From the Fantasy Flight page: https://www.fantasyflightgames.com/en/news/2018/5/15/finding-clarity/
1 Cost attachment
+1/+1
Condition
Action: If you have two or more rings in your claimed pool - ready attached character.
From the Fantasy Flight page: https://www.fantasyflightgames.com/en/news/2018/5/15/finding-clarity/
1 Cost attachment
+1/+1
Condition
Action: If you have two or more rings in your claimed pool - ready attached character.
Seems like it would be a nice inclusion for a Phoenix deck splashing Lion.
It would be terrible in Phoenix because you already have too many ways to unbow your dudes so it would be redundant (clarity and against the waves) in fact we don't even play 3 copies of clarity.
The card seems better the other way around (lion splash phoenix for display). We need to figure out how good the card is without enablers.
Edited by thorrkPretty "meh" overall.
It could be good in unicorn to have more doods ready for battle. Unicorn already has a good splash in lion, this could make it better
I am strangely okay with this in Dragon Clan as something to help the Monk deck, but we need a Keeper role to make anything other than the current Crab Clan splash playable.
6 minutes ago, sndwurks said:I am strangely okay with this in Dragon Clan as something to help the Monk deck, but we need a Keeper role to make anything other than the current Crab Clan splash playable.
Honestly, in my monk deck, I rely a bit heavily on reprieve, to the point where I've considered even just dropping PFB entirely to make way for more specifically relevant cards.
13 hours ago, sndwurks said:I am strangely okay with this in Dragon Clan as something to help the Monk deck, but we need a Keeper role to make anything other than the current Crab Clan splash playable.
But even with a Keeper Role I'd rather play Phoenix or Unicorn as my splash.
Seems like a very win-more card. Which is a shame. Because if it was only 1 ring, it'd be OP as all ****. But 2 rings seems win-more. That's a thin design line.
Well, it allows to defend on your opponent's second conflict, or it allows you to stand for the Imperial Favor. On top of being a +1/+1 for 1.
38 minutes ago, Ser Nakata said:Well, it allows to defend on your opponent's second conflict, or it allows you to stand for the Imperial Favor. On top of being a +1/+1 for 1.
Yeah if you win 2 conflicts... That's an important part of the equation.
3 minutes ago, caseycheesecake said:Yeah if you win 2 conflicts... That's an important part of the equation.
If you aren't Phoenix...
I liked it very much, the synergy with DoP is good and also gives an advantage in committing to a defense. As we have the feast or famine our opponent is usually forced to do scout attacks, where it is often possible to choose to defended and win the conflict. And as more powerful provinces are launched it will gain relevance.
Of course she doesn't seem to be really good in an environment with cards like Against the waves and clarity of purpose, but that's because these cards are a little too easy too strong in my opinion, given the difficulty that is to bow a character in N5R.
On 5/15/2018 at 4:55 PM, psychie said:Honestly, in my monk deck, I rely a bit heavily on reprieve, to the point where I've considered even just dropping PFB entirely to make way for more specifically relevant cards.
The Dragon Clan needs another Conflict card which can add a Fate to a Character in play, non-conditionally. We have Good Omen (free, but doubly conditional), Togashi Kazue (expensive and an attachment), and Mantra of Fire (free, but doubly conditional again). Even if adding Fate is more vulnerable than Reprieve, it would be a solid Dragon style card.
Regarding Heroic Resolve, I wonder if this might see play in Crab Clan decks, considering their cards which pressure opponents to throw multiple Conflicts (Hida Amoro, Intimidating Hida) and cards which reward winning on defense. All you have to do is win a Conflict on defense, then win a Conflict on offense, and this kicks in.
On 5/17/2018 at 4:44 PM, sndwurks said:The Dragon Clan needs another Conflict card which can add a Fate to a Character in play, non-conditionally. We have Good Omen (free, but doubly conditional), Togashi Kazue (expensive and an attachment), and Mantra of Fire (free, but doubly conditional again). Even if adding Fate is more vulnerable than Reprieve, it would be a solid Dragon style card.
Regarding Heroic Resolve, I wonder if this might see play in Crab Clan decks, considering their cards which pressure opponents to throw multiple Conflicts (Hida Amoro, Intimidating Hida) and cards which reward winning on defense. All you have to do is win a Conflict on defense, then win a Conflict on offense, and this kicks in.
This is my thought on a card for this
Contemplate Duty (event)
Cost 1 Kiho
Place 1 fate on target character for each attachment they have
18 hours ago, Taki said:This is my thought on a card for this
Contemplate Duty (event)
Cost 1 Kiho
Place 1 fate on target character for each attachment they have
There needs to a maximum for this, otherwise my standard deathstar is going to get 3 to 4 Fate.
23 hours ago, sndwurks said:There needs to a maximum for this, otherwise my standard deathstar is going to get 3 to 4 Fate.
This is no worse than the net fate gain from a good charge, or cavalry reserves
14 minutes ago, Taki said:This is no worse than the net fate gain from a good charge, or cavalry reserves
So it's not worse than one of the better cases for a card that is restricted and probably shouldn't have been printed?
Just now, GoblinGuide said:So it's not worse than one of the better cases for a card that is restricted and probably shouldn't have been printed?
While I agree that charge is not the type of card I would have made in this game, it is here and it isn't the only only case of fate efficiency that nets you 3-4 fate in use. In fact it seems that this is a core part of the game and purposefully put there
Putting 3-4 fate on one character is also significantly more powerful econ than charging in a 4-5 cost. Charging in Kisada gets you Kisada for a turn. Putting 3 fate on Kisada is less fate savings, but gets you 3 turns of Kisada (+3 more turns of attachments).
44 minutes ago, GoblinGuide said:Putting 3-4 fate on one character is also significantly more powerful econ than charging in a 4-5 cost. Charging in Kisada gets you Kisada for a turn. Putting 3 fate on Kisada is less fate savings, but gets you 3 turns of Kisada (+3 more turns of attachments).
A fair point, however there's a lot of attachment hate and plenty of cancel in the environment and not enough to make voltron really worthwhile. On top of that the card I describe had both a cost And is requiring a lot of other cards to be worthwhile
7 minutes ago, Taki said:A fair point, however there's a lot of attachment hate and plenty of cancel in the environment and not enough to make voltron really worthwhile. On top of that the card I describe had both a cost And is requiring a lot of other cards to be worthwhile
except that is about to change with the restricted list. Dragon splash is no longer the auto-choice for 90% of decks since Mirumoto's fury is restricted which means Let Go also becomes less relevant for the majority of decks. And frankly the cost is negligable.
Consider a Dragon deck charges a Yokuni, drops a Fine Katana, Daimyo's Favor and Ancestral Daisho that they have been holding followed by your card. 2 Fate just turned into a 9/5 monstronsity that is sticking around for at least 4 turns.
And unless they are Scorpion or Crane Splash there is likely nothing they can do about it unless they are holding favor.
34 minutes ago, Taki said:A fair point, however there's a lot of attachment hate and plenty of cancel in the environment and not enough to make voltron really worthwhile. On top of that the card I describe had both a cost And is requiring a lot of other cards to be worthwhile
What? Tall play is one of the strongest strategies right now.
39 minutes ago, GoblinGuide said:What? Tall play is one of the strongest strategies right now.
In my experience and reading, it seems that control and drop bear are the strongest strategies, but hey i don't know everyone's meta and environments, you could be will be right it just hadn't been my experience
1 hour ago, Schmoozies said:except that is about to change with the restricted list. Dragon splash is no longer the auto-choice for 90% of decks since Mirumoto's fury is restricted which means Let Go also becomes less relevant for the majority of decks. And frankly the cost is negligable.
Consider a Dragon deck charges a Yokuni, drops a Fine Katana, Daimyo's Favor and Ancestral Daisho that they have been holding followed by your card. 2 Fate just turned into a 9/5 monstronsity that is sticking around for at least 4 turns.
And unless they are Scorpion or Crane Splash there is likely nothing they can do about it unless they are holding favor.
Also a fair point, but i don't see how this is any worse than charging a fire bird and get and getting a potential two turns of five or six cost characters. This seems to be the game they're designing