Cards you want to see

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

I know there was a topic like this way back when, but my search-fu was sorely lacking. So, let's see some card ideas! Please try to keep balance in mind, not just "pay one fate - wipe the board".

I'd like to see a Battle Maiden with Pride. I think it makes a lot of sense thematically, and Uni Maidens was my favorite decktype back in the day.

I'd also like to see a Unicorn stronghold 8 fate a turn, as a nod to their old strongholds and their high gold production.

Let's top it off with a Death Priest. Cuz we need more Shugenja, and Death Priests are effin' awesome.

I want to see a dishonor themed deck that wins by lowering honor while also milling the opponent, looking to force them to reshuffle and lose the 5 honor to finish them off.

I think it would be a fun style of deck to see. Not sure what it would fully look like but I think it could be a fun control build.

4 minutes ago, twinstarbmc said:

I know there was a topic like this way back when, but my search-fu was sorely lacking. So, let's see some card ideas! Please try to keep balance in mind, not just "pay one fate - wipe the board".

I'd like to see a Battle Maiden with Pride. I think it makes a lot of sense thematically, and Uni Maidens was my favorite decktype back in the day.

I'd also like to see a Unicorn stronghold 8 fate a turn, as a nod to their old strongholds and their high gold production.

Let's top it off with a Death Priest. Cuz we need more Shugenja, and Death Priests are effin' awesome.

8 Fate is a massive advantage, so expect some sort of massive disadvantage with it.

Crane duelists. Alternatively, Iron Crane characters.

In both cases, conflict cards to support them.

4 minutes ago, TheItsyBitsySpider said:

I want to see a dishonor themed deck that wins by lowering honor while also milling the opponent, looking to force them to reshuffle and lose the 5 honor to finish them off.

I think it would be a fun style of deck to see. Not sure what it would fully look like but I think it could be a fun control build.

This could be a pretty cool idea, and while I dread the concept, I also think that mill should be something that's at least supported, if not a full-on deck theme.

5 minutes ago, Mirith said:

8 Fate is a massive advantage, so expect some sort of massive disadvantage with it.

Like +0 strength? :P I might even like it if it was blank. No text at all, just a 10/+8/10.

2 minutes ago, twinstarbmc said:

This could be a pretty cool idea, and while I dread the concept, I also think that mill should be something that's at least supported, if not a full-on deck theme.

You could also have cards that punish the opponent for having large hands, so that you can have the opponent draw as well as mill.

Like "Action: If your opponent has Five or more cards in hand they lose an honor" on a character and of cards that tax the opponent for having a bigger hand.

Like Backhanded Compliment to make the opponent lose and honor, then they have 5 cards in hand so you play that action to chain off of it and so forth.

Edited by TheItsyBitsySpider
2 minutes ago, twinstarbmc said:

Like +0 strength? :P I might even like it if it was blank. No text at all, just a 10/+8/10.

It wouldn't just be blank. It might be something like 10/+8/0 (Inf).

1 minute ago, Mirith said:

It wouldn't just be blank. It might be something like 10/+8/0 (Inf).

You think +1 Fate per turn is SO drastically powerful that it necessitates no text -and- no influence? That's a little harsh man, I'm trying to help the clan, not gelding it further, lol

4 hours ago, Mirith said:

8 Fate is a massive advantage, so expect some sort of massive disadvantage with it.

Well there would be one since we are talking about a Unicorn Stronghold.

4 hours ago, Mirith said:

8 Fate is a massive advantage, so expect some sort of massive disadvantage with it.

Like +0 province strength... oh wait :huh:

Edit: oops, beat me to it!

Edited by HirumaShigure

While I can accept that y'all like complaining that "Unicorn are bad" right now, I'm also thinking about the difference between immediate and long-term balance. Sure, Unicorn can use help. However giving them an overpowered stronghold is a bad idea, unless unicorn wants bad cards going forward. See the CCG, where all unicorn cards had to have their cost increased by one, or be otherwise ridiculously unbalanced. But I am assuming Unicorn will eventually get good cards, and then if they have a ridiculous stronghold, that wouldn't be good overall. Unless Unicorn players like to play by themselves.

I don't find a +0 to be a massive disadvantage. It is just a disadvantage. I will agree that from what we've seen (Note we have not seen all cards for the Imperial Cycle yet), the unicorn stronghold is not spectacular. But overcompensating by giving unicorn something ridiculously good is also bad for the environment.

I want some monk weapons, and more Mantras and Kihos. And tattoos. And more monks. And a monk stronghold for Dragon.

I also wish Kensai was still a thing.

13 minutes ago, Daigotsu Bakunin said:

I want some monk weapons, and more Mantras and Kihos. And tattoos. And more monks. And a monk stronghold for Dragon.

I also wish Kensai was still a thing.

Dragon is Kensai, RIGHT NOW.

4 minutes ago, Mirith said:

Dragon is Kensai, RIGHT NOW.

It isn't quite the same when everyone can attach two weapons. I think it's probably for the best, but I fondly remember the joy of 1,000 Cuts Technique and just killing the biggest stack of dudes and followers. Not that they should bring that back, mind you.

Mantis

Kitsune

Fuzzy little murder Bunny....

More Battle Maidens. Utaku Daimyo?

Unicorn cards with impactful actions/interruptions/reactions. Just more boxes.

Tons of interaction with the first player token.

Curved sword attachment, bows, more horses.

Edited by Virtigo
Added more ideas.

More ring manipulation for dragon monks and Phoenix shugenja.

Hiruma scouts/Fast Runner Dojo

Siege Holdings

Kenshinzen

Daidoji (Iron Cranes)

Ikoma wardens

Bayushi Tangen

A unicorn clan Khan

Here are just a few interesting ideas I had:

Crab dynasty characters with province strength, basically cards that incentivize you to not play them during the dynasty phase.

Scorpion shadow-tech. Shadows in Game of Thrones means you flip a card over and it is out of play and then you pay cost to flip it back over. This also makes the card un targetable Having this tech would allow you to trigger scorpion abilities twice in a single round.

Scorpion burn decks.

Phoenix Direct damage decks where they are killing people off from outside the conflict.

Netrunner-inspired Phoenix “trap” decks. Where attacking them means triggering hidden trap spells that kill off attackers and cause major debuffs.

The big thing I want to see is reconnaissance come back and playing off the scout keyword. They can be cards that are responses to provinces being flipped. "If you have a scout participating, blank province text box." "If you have a scout present, take first action." Things like this. I think not as strong as the old Recon rule (you just take first turn and then play a recon card for more power) but some kind of play with scouting and recon. I think we have the grounwork with the Scout keywords, I just look forward to seeing how it is played.

I want to see cards that take advantage of the Daimyo trait, now that we have Yoshi, Taka, and Tadaji!

Other than wanting to have my right hand double chi dueller Kyojin (Kyojina?) and loyal shugenja Junzo gender swapped, can't wait to have Kachiko revised artwork revealed! :)

Gameplay wise, yeah maybe more Duel cards. The mechanic always bring in a certain feeling of a game within the game.

I'd like to see a proactive Unicorn event that cares about Cavalry. It's being pushed as a theme for us and we're paying for it on our characters, but only two cards care about it, and attachments that give cavalry don't help with one of them.

The theme would shine a lot more if there were some cards that interacted with cavalry, and not just to move more people into the battle. Maybe something like "Flanking Maneuver" (0 Fate) Action: During a conflict, if you control an attacking Cavalry character, choose a non-participating character with equal or lower (Mil) skill - bow that character.

I want this card:

Ambush-card9.jpg.f2b76f377093a4d6ac017c8ba163722f.jpg

We'll have to call it differently, of course, because that shifty Scorpion stole the name for their own card.

But basically, declare a conflict outside a province, so you have the opportunity to gain/trigger another ring.

Changes? Well, for starters, the chosen defender should be legal. Of course, it will be an event with a fate cost, probably 1. Also, the honor loss is too high for the LCG. Maybe 3?. Other change could be let the defender player choose the defender character he wants, but then there will be no honor loss.

Edited by Tabris2k