Unicorn Mulligan strats

By caseycheesecake, in L5R LCG: Deck Building

Hey guys,

I'm trying to playtest and determine what a good starting point is in Unicorn. I haven't had the opportunity to do the Ide Trader/Favored Mount/Spyglass combo yet. Usually I've been seeing Border Riders or Swift Magistrates turn 1. Border Rider is the highest risk/reward as they're susceptible to assassination. Magistrate can typically get me an unopposed conflict turn 1, but usually doesn't break.

Just curious what Unicorn people like to see at the beginning of the game.

Depends on decklist, what you're splashing, etc. I don't know that there are any hard/fast mulligan rules for Unicorn.

In general, I like to try to dig for a Charge and a decent character to use charge on (Altansarnai, Horde, or Juro). Outside of that, Swift Magistrate is generally your best play as she punishes players that put a lot of fate on their guys. Having a Favorable Ground early on is also somewhat nice.

If you have an early Spyglass sometimes it's good to try any bait out an Assassination since you can continue to low bid and still get cards. I almost always put at least one extra fate on Infantry since it makes for good Assassination bait, and if they don't kill it, it can get really big if it's allowed to hang around.

I generally pitch Cavalry Reserve if I see it early since you need to build your discard up to make it effective anyways.

If you're going against Crab make sure you are putting out plenty of chaff characters to avoid getting hit with WotCrab.

If you're playing against Crane, Spyglass, or something that raises your political skill of your characters above 2, is pretty important, or your 2 political people are just going to get bowed by the stronghold.

I generally purchase as many cheap people as I can but still pass first. Youth, Aggressive Moto, Meshido Weilder...........while not great, at least give you decent stats for their cost and allow you to save a little fate. I almost always discard any face up characters at the end of my turn since it sets up better Cavalry Reserve plays later in the game and there are relatively few Unicorn characters that really matter.

I run Crab splash so seeing any of those cards is generally good.

Edited by Ishi Tonu

My personal philosophy leads aeay from 3 card combos, especially when they are split between decks like that.

Generally I like to see at least two of the unicorn events first turn, they are our strength, so being able to compete in that first turn is important. IMO of course.

6 hours ago, codegnave said:

My personal philosophy leads aeay from 3 card combos, especially when they are split between decks like that.

Generally I like to see at least two of the unicorn events first turn, they are our strength, so being able to compete in that first turn is important. IMO of course.

What 3 card combo?

What 2 Unicorn events do you want to see in the first turn?

10 minutes ago, Ishi Tonu said:

What 3 card combo?

What 2 Unicorn events do you want to see in the first turn?

The trader/spyglass/mount mentioned above.

And really any of them(other than cav reserves obviously) all our events are ways to bring ready bodies into mil conflicts, which ones i get will dictate my first dynasty phase.

I'd consider milling my whole first draw for way of the unicorn if im first player though.

I've been liking the "Dragon" strategy of 2-3 cheap guys first turn, without fate, saving $ for a turn 2 drop. That way I can threaten provinces, bait out Assassinations and such, and still set up a tower who can I Am Ready etc turn 2. Sometimes it backfires, like when I flip cheap guys turn 2, but I've even had that go OK.

I consider Swift Magistrate a late game card, personally.

Edited by FunTimeTeddy
bait not bate