As a disclaimer, I must say that I never play with proxies. Either I have the cards I need, or I don't use them. So all my knowledge about the game is based in reading what others say and my own studying the cards and figuring out what deck I can build for Unicorn.
While I'm happy with Unicorn (3 cores?), using deckbuilder at cardgamedb, I find myself having an easier time creating Dragon or Crane decks than Unicorn ones. I had some doubts about Unicorn but the more I look at the cards and theme, the more I hope for something really different in the Dynasty packs. The whole "go first" doesn't convince me and having cards that are only good when that happens is meh to me. The current cardpool doesn't help. The whole "Move! Move! Move!"? I really like it. Problem? Moving people doesn't win battles or destroys provinces. In early oldL5R I could destroy 3 provinces because cavalry and then be unable to destroy the last one because of useless bodies that only offered force (back when Kamoko was the only force 4 character).
So I sit down and start writing what I think of each card by its own. Here you have the Dynasty characters. Tell me if you see any pattern. Oh, I know that Unicorn depends on Conflict cards to do stuff. So do other clans. But there seems to be an imbalance in Unicorn case (imho).
Aggresive Moto
Pros: above average Military (for Unicorn)and cheap; strong against dishonor.
Cons: cannot defend; under average Political (for Unicorn); blank card that only provides force.
Border Rider
Pros: awesome ability.
Cons: under average Political (for Unicorn).
Giver of Gifts
Pros: interesting ability; above average Political (for Unicorn).
Cons: no cavalry; weak to dishonor.
Ide Trader
Pros: above average Political (for Unicorn); good ability.
Cons: under average Military (for Unicorn); no cavalry.
Meishodo Wielder
Pros: sometimes it's cheap for what it actually does.
Cons: no cavalry; blank card that only provides force.
Moto Horde
Pros: Immune to opponent's non-weapon attachments; above average Military (for Unicorn)
Cons: cannot partake in Political conflicts; immune to your non-weapon attachments; blank card that only provides force.
Moto Youth
Pros: cheap.
Cons: unreliable ability; blank card that only provides force.
*Shinjo Altansarnai
Pros: above average Military and Political (for Unicorn).
Cons: unreliable ability; weak to dishonor; expensive and unique; blank card that only provides force.
Shinjo Outrider
Pros: very good ability.
Cons: weak to dishonor; blank card that only provides force.
*Shinjo Tatsuo
Pros: above average Political and Military (for Unicorn); very good ability.
Cons: weak to dishonor; expensive and unique; blank card that only provides force.
Utaku Infantry
Pros: cheap.
Cons: no cavalry; unreliable ability; blank card that only provides force.
*Utaku Yumino
Pros: situational but interesting ability; Battle Maiden.
Cons: very weak to dishonor; blank card that only provides force.
Warrior Poet
Pros: good ability against swarm.
Cons: weak to dishonor; ability only works while present.
The Swift Magistrate of Tears of Amaterasu does stuff to the opponent in battle at least, even if it affects me too. XD It also continues the trend of Unicorn personalities having 2 as the most common strength while most other clans are at 3.
All that said, in any tournament, I'm playing Unicorn. I just hope that I can offer some fun games to my opponents even if I'm fated to lose.
Edited by Wintersongfixed some mistakes