What will be good for the meta?

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

In your gaming opinion, what type of cards will better improve the meta of the game? What would draw more people into the game? How will the game improve for all players, regardless of the Clan they run?

Thoughts, ideas, opinions, statements, etc.?

Strongholds and dynasty characters, to allow diversity of deck archetypes.

Counter cards to counter cards... ;)

but yeah new strongholds would definitely make difference in deck types.

I can't recall offhand if we have them or not, but a couple "cannot be canceled" cards (preferably neutral) would be fun. Also more dueling options and cards to modify/interrupt/react to duels.

I think we need cards that really shake up the foundations of the game.

For example, new strongholds that have different values of fate, influence, and starting honor. Or new roles that can change a deck drastically. Imagine something like “Alliance of...” roles, that allows you to use two different clans in the same dynasty deck.

Although maybe it’s to soon to something like that...

40 minutes ago, Tabris2k said:

I think we need cards that really shake up the foundations of the game.

For example, new strongholds that have different values of fate, influence, and starting honor. Or new roles that can change a deck drastically. Imagine something like “Alliance of...” roles, that allows you to use two different clans in the same dynasty deck.

Although maybe it’s to soon to something like that...

I think a Stronghold would be more likely than a role to allow 2 or more clans.

41 minutes ago, Tabris2k said:

I think we need cards that really shake up the foundations of the game.

For example, new strongholds that have different values of fate, influence, and starting honor. Or new roles that can change a deck drastically. Imagine something like “Alliance of...” roles, that allows you to use two different clans in the same dynasty deck.

Although maybe it’s to soon to something like that...

These are my thoughts exactly. I wish the Support of the Phoenix card gave you access to X amount of Phoenix Dynasty cards as well as the extra Conflict Influence. That was always interesting in the old game, and led to storyline alliances from the winners as well.

I would not be in favor of allowing the including of out of clan dynasty cards as my past experiences with this, across many games of the past quarter of a century, for the most part have been horrible.

It generally leads to superfriends decks were the competitive playerbase identifies a group of strong cards and then everyone plays those cards and it turns into who got their "insert strong card" first, or at the right time.

I would rather FFG just avoid that then try to show us how "it will be different" this time.

Honestly I would just like to see them build upon the foundation of parity that they have already created. I think they have done a good job so far

Edited by Ishi Tonu

More cards that generate honor. At the moment it's not a competitive win condition.

I think a solid starting card would be a card like path of man but gains you 2 honor instead.

1. Counters against triggered abilities (like Treachery in AGoT).

2. More Minor Clan cards.

3. Better Unicorn cards and mechanics that are not moving.

4. Cards that support swarming (because swarming is discouraged by game design).

Picking the role of your choice.

10 hours ago, Jamadman said:

More cards that generate honor. At the moment it's not a competitive win condition.

I’m opposed to this. I fear simple honor generation (gain 1 honor, bow a character and gain 2 honor, etc.) will warp the game and make it assymrtical (allow one player to chase honor and avoid the other player’s actions), which will kill the game for me and a sizable portion of other players, IMO.

1 hour ago, LordBlunt said:

I’m opposed to this. I fear simple honor generation (gain 1 honor, bow a character and gain 2 honor, etc.) will warp the game and make it assymrtical (allow one player to chase honor and avoid the other player’s actions), which will kill the game for me and a sizable portion of other players, IMO.

As long as the honor gains are conditinally tied to the conflict phase or allow your opponent to impact them, it should be fine.

It's not like Way of the Chrystanthunumumumum is blowing the barn doors off the environment.

If there is a bunch of honor gaining that can be done outside the conflict phase, then it would eliminate the interaction that is forced by the conflict phase and turn this game into something less desirable for me as well.

So far all the honor gain cards have been pretty well designed.

As long as it comes at the cost of combat-readiness, honor-gaining tools should be ok. Attacking for air and fire rings are the best way to attack an opponent's honor, and if they're spending cards gaining honor, they probably aren't as ready as you are to win those conflicts.

I'd also expect tools that help honor decks supplement their weaknesses that aren't direct honor gain like Way of the Chrysanthemum. Typically honor decks have to bid very low, so effects that help refill your hand would be welcome without contributing to a critical mass of non-interactive honor-gaining effects. Alternatively, more effects like Good Omen that are powerful but require a lower bid. I like the raw power of drawing 5 every turn, but it'd be cool to see decks that work with fewer cards get a boost too.

1 hour ago, AradonTemplar said:

As long as it comes at the cost of combat-readiness, honor-gaining tools should be ok. Attacking for air and fire rings are the best way to attack an opponent's honor, and if they're spending cards gaining honor, they probably aren't as ready as you are to win those conflicts.

I'd also expect tools that help honor decks supplement their weaknesses that aren't direct honor gain like Way of the Chrysanthemum. Typically honor decks have to bid very low, so effects that help refill your hand would be welcome without contributing to a critical mass of non-interactive honor-gaining effects. Alternatively, more effects like Good Omen that are powerful but require a lower bid. I like the raw power of drawing 5 every turn, but it'd be cool to see decks that work with fewer cards get a boost too.

The problem there is a deck built around not losing conflicts via non-interactivity like Waning Hostilities and Miramoto's Fury. You would basically be racing to see of you can burn through their hand of lock cards faster than they win.

I think it would be better if honor strategies focused on things like gaining more honor from Air rings, conflicts in general, honoring people, etc.

I agree, those are also good opportunities to support interactive honor.

There can be direct honor gain cards, as long as they’re tied to conflicts, or better yet, to winning conflicts. Out of the top of my head, a similar card to the recently released The Path of Man, something like The Path of Bushido, where if you win a conflict by 5 or more, you play the card and gain 2 honor.

7 minutes ago, Tabris2k said:

There can be direct honor gain cards, as long as they’re tied to conflicts, or better yet, to winning conflicts. Out of the top of my head, a similar card to the recently released The Path of Man, something like The Path of Bushido, where if you win a conflict by 5 or more, you play the card and gain 2 honor.

Exactly why I gave it as an example when I brought up honor gains. Honor running needs to not be a passive way to play the game as it was one of the least fun things to play against in old5r. It would also help balance out scorpion as other clans would then be able to start bidding better by refilling their honor in a dishonor heavy meta.

19 minutes ago, Jamadman said:

Exactly why I gave it as an example when I brought up honor gains.

Whoops,sorry. Didn’t notice you’ve already posted the exact same thing :unsure:

It seems to me that control decks, especially scorpion are dominating the meta, so I think support for swarm military and voltron are in order

4 minutes ago, Taki said:

It seems to me that control decks, especially scorpion are dominating the meta, so I think support for swarm military and voltron are in order

As long as Cancels and Attachment Hate cost LESS than the cards they're cancelling, Control decks will stay on top.

PLZ fix, FFG.

Hugs. The meta needs more hugs.

On a more serious note, the meta, long term, needs a faster turn around to get cards in and out of the available card pool. I realize that is against the LCG model, so my hope isn't high for this, but generally the meta will generally be better if you know that you won't have to deal with the various cancels forever.

Make Let Go = X+1 where X = cost of attachment being discarded
Make Forged Edict = dishonor courtier + X where X = cost of the event being cancelled
Make Voice of Honor = Must be have more honorable characters + X where X = cost of the attachment being discarded
Make Calling in Favors = dishonor + X where X = cost of the attachment being stolen
Make Censure = Must control Imperial Favor + X where X = cost of the event being cancelled
etc...

19 minutes ago, caseycheesecake said:

Make Let Go = X+1 where X = cost of attachment being discarded
Make Forged Edict = dishonor courtier + X where X = cost of the event being cancelled
Make Voice of Honor = Must be have more honorable characters + X where X = cost of the attachment being discarded
Make Calling in Favors = dishonor + X where X = cost of the attachment being stolen
Make Censure = Must control Imperial Favor + X where X = cost of the event being cancelled
etc...

I fully agree. Sincerely.

Regardless of which deck you run, you should have an equal footing so to speak going into a given match. As it stands right now, this isn’t the case. (IMO) there are many 2 and 3 cost Attachments that would make the game really interesting, from deck design to actual gaming, to post game discussion, but non one plays these because of the overtly cheap Event cancelers and attachment removal/theft afforded by the few cards which allows that sort of behavior. This is a glaring weakness to this otherwise fun, involving game.

Edited by LordBlunt