Elements Unbound

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

9 minutes ago, Schmoozies said:

It does in theory, however, you would move a ring from the defenders claimed ring pool (so yourself) and add it back to your pool. Since it does not count as winning the ring there would be no effective change of game state so should be a non-eligible action. That said if we ever see an option to ally in multiple players into a conflict in the multiplayer variant this could become a strategy as a defensive ally.

The game state has changed, the ring is no longer in your opponents won pool. They’ve written up a whole bunch of confusing and dumb cards, but this isn’t one of them.

The effect is quite clear.

edit - I can’t read. Soz am thick.

Edited by Ersatz Nihilist
2 minutes ago, Ersatz Nihilist said:

The game state has changed, the ring is no longer in your opponents won pool. They’ve written up a whole bunch of confusing and dumb cards, but this isn’t one of them.

The effect is quite clear.

edit - I can’t read. Soz am thick.

That's okay its allowed.

5 hours ago, Ishi Tonu said:

I was beginning to think that Crane was the new Unicorn, but, Tengu Sensei is legit.

A little light on the stats for a 5 drop but, covert and preventing an attack is pretty sweet

I was thinking the same thing, bit at 4 MIL hes still our strongest military target. What I lile is that his ability triggers on him using covert, not on winning. So you can send him in, freeze someone, then retreat (or not bow if its politocal and you use phoenix splash), and freeze a second character later. Also i think thats the first non unique 5 cost, right? That has its own advantages and disadvantages of its own

You can only use their ability once per round, and while it’ll be Crane’s first non-unique 5 coster, Lion and Unicorn got/get theirs earlier in the cycle.

The Tengu is super strong, but it’d probably be stronger if it were unique. Not being able to add extra fate from dupes is rough, and it’s more vulnerable to effects like Isawa Uona and Maze of Illusion. It’s certainly strong, but I don’t think the possibility to hand two out at once makes up for the drawbacks of being non-unique.

I'm not sure if it's a point in favor of or against that shugenja duel that a single ring isn't typically worth a multiple-honor swing. You can probably predict your opponent will bid 1 on the off chance you're desperate for the win and they can reap some honor, which means it's probably safe to bully duel at 1. In a 2v1 duel, you either use your card to leech an honor (Air ring effect) or get a ring effect of your choice. I've never really felt like that was a small effect, but when it comes down to it, it's surprising just how little I'm willing to pay to get an effect.

I do like it with Isawa Mori Seido to do a cheap bully duel. Another very easy honor card, even more flexible and accessible than Benten's Touch.

Im not thrilled by the Tengu. He's got the worse stats of all 5 drops? And well, covert is nice but a lot of these tower characters you'd want to covert have covert due to Wanderer. Finally the ability is cool, but just comparing to the ability of other relevant 5 fate characters he is nothing to write home about.

F.e. Kachiko for the same cost gives you 3 more skill points, more glory (this could be good or bad depending on matchup), the ability to drop in conflicts, and a very significant ability that basically removes a character for a turn. Not saying every character should be as strong as Kachiko, but just comparing him to what exists its not like designers took any risks with the character.

I like the shugenja duel. My favourite card from the preview. Seems thematic. Glory doesnt lend itself to serious bully duels (I mean, difference will be 2 -3 at most) and its very versatile (effect can vary a lot depending on what you need). Its a blank card against decks with low/no shugenjas like some Crane decks, but otherwise seems good.

Edited by Shosur0
47 minutes ago, krokmaster said:

You can only use their ability once per round, and while it’ll be Crane’s first non-unique 5 coster, Lion and Unicorn got/get theirs earlier in the cycle.

The Tengu is super strong, but it’d probably be stronger if it were unique. Not being able to add extra fate from dupes is rough, and it’s more vulnerable to effects like Isawa Uona and Maze of Illusion. It’s certainly strong, but I don’t think the possibility to hand two out at once makes up for the drawbacks of being non-unique.

But cover is not a triggered ability, its a passive. It doesnt have the once per turn restriction

1 hour ago, RafaelNN said:

But cover is not a triggered ability, its a passive. It doesnt have the once per turn restriction

But his reaction to make them unable to attack is.

I like how Roving Michibiku is generally pretty terrible, except in multiplayer games where gaining the rings is a big deal. Then he becomes an interesting tactical choice. Broad effects that people might want here or there.

I'm on the fence about Web of Lies. If it is in practice a 10-strength province, it might be farmable, but it'll eventually cost your opponent a lot of cards to break, which could end up negating whatever advantage they gained from farming rings. The fact that they could use it to build up their board though before going to other provinces is not great, but in fairness, other water provinces are generally farmable too. Only Riot in the Streets has a reuseable defensive bonus. Rally to the Cause is great once, but I'm not even sure it competes with a sudden 6-defense jump when it comes to not-breaking. It definitely helps win that initial conflict, but is farmable afterwards. I dunno. If it were always 10 I'd be down with it, but it'll probably have a serious power-down in the late game, which could easily hand your opponent an easy tie-breaker when things get tight.

19 minutes ago, AradonTemplar said:

I like how Roving Michibiku is generally pretty terrible, except in multiplayer games where gaining the rings is a big deal. Then he becomes an interesting tactical choice. Broad effects that people might want here or there.

I'm on the fence about Web of Lies. If it is in practice a 10-strength province, it might be farmable, but it'll eventually cost your opponent a lot of cards to break, which could end up negating whatever advantage they gained from farming rings. The fact that they could use it to build up their board though before going to other provinces is not great, but in fairness, other water provinces are generally farmable too. Only Riot in the Streets has a reuseable defensive bonus. Rally to the Cause is great once, but I'm not even sure it competes with a sudden 6-defense jump when it comes to not-breaking. It definitely helps win that initial conflict, but is farmable afterwards. I dunno. If it were always 10 I'd be down with it, but it'll probably have a serious power-down in the late game, which could easily hand your opponent an easy tie-breaker when things get tight.

Web of Lies also has a serious weakness against Crane, who can simply attack with Cautious Scout and the text is blanked making it 0 Province Strength.

4 minutes ago, Kaito Kikaze said:

Web of Lies also has a serious weakness against Crane, who can simply attack with Cautious Scout and the text is blanked making it 0 Province Strength.

Is that really a weaknesses? Scorpion has lots of ways to win a conflict against a single Scout.

11 minutes ago, HamHamJ2 said:

Is that really a weaknesses? Scorpion has lots of ways to win a conflict against a single Scout.

I will not insult your intelligence by asking on whether you know what weakness means because by your next statement, you seem to hint at some form of comprehension of it's meaning. I will just ask then whether or not you don't find a potential blank 0 strength province a weakness?

If you don't find it a weakness, would like one in Phoenix border?

Edited by Shosuro Teri

I'd probably trade it for Teachings of the Elements :)

Yeah, it's got some real drawbacks. I don't think I'd toss a card out for one bad matchup unless it was severely dominating, but it does have some strikes against it regardless of crane vulnerabilities.

Michibiku would be great in multiplayer games, except they’ve got a record of banning ring manipulating cards you’d want to use as a Phoenix in multiplayer.

25 minutes ago, AradonTemplar said:

I'd probably trade it for Teachings of the Elements :)

Yeah, it's got some real drawbacks. I don't think I'd toss a card out for one bad matchup unless it was severely dominating, but it does have some strikes against it regardless of crane vulnerabilities.

I'd take that trade! Who do I talk to to change borders of a card? ?

1 hour ago, Kaito Kikaze said:

Web of Lies also has a serious weakness against Crane, who can simply attack with Cautious Scout and the text is blanked making it 0 Province Strength.

Obviously the poster merely pointed out an unfavorable match-up and called it a weakness of the card. You obviously agree its a check on the con column. He might not think it's not, but he's using the presence of the entire scorpion deck as a whole to justify not wanting to acknowledge it as a weakness of the card.

7 hours ago, RafaelNN said:

Also i think thats the first non unique 5 cost, right? That has its own advantages and disadvantages of its own

No, the first non-unique 5 coster was Matsu Seventh Legion in Breath of the Kami. Also in this same pack is Minami Kaze Regulars, another 5 non-unique for Unicorn (spoiled a couple of weeks ago)

Edited by Tabris2k
11 hours ago, Shosur0 said:

Im not thrilled by the Tengu. He's got the worse stats of all 5 drops? And well, covert is nice but a lot of these tower characters you'd want to covert have covert due to Wanderer. Finally the ability is cool, but just comparing to the ability of other relevant 5 fate characters he is nothing to write home about.

F.e. Kachiko for the same cost gives you 3 more skill points, more glory (this could be good or bad depending on matchup), the ability to drop in conflicts, and a very significant ability that basically removes a character for a turn. Not saying every character should be as strong as Kachiko, but just comparing him to what exists its not like designers took any risks with the character.

Theres a significant difference here. Kachiko dont solve the scorp main problem thats the lack of MIL skills. She is more of the same.

Its more valuable to Crane to have a decent MIL character with covert than another 6 Skill character with some good ability restricted to POL conflicts. Being the first player the Tengu is a great char, at same time he can break most provinces with his 4 MIL stats he will put your foe to make a choice between losing a province or loosing at least 2 MIL attackers, one of them being the best opponents choice for it like a kisada, brawler or doji challenger. Against POL dash characters he's a beast, new Lion and Uni 5 costs or even a matsu berserker or a moto horde, characters that can easily brake Cranes provinces and are imune to POL duels, off course we can Charge them but Voices of Honor and Censures are there for it..

Cautious Scout has to attack alone, and stay alone, to blank the strength. Is not losing by 1 against a single Cautious Scout more difficult than not losing by 11or 5 against your opponent's whole army? Cheeky Cautious Scout at your stronghold is not a real threat.