Crab Questions

By cyclops2500, in Legend of the Five Rings: The Card Game

1) If I have multiple Intimidating Hida or Vengeful Zerkers out, do I get the benefit of each separate reaction? i.e. if I lose a character, do both Vengeful Zerkers get +3, if my opponent doesn't declare a conflict do they lose 2 honor?

2) If multiple characters leave play in the same conflict where I have a Vengeful Zerk, does it double each time?

3) How many times can I use Funeral Pyre a turn?

Thanks.

1. Yes

2. No, abilities can only be triggered once per round unless specified otherwise.

3. Once per round per Funeral Pyre

Page 16 of the RRG under Triggered abilities:

Quote

◊ Unless otherwise specified by the ability itself, each triggered ability may be triggered once per round.

Edited by Joe From Cincinnati

Hrm.

And Funeral Pyre becomes less interesting. I figured the point would be once per phase or something. I guess that would be too much.

Funeral Pyre is still quite good. Losing a character with no Fate on them at the end of the turn? Sacrifice them ahead of time for an extra card, preferably after using their stats and/or ability in a conflict.

Agreed, its just not the card engine I would have hoped for. =)

13 minutes ago, cyclops2500 said:

Agreed, its just not the card engine I would have hoped for. =)

Have you considered visiting the Forgotten Libraries of the Phoenix clan, my friend? =)

Funeral Pyre loves Keeper Initiates!

I hope that Crab gets a lot of love when it comes to sacrifice tech. I would love to have that deck that just wont go away.

I like the Crab sacrifice mechanics, but they seem watered down next to the tools other Clans have. Funeral Pyre was my great hope that dishonor Crab could be efficient.

It is. You don't need Funeral Pyre to be broken to make it Crab dishonor work. Put 3x Imperial Storehouses, 3x Shrewd Yasuki, 3x Watch Commander, 3x Intimidating Hida, 3x Court Games, 2x or 3x Rout (to try and force 0 defenders) and either splash Unicorn for Spyglass or Phoenix for Display of Power and Seeker of Knowledge. Phoenix will let you attack Air more consistently and often. Unicorn will give you a powerful draw engine. All of this will allow you to bid low in the draw phase and either use that honor pressure to win by military breaks or cause the opponent to get backed into a corner and lose by honor. If you can make your opponent lose 3 honor per round on average they are in serious trouble. Depending on my circumstances my secondary rings targets are Earth and Fire. Keep your board narrow and tall such that your important characters have more than one fate on them usually. That way the Void and Water rings are less threatening to you. That's easier to do in Crab than in the other clans since they have so many ways to extend the life of your units. If you manage to do this effectively this will turn off some of your opponent's major swing cards that require honor loss like Assassination. If you are going Unicorn for Spyglass you need ways to ready characters and/or move characters into and out of combat to make Spyglass trigger twice per round (Witch Hunter, Mountain Does Not Fall, Favored Ground, Favored Mount).

Edited by phillos
35 minutes ago, phillos said:

It is. You don't need Funeral Pyre to be broken to make it Crab dishonor work. Put 3x Imperial Storehouses, 3x Shrewd Yasuki, 3x Watch Commander, 3x Intimidating Hida, 3x Court Games, 2x or 3x Rout (to try and force 0 defenders) and either splash Unicorn for Spyglass or Phoenix for Display of Power and Seeker of Knowledge. Phoenix will let you attack Air more consistently and often. Unicorn will give you a powerful draw engine. All of this will allow you to bid low in the draw phase and either use that honor pressure to win by military breaks or cause the opponent to get backed into a corner and lose by honor. If you can make your opponent lose 3 honor per round on average they are in serious trouble. Depending on my circumstances my secondary rings targets are Earth and Fire. Keep your board narrow and tall such that your important characters have more than one fate on them usually. That way the Void and Water rings are less threatening to you. That's easier to do in Crab than in the other clans since they have so many ways to extend the life of your units. If you manage to do this effectively this will turn off some of your opponent's major swing cards that require honor loss like Assassination. If you are going Unicorn for Spyglass you need ways to ready characters and/or move characters into and out of combat to make Spyglass trigger twice per round (Witch Hunter, Mountain Does Not Fall, Favored Ground, Favored Mount).

making characters tall makes them more susceptible to the void ring. Also the Void ring is one of your greatest tools at keeping your opponents board state down. Also if you are concerned about board state, lion splash of For Greater Glory provides you the ability to swarm a lot like lion. Unicorn splash for captive audience and spyglass is still great too for the reasons stated above. Crane splash helps you control conflict board state a bit and give crab a bit of a "Nope" deck theme with above question and steward of law.

IMO There are only three valid splashes for a good crab deck; unicorn, lion, and crane.

Making characters small makes the Void ring a more immediate threat. Playing tall greatly diminishing it's value in the short term thus making a less valuable choice for your enemy. Try what I'm saying. If you build too wide you are squandering Crab's potential. You don't need to always choose Void to threaten their board between 3x Way Of The Crabs and 3x Assassinations. If I'm planning to use either of those cards in a particular round going Void could yield waste depending on the circumstances. That said I will go Void if it makes sense to do so (making the ring judgment calls is a large part of the game as is using your powerful events at the most impactful time), and playing this way will probably ensure Void is around for you to use more often since you are giving them no good immediate benefit for choosing that ring. What you really need to be careful of is Way Of The Crab in the mirror match (so you need some chump around to block it) and Scorpion splash using I Can Swim. I Can Swim takes some set up so you can hopefully play around that as well. Also Crane Splash for Noble Sacrifice can be an issue, but I've seen it less and it also is telegraphed so you can hopefully try and play around it. The best way around it is to slap a Reprieve on your important characters. That should be a 3x include in all Crab decks as well.

Edited by phillos
1 hour ago, cyclops2500 said:

I like the Crab sacrifice mechanics, but they seem watered down next to the tools other Clans have. Funeral Pyre was my great hope that dishonor Crab could be efficient.

It'll get better once Crab gets more low-cost characters to feed into the sacrifice mechanics.

I'm currently splashing Crane for Stewards and Above Question. I will try what I have, and see what happens when I am not cheating through ignorance.

14 hours ago, DailyRich said:

It'll get better once Crab gets more low-cost characters to feed into the sacrifice mechanics.

Imperials work great...I love it when they come and try to help defend the wall...fodder for days! They only sacrifice mechanic they cant feed is "Way of The Crab"

I splash unicorn to keep things military and to keep card advantage. I adapt which rings to use based on board condition. They all help crab, though I usually feel void is the least useful.