Hey all,
Given the bleak results for our clan during Gen Con, I thought I would try and whip up a little community engaging discussion/guide on how to best approach the game from a single core perspective. Hopefully, if we can pound out some good advice, we can prevent some loss of morale in our clanmates. That being said, I'll dive right into my advice based upon a fair amount of testing (12+ games) on Tabletop Simulator.
Advantages:
- Recursion- Of the three clans that have recursion in the core, Unicorn is arguably the best. Cavalry Reserves basically means you get extra value out of your characters on top of a huge swing in a conflict. Shinjo Altansarnai may not be the best, but if you can keep her in play for a few turns, then bring her back to crush another province, you've put yourself way ahead of your opponent.
- Flexibility- Balanced stats and abilities that benefit both Military and Political conflicts makes the clan able to overcome many different obstacles. This extends to the clan being able to adjust their plans fairly easily with character movement mechanics and by being able to push away enemy characters as well.
Disadvantages:
- Combo Dependent- I truly believe this here is the biggest struggle Unicorn have in single-core, and it is really made up of many micro problems for the clan. Basically, having only one of each in-clan conflict and dynasty card means you won't be able to always have what you need when you need it, compounded by the value Unicorn gets out of synergizing effects, finally made even more precarious of a dependence due to how easily control cards can mess with any of the individual pieces in the combo.
Role Selection:
- Keeper of Water/Void/Earth- Influence feels real good to stack for Ponies, plus it gets you those sweet Keeper Initiates. The actual element is mostly up to personal preference, but the three I listed are my standouts.
- Seeker of Water- If you pick a Seeker Role, it should be Water; that simple. I do believe there is some strong benefit to having two Water provinces, but I also feel that many clans have very compelling splash options. Overall I would recommend Keeper for the Initiates and the extra influence, but a more defensive style of play (beyond that which I already recommend) could benefit from this choice.
Splash: What is important to keep in mind about splashing in a single core environment is that you will be taking from almost all of the splashable cards from a given clan if you intend to use up your influence. Therefore, it is just as important to consider overall value of their options, in addition to stand out cards with strong synergy. The following are my personal preferences for splash options.
- Crab- Reprieve to keep your important characters around forever, Jade Tetsubou to squash their big guys, Mountain Does Not Fall for value, Watch Commander and Hiruma Ambusher for control; There are lots of good options in Crab.
- Crane- A personal favorite, the crane splash is entirely cheap cards the prevent your opponent from ruining your plans. Above Question, Voice of Honor (if difficult to set up at times), Duelist Training, and Steward of Law are all good in that regard. The Perfect Gift can help you fish for a clutch Captive Audience or Cavalry Reserves, both of which are enough to swing the game on their own.
- Dragon- The most common splash for one core cuz of those covert, Ancestral goodies with some Mirumoto's Fury to mess up an early swing.
- Lion- For when you want to combo harder. A gutsy choice, as this splash will do little to keep your plans safe from enemy scheming, but if you can pull off a Cavalry Reserves For Greater Glory the game is basically over. Sashimono, Ready For Battle, and Guidance of the Ancestors are also good.
Province Selection:
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(Keeper Role)
- (Air) Manicured Garden/Fertile Fields- This choice here, in my mind, depends fairly strongly on your splash. A healthy number of Neutral and Unicorn conflict cards take little to no fate investment, and the big drops such as Cavalry Reserves tend to be cards you plan for, not need to drop on little notice. Therefore, if you are splashing additional cheap conflict cards (splashing Crane, for example), the need for fate is lessened. On the other hand, you obviously benefit from more fate if you have any more expensive conflict cards or are looking to drop fate on a critical personality. I lean slightly towards Manicured Garden, but ultimately I think it can come down to personal preference.
- (Earth)- Ancestral Grounds- When the clan has slightly stronger Mil, go for the Pol defense. This card isn't particularly strong for Unicorn, but you have to fill the element, so...
- (Fire)- Meditations on the Tao- Given the propensity for big, important characters to receive lots of extra fate in the single core format, Meditations simply outperforms Night Raid. Whereas Night Raid is fairly matchup dependent, and only pops once, effective defense of Meditations on the Tao can
- (Void)- Pilgrimage- You don't really need to honor your characters much (and dishonoring is matchup-dependent for its usefulness) so no need for Shameful Display. Pilgrimage also gives you a strong province that is easy to defend and robs your opponent of almost all advantages for winning but failing to break.
- (Water)- Endless Plains- I've seen some debate regarding this here province, and I definitely understand the hesitation to include it. Nevertheless, in a single core environment, this card can be a huge swing. If your opponent swings in a beefed up Champion with loads of fate and attachments, or any other 3-4 cost critical character with some fixings, you can pop this little bugger and solve that potentially multiple turn problem immediately.
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(Seeker Role)
- (Air) See above.
- (Fire) See above.
- (Void) See above.
- (Water) Endless Plains, see above.
- (Water) Rally to the Cause- With a balanced clan like Unicorn, swapping conflict types can completely ruin an opponent's attack and buy you an extra turn to grind them down.
General Strategies/Deck Construction:
- Dump fate into your big characters. Common advice for all clans, especially in the format, but you can also bring them back once again through Cavalry Reserves.
- Don't be overly aggressive! The temptation with Uni is to try for lots of big province breaks, but being able to threaten both a military and a political break a turn can already be hard for an opponent to handle, especially if you allow them to overextend on the first conflict.
- Flood the field with little guys! There are some really strong 1-2 cost characters in Unicorn, bring them out! I personally don't advocate for dumping fate on them, they are good because of their value for their fate so keep it that way. This also allows you to pseudo-swarm, which is great for the Unicorn playstyle.
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Wandering Roninnot even once - Favorable Ground is your friend! Thanks to being able to move characters from conflicts, you don't have to commit hard to each attack. Even better, Favorable Ground can allow you to cut your loses as well! If an opponent overinvests on defense, either through characters or conflict cards, just pull out of the attack and have them waste all those resources.
And now to turn it to my fellow ponies: what are your thoughts on how to prance to victory in the Launch Party?