially with the clean wording FFG's most recent card game Arkham LCG, this card does not work against Spiritcaller or Charge. Entering play and moving are two distinct game actions. That is okay though - if your opponent has those then they can play them but a surprise conflict character is blocked. Charge only lets them enter play from the dynasty, which means its a face up card and you can plan for it, Spiritcaller has to be played already for it to work, so both of these can be predicted. Blocking the less predictable conflict character play like Hiruma Ambusher or Ishiken Initiate is still a good effect. We haven't seen Unicorn yet, but I suspect they will have more movement effects and there is likely still a neutral conflict card that lets you move a character to a conflict.

Edited by shosuko
2 hours ago, Shu2jack said:

It is still "moving into a battle".

I understand the logic there, but my thinking is that if so, wouldn't there be no need to add a further statement specifically barring playing characters from your hand?

Now it's possible that what is going on here is that the extra effect of the spell is specifically designed to disallow playing conflict characters to home during the conflict as well, which is not out of the question.

At any rate, in the absence of a rulebook, I think we'll just have to ask on L5R Live to get clarification.

5 hours ago, qwertyuiop said:

Even a Phoenix can see the light and convert.

The only light I see is that cast by burning Crane buildings!

Kyuden Doji delenda est.

Purge the Crane with fire.

And possibly the other elements as well. But mostly fire. Paper buildings full of bonsai and origami go up like friggin' fireworks.

To say nothing of the gunpowder those friggin' hypocrites presumably still have lying around at this point in the story.

*ahem*

Sorry, got a bit of froth there, hold it...

So.

I like this card and look forward to using it. Even if it doesn't stop Charge!, it stops conflict characters and movement shenanigans while providing a static skill bonus.

8 minutes ago, Shiba Gunichi said:

The only light I see is that cast by burning Crane buildings!

Kyuden Doji delenda est.

Purge the Crane with fire.

And possibly the other elements as well. But mostly fire. Paper buildings full of bonsai and origami go up like friggin' fireworks.

To say nothing of the gunpowder those friggin' hypocrites presumably still have lying around at this point in the story.

*ahem*

Sorry, got a bit of froth there, hold it...

So.

I like this card and look forward to using it. Even if it doesn't stop Charge!, it stops conflict characters and movement shenanigans while providing a static skill bonus.

I recommend deep breathing exercises for your 'Crane issues '

???

It's a nice insurance policy when your opponent has a lot of Fate but few characters on the board, it functions in a way similiar to Watch Commander: they might have to use their cards predictability in order to make sure they'll be able to use them at all.

The main thing this card has going for itself is that you don't need the attached Shugenja to be partecipating in the conflict you want to use the effect on, meaning you can wait after seeing how many characters your opponent commits before choosing whether to trigger it. It's a very specific effect but I quite like it, even if it's probably too harsh on the Unicorn IMO.

On 7/21/2017 at 2:00 AM, Ide Yoshiya said:

Why is he wearing the colors of the Phoenix's chief rival, the Crane? Isn't that against some kind of Phoenix religious code?

I don't know but the carapace, claws and multiple number of flaying tails do seem a bit showy for a Phoenix.

I don't think the Crane's Genki-Ball technique will save him though.

4 hours ago, Bayushi Bajie said:

I don't know but the carapace, claws and multiple number of flaying tails do seem a bit showy for a Phoenix.

I don't think the Crane's Genki-Ball technique will save him though.

It's actually Shoju. In this Rokugan, he's actually a Scorpion Insectoid Oni under the mask. Oh, no, Junzo! You done messed up again!

Edited by Togashi Gao Shan

A +1/+1 for 1 is good, just like Watch Commander. That makes the additional ability kind of...a bonus.

And this is a nice bonus. It won't matter a whole lot in some games, against clans like Lion who are probably only running a few characters out of their conflict deck, mainly as a reaction to losing a military conflict (and no cards that move into battle). It'll matter a bunch against Unicorn. I could see Scorpion having Ninja movement skills as well.

The main problem with it is it'll take two actions to play it and then activate the ability. Barring some Shenanigans like Hida Kisada cancelling their only action between the two actions, your opponent can use their movement ability between you playing this and you activating it.

Once it's in play, your opponent can plan accordingly. So, there's a minor hurdle there but, like said, +1/+1 for 1 is still a nice price and making your opponent play around it may also cause some problems.

I wonder - does this prevent you from playing Dragon Clan conflict characters as an attachment?

2 minutes ago, shosuko said:

I wonder - does this prevent you from playing Dragon Clan conflict characters as an attachment?

That's a good question. I hope not haha. Although the character I really like out of Dragon is the covert monk and he isn't a character you play as an attachment during a conflict haha.

Characters played 'as attachments' don't count as characters anymore, and so would not be stopped.

Based on my experience with the Conquest LG at least

On 21/07/2017 at 3:02 PM, JJ48 said:

I don't think it blocks Charge! The wording of Charge! is "Action: During a military conflict, choose a face-up character in one of your provinces – put that character into play, participating in the conflict."

Just based on how other card games work, putting a character into play shouldn't be the same as moving a character. As others have suggested, it may be a good idea to ask them to clarify, but the wording suggests that Charge! is unaffected.

Will be interesting to see how this goes. "Move" is clearly a key word (e.g. Move home). 'Put' doesn't seem to appear elsewhere so probably isn't a key word, but does a character 'put' into a conflict mean the equivalent of moving it there?

My only doubt, at the moment, is that Grasp of Earth is clearly intended to prevent reinforcements that and I don't think we have seen the text yet for Charge! - I think the text just came from the Live Stream?? Not sure. ?

1 hour ago, Tam Palso said:

Will be interesting to see how this goes. "Move" is clearly a key word (e.g. Move home). 'Put' doesn't seem to appear elsewhere so probably isn't a key word, but does a character 'put' into a conflict mean the equivalent of moving it there?

My only doubt, at the moment, is that Grasp of Earth is clearly intended to prevent reinforcements that and I don't think we have seen the text yet for Charge! - I think the text just came from the Live Stream?? Not sure. ?

I got the wording from the new L5R wiki. I guess I assumed it was official wording, but I don't know where they got it from.

As for intent, I could see it either way. On the one hand, the spell is clearly intended to block reinforcements, but on the other hand, perhaps a well-timed charge could break through?

1 hour ago, Tam Palso said:

'Put' doesn't seem to appear elsewhere so probably isn't a key word

"Put ... into play" is a key phrase in the other LCGs. It is usually contrasted with "play" (or, when "play" is specific to events, to some other term like "marshal" in AGoT or "deploy" in Conquest). In any case, "play" entails paying a card's cost and using a rulebook action, while "put ... into play" entails using a card ability and not paying the card's cost (though the ability can specify a cost).