Let's discuss, because I think a lot of roles make sense for some and very little sense for others.
When picking a Seeker Role you have to look at your province selections and think "Can I use two of these provinces of the same element to really dig out an amazing advantage for my clan and leverage the extra money from them?"
When picking a Keeper Role you have to look at each ring and think "Which ring am I going to leverage the most in order to advance my win-condition and trigger my Keeper Initiates, also which of these rings is most likely to be chosen AGAINST me for the sake of gaining a fate and triggering initiates?"
Here are my picks:
Crab : Seeker of Air in dishonor tech for the cards/resources of Gardens and Fertile Fields; but keeper is way too tempting for sacrifice targets, so my pick is Keeper of Earth.
- Why? KoE is a strong option in my opinion. Earth is typically not a common ring in early-game because it doesn't advance the board state, but when both opponent's are looking at 4-6 cards in hand on turn 2, 3, 4 etc it becomes much more common. By this time, your initiates will be cycled into discard, hopefully 1 or 2 by this point in the game, and you can defend and gain board advantage when you win, or attack in a strong late-game ring to get a card, discard from your opponent and trigger your delicious sacrifice-fodder. Keeper initiates are also even better because when you win on attack for Earth they can defend next attack while you trigger Shiro Nishiayama.
Crane : Keeper of Fire.
- It's their best role, specifically because they want to hit the fire-ring as often as possible and their opponents know this. So when a Crane is second player, an opponent to a Crane will go for a Fire Ring. If you defend, you've got the resource, the Initiates, and you've got Guard Duty - the card that I believe can take Crane to the "Honor-Win" level along with their other hard-honoring tricks. I think the keeper roles often go entire games without a single trigger, Keeper of Fire in Crane could trigger 2-3 times in a single game.
Dragon : I have moderate experience with Dragon, mostly as an opponent but I really like Seeker of Air for them.
- Having the extra resources and card draw from Gardens and Fertile Fields seems strong to me. They need their options, they need their cash, and they have strong offensive and defensive capabilities, enough to challenge a defense while still setting up a Voltron. Runner up for Dragon is Keeper of Void (Current). In a high-glory, low-unit-count faction like Dragon, I see them defending against Void attacks often to clear out their board presence, the increased incentive of winning these attacks for cash and getting initiates is obvious.
Lion : Another tough one for me, I don't play Lion often. My sense is Keeper of Air.
- Honor-tech with Air Ring trigger, Guard Duty, and all the other Lion Honor tricks can bring honor wins to the forefront this cycle in my opinion. Honor-lions want to use Air Rings to gain 2 honor. Opponents to a Lion will want to use the air ring to deny the ring's use, so winning an air ring means triggering Initiates and gaining a resource. In both scenarios, Keeper of Air is a phenomenal choice of role for the Lions.
Phoenix : Seeker of Void (Current) is great, the extra cash and shameful display is very powerful, however, my pick is Keeper of Void.
- Keeper of Void simply because of the mixture of Isawa Atsuko, Keeper Initiates and Kuroi Mori and Elemental Fury. You can take any incoming attack to your province, defend it with Isawa, change the ring to void, use Isawa, gain a fate for defending, trigger the Initiates. The new harmonize ability in keeper will also assist in defensive plays like these, making your opponents either under or over-commit and come out with serious card and board-state disadvantages. Also Guard Duty in Phoenix is flat out amazing in Phoenix. They are a high-glory faction with the right stronghold to leverage the **** out of that card.
Scorpion : I love Seeker of Air on them currently, I wouldn't change it. Cash and cards from Gardens and Secret Cache is excellent. If I had to choose something else, it would be Keeper of Fire.
- Fire ring is an often-overlooking strong ring against Scorpion, its also a strong ring for Scorpion for dishonor tech, I can swim, and re-honor dishonored Courtiers. Between their high-glory characters and Forged Edict, dishonoring their characters is a solid move against them, so in a meta where your opponent understands this being Keeper of Fire means defending the ring and gaining the fate.
Unicorn : Seeker of Earth.
- Unicorn's current (and probably future) play-style revolves around trading provinces with your opponent. This leaves them open to powerful counter-plays and they can often have their provinces broken. Seeker roles will allow them to attack hard and defend hard as well. They can take both Earth provinces, using Fortified Position against players like dragon and lion, and ancestral Lands against Crane and Scorpion.
Please feel free to discuss and give your opinions, thanks!
Edited by Etaywah