Cards you want to see

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

I want better characters for Unicorn:

  • I don't want more characters that can move my other characters into a conflict, I have plenty of that for now, thank you.
  • I want characters more like the Warrior Poet that actually interacts with my opponent.
  • I want the abilities on the characters to not be so restrictive that there's hardly a chance in the game when I can trigger them.
  • I want the stats on the card to actually be indicative of the cost of the character and the ability(s) on the card, compared to other clans and not just in the vacuum of Unicorn cards.
  • More characters that can ready, or ready other characters. (And not have the problem of point #3)

I think Unicorn Conflict cards are great, there's not much there that needs to be fixed. If anything I want more ready actions, bow actions, and/or send home actions that would be indicative of the ability of their horses to outpace their opponents. (there are already counters in other factions to actions like these so there's nothing NPE about this, plus Crane already do a little of this).

37 minutes ago, Frentier said:

I want better characters for Unicorn:

  • I don't want more characters that can move my other characters into a conflict, I have plenty of that for now, thank you.

Can I just say, if I can have character that move my others OUT of a conflict, I would love very much.

1 minute ago, RandomJC said:

Can I just say, if I can have character that move my others OUT of a conflict, I would love very much.

Yes, though I would be okay if it was a conflict card if it had the Cavalry keyword requirement.

Just now, Frentier said:

Yes, though I would be okay if it was a conflict card if it had the Cavalry keyword requirement.

Oh, I'm fine with it tied to Cav. I'm still annoyed the SH doesn't have move to or from the conflict. So stupid.

Yeah, looking at the current cards and the new cards coming in I feel like something happened in play testing that altered quite a number of Unicorn cards drastically and will probably continue through the Imperial Cycle since the cards are already done and printed. There are these weird prerequisites for actions and events in our clan cards that don't exist in other clans that are tipping me off that something occurred.

There was a some buzz that Unicorn was the best in playtesting, perhaps in an effort to balance, it went to far in the other direction?

I just need in combat abilities that aren't move in tricks. and I'll take move out tricks.

One rumour is that during playtesting it was possible for players to declare an attack without declaring any attackers. If that rumour is true that would explain a lot about Unicorn design and how they were so strong during playtesting.

It's really interesting how many of the problems with Unicorn echo those that plagued the clan during the last years of the CCG.

7 minutes ago, Saibot said:

One rumour is that during playtesting it was possible for players to declare an attack without declaring any attackers. If that rumour is true that would explain a lot about Unicorn design and how they were so strong during playtesting.

okay, that would explain a lot, but I am glad that you can't declare an attack with no attackers.

I wish that along the patch to the conflict declaration, there had been somepatches to Unicorn cards instead of " Eventually, after many packs, they will be decent. Maybe. ". Delaying the release would have meant some loses and troubles but seems very... bad to release 6 clans plus 1 that needs redesign that will have to wait for the second cycle.

Sorry for the rant. Seemed favourable ground for it.

3 minutes ago, Wintersong said:

I wish that along the patch to the conflict declaration, there had been somepatches to Unicorn cards instead of " Eventually, after many packs, they will be decent. Maybe. ". Delaying the release would have meant some loses and troubles but seems very... bad to release 6 clans plus 1 that needs redesign that will have to wait for the second cycle.

Sorry for the rant. Seemed favourable ground for it.

At least favorable ground lets you move home.

It's okay, have you not seen the threads for every new card, they're all game destroying and the game will be dead by second cycle, so no need for us to worry at all. :rolleyes:

I would *really* like a holding like Favorable Ground, but doesn't sacrifice to just let you move home. Maybe Cavalry only or something.

Cards that increase glory, like some Ancestral Armor. Maybe 1 cost to give +1/+1 and 1-2 glory attachment.

A war fan as a commander-only attachment that lets you bow the fan to send someone home.

And as a phoenix player, moar spells :P Preferably void spells!

I really want to see how archers and bows are portrayed in this game. I'm not sure what would be best yet, but maybe something like:

Tsuruchi

Neutral, Cost 5

5-Mil/2-Pol

Action : If this character is participating in a conflict, bow this character. Remove up to 2 Fate from another participating character. You may then remove one Fate from Tsuruchi to straighten him.

1 hour ago, JJ48 said:

I really want to see how archers and bows are portrayed in this game. I'm not sure what would be best yet, but maybe something like:

Tsuruchi

Neutral, Cost 5

5-Mil/2-Pol

Action : If this character is participating in a conflict, bow this character. Remove up to 2 Fate from another participating character. You may then remove one Fate from Tsuruchi to straighten him.

Feels like archery should be a "from home" effect that debuffs or removes Fate/discards.

4 hours ago, Yoritomo Reiu said:

It's really interesting how many of the problems with Unicorn echo those that plagued the clan during the last years of the CCG.

When you cost our cards on a different scale from six other clans, then remove the key advantage that justified using said scale, you end up with overcosted, mediocre cards that...yeah, pretty much what we're seeing now.

That said, I would be delighted to see Ide Honor return.

It would be interesting if winning by Honor was actually a thing in the game. I think right now it's not feasible without Phoenix and the perfect draw structure.

6 minutes ago, Frentier said:

It would be interesting if winning by Honor was actually a thing in the game. I think right now it's not feasible without Phoenix and the perfect draw structure.

In time, it'll be. Need moar cards.

1 hour ago, Ide Yoshiya said:

When you cost our cards on a different scale from six other clans, then remove the key advantage that justified using said scale, you end up with overcosted, mediocre cards that...yeah, pretty much what we're seeing now.

That said, I would be delighted to see Ide Honor return.

It's not just the "cavalry tax" that's similar; Unicorn also suffered from a real shortage of battle actions.

26 minutes ago, Yoritomo Reiu said:

It's not just the "cavalry tax" that's similar; Unicorn also suffered from a real shortage of battle actions.

I figure that in as well. It's why even though I hated the cavalry advantage (which I was thrilled to lose before I realized the cost), when I elected to not use it to avoid opposed battles I'd get destroyed in them. It was usually only a reasonable tactic for Battle Maidens anyway.

EDIT: It also made teaching the game suck unless I had two side decks to demo with. I guess the one good thing about this is now I can lose their first game without trying too hard.

Edited by Ide Yoshiya
7 hours ago, Saibot said:

One rumour is that during playtesting it was possible for players to declare an attack without declaring any attackers. If that rumour is true that would explain a lot about Unicorn design and how they were so strong during playtesting.

I supposed this fairly early on. I've never seen it verified.

It would make the box, Altansarnai, and Tatsuo so much better. So, so much better. *distant, wistful stare* So much so, I had to double check and make certain that declaring at least one attacker was actually required a few times. Cavalry theme, as is, remains strictly worse than just playing a conflict character, which other factions do better than Pony.

And if this rules shift is the case, I doubt our faction will be good anytime soon. We'll get 6-12 packs designed under entirely different rules. I feel like NW early AGoT 2.0, but without The Wall to give us at least some idea of what to do.

*sigh*

I want monks and Kiho.

And incidently the corrupted part of me wants bloodspeaker.

2 hours ago, Iuchi Toshimo said:

I feel like NW early AGoT 2.0, but without The Wall to give us at least some idea of what to do.

*sigh*

If there's hope of us making a NWesque comeback down the road, I'd take back that sigh if I were you.

Shadowlands cards.

Even if we don't get them as a playable faction with a stronghold, I'd love to see more neutral shadowlands cards like Goblin Sneak.

16 hours ago, Iuchi Toshimo said:

And if this rules shift is the case, I doubt our faction will be good anytime soon. We'll get 6-12 packs designed under entirely different rules.

:o

I'm all for massive erratas to our current roster, eh?

Meh. We are the children of the wind. We will do as we always do: adapt and survive. And at some point get something totally OP that will make the rest of Clans forget about our ordeal on release. :P

20 hours ago, Saibot said:

Feels like archery should be a "from home" effect that debuffs or removes Fate/discards.

Why would it be from home? You still need to go to a battle to shoot at someone. From home effects should be mostly going to a battle and affecting things surrounding the battle like politics and economy etc.

I think ranged/archer stuff should probably be something like if the target costs less than X, or has military skill less than X, bow it. Basically make it like Fear except get rid of the requirement of no followers etc.

Edited by Tebbo