How to Counter Kanjo District?

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

Kanjo district's pretty strong. Obviously you need favor before it becomes useful, but in all the games I've played, no card's been more oppressive to my opponents than Kanjo District. It's particularly bad if you have it early, and players are still developing their board. Assembling enough characters to be able to shrug off the district's activation and still have enough to break the province+2 and get rid of it is very difficult early, so I'm curious how people have played when they encountered it in their games.

2 hours ago, AradonTemplar said:

Kanjo district's pretty strong. Obviously you need favor before it becomes useful, but in all the games I've played, no card's been more oppressive to my opponents than Kanjo District. It's particularly bad if you have it early, and players are still developing their board. Assembling enough characters to be able to shrug off the district's activation and still have enough to break the province+2 and get rid of it is very difficult early, so I'm curious how people have played when they encountered it in their games.

There are a lot of ways to somewhat "counter" Kanjo District. If you use cheap characters, Kanjo loses a lot of value. Furthermore characters that can unbow and characters that have strong abilities that you either trigger on the defense or out-of-conflict. Cards that get you the favor can also shut down Kanjo District.

Yeah, it's one of the top oppressive card right now. Games are won because it shows up T2.

While there are ways around it, they're way less easy to use/play than Kanjo itself.

14 hours ago, Ignithas said:

There are a lot of ways to somewhat "counter" Kanjo District. If you use cheap characters, Kanjo loses a lot of value. Furthermore characters that can unbow and characters that have strong abilities that you either trigger on the defense or out-of-conflict. Cards that get you the favor can also shut down Kanjo District.

Even if you unbowed, it still sent you home. Also, you unbowing in response to that is still wasting what you planned on spending that unbow on normally.

As in, you want to use a character in two different attacks. You are going to unbow after the first and go on another attack later. I bow you and send you home. Even if you unbow, you still aren't contributing without expending a resource like Favorable Ground and even if you do, you still bow at the end of the conflict and then can't go on the second. Either way you influence only one of the two conflicts you were budgeting for and spent likely nonrenewable resources to so it.

Meanwhile Phoenix just easily reloads on the Favor and does it again next turn.

I don’t have much personal experience dealing with Kanjo District, but I can see how it could be a serious problem. Probably apt to become more so, as Phoenix get stronger with the clan pack. But it is “limit 1 per deck”, so there’s that. I’d be surprised if there isn’t a holding-counter released eventually. Something that discards or shuffles them, whatever.

Also, Phoenix are still checked by the strength of Scorpion. Maybe that will come to be a balancing factor in the environment.

5 hours ago, FunTimeTeddy said:

.... I’d be surprised if there isn’t a holding-counter released eventually. Something that discards or shuffles them, whatever.

I agree.

I can see a Holding discarding Neutral Event card that costs somewhere around 2, and allows for the removal of a targeted Holding. ???

Maybe even a Neutral spell Event, or that’s asking for too much?

9 hours ago, Waywardpaladin said:

Even if you unbowed, it still sent you home. Also, you unbowing in response to that is still wasting what you planned on spending that unbow on normally.

As in, you want to use a character in two different attacks. You are going to unbow after the first and go on another attack later. I bow you and send you home. Even if you unbow, you still aren't contributing without expending a resource like Favorable Ground and even if you do, you still bow at the end of the conflict and then can't go on the second. Either way you influence only one of the two conflicts you were budgeting for and spent likely nonrenewable resources to so it.

Meanwhile Phoenix just easily reloads on the Favor and does it again next turn.

You talk as if a holding isn't a known quantity from the start of a turn. Unless they sneak it from the discard pile you know you're going to have to deal with it and can plan your turn accordingly.

43 minutes ago, LordBlunt said:

I agree.

I can see a Holding discarding Neutral Event card that costs somewhere around 2, and allows for the removal of a targeted Holding. ???

Maybe even a Neutral spell Event, or that’s asking for too much?

That seems way too expensive considering they can get it back for free with a rebuild.

If someone find the answer I really want it. :)

This card is really opressive, and since we don't have any holding discard yet, I cant see how to play around, the only way is breaking it, but it protects itself so..

Another problematic holding is iron mine, when it shows in a broken province theres nothing you can do.. same for rebuild..

Some clans with so many great provinces and anothers with just a yurt.. life's unfair :(

I'm really dissatisfied with the answer of 'It's a 1-of, so that limits its impact.' That might hold across a large swath of games, like for tournament balance, but it doesn't help any game where it just shows up and wins. An unbalanced that only wins some of your games because you don't see it in the other games is pretty much the pinnacle of poor design. As a player, I don't want to win because I flipped Kanjo District at a good time. I want to win because I made better strategic choices.

I guess the best answer is to just go wide and just draw a lot of cards to see if you can sacrifice some honor in the short term to burst through it.

Plus, Satoshi can fetch it.

10 hours ago, AradonTemplar said:

I'm really dissatisfied with the answer of 'It's a 1-of, so that limits its impact.' That might hold across a large swath of games, like for tournament balance, but it doesn't help any game where it just shows up and wins. An unbalanced that only wins some of your games because you don't see it in the other games is pretty much the pinnacle of poor design. As a player, I don't want to win because I flipped Kanjo District at a good time. I want to win because I made better strategic choices.

I guess the best answer is to just go wide and just draw a lot of cards to see if you can sacrifice some honor in the short term to burst through it.

I'm sorry you're dissatisfied, but it's kinda the nature of good 1-of's. They have a big impact when they show up, but can't be relied upon. It's true that Satoshi can dig for it, but not by itself (you're likely including 6-9 other imperial cards, including Satoshi himself), so it's no guarantee. I can't tell you how many times I've used him, hoping for one holding/character, only to flip another. Then there's the deck-thinning risk.

Going wide is a decent solution, and not only for Kanjo District. It's increasingly a good idea, on specific turns, and against certain clans.

On 3/17/2018 at 4:24 PM, AradonTemplar said:

As a player, I don't want to win because I flipped Kanjo District at a good time. I want to win because I made better strategic choices.

Uh, what? If that is your problem, you are free not to include it in your deck. The term "auto-include" is not set in law as far as I know. :P

When I redesigned my deck, I chose not to include it, yes.

Scorpion has Fawning Diplomat.

Good luck to the rest of you!