1 hour ago, AradonTemplar said:I keep trying to make it work with Fushicho in Phoenix. Sometimes it's good, sometimes it's not so good. But a worthy effort! Gonna keep testing and maybe switch to another splash, though.
Even if you're player 2, good chance of getting that bonus fate. Just, going all in on what is essentially a large beatstick usually makes yourself vulernable to shenanigans and puts the ball in the opponent's court to take the round away with. Still, now that we have Defend Your Honor, this isn't bad. Odds of him getting double for-shamed go down significantly. Just tread cautiously with him.
Old5R certainly rewarded raw stats more than New5R does and beatsticks in general are not great. And we haven't seen many cards that are pushing the straight up fate/stat value plays. Wandering Ronin was the first attempt, but very bad. The Scorpion guy in their clan pack is solid, and now there is Aranat which is awesome, IMO.
The problem with comparing Fushicho to Aranat is that although they are costed and stated the same, and both ultimately generate fate advantage when you can maximize their abilities, they are utilized very differently.
Aranat is just straight up raw fate advantage. Even if you're not playing with Shiro Shinjo (which you should not be doing if you're running Aranat) and your opponent decides to flip all their provinces, you get 7 fate worth of card. Aranat's power diminishes as more provinces are revealed and the game goes longer, going down to the baseline of good Charge threat.
Fushicho is going in the opposite direction and gets better as the game progresses because you end up with more characters in your discard, so you have better selection and more fate to work with when purchasing Fuschicho. At the ceiling Fuschicho gets you a potential 12 fate worth of value for 6 fate.......at least until we see more highly costed Phoenix characters. And as you get more Phoenix characters with more varied utility, the improved selection of Fushicho in the late game can be amazing. It's jut problematic that you have to either wait for any extra invested fate on Fuschicho to drop off or not put any extra fate and that is a difficult line of play to navigate investing 6 fate for something that wont stick around and the top end value being determined by what you get from the discard
Aranat gets you 11 fate worth value for 6 fate at the ceiling if your opponent decides not to reveal any provinces and gives you a 6/6 beatstick that is lasting 5 additional turns, barring any CB5F or WotCb, shenanigans. The real power of Aranat is that it's just straightforward stats/fate value and the pressure of the long game decision it places on your opponent. The choice is between getting a 6/6 with one additional fate on it and a "fully operational Death Star" aka Shiro Shinjo generating 10 fate on turn 2, or a 6/6 with 5 fate on it that is going to help you stabilize your board and ultimately get to that late game maybe a turn later is a difficult one for an opponent to make.
The general rule is that you want to take decisions away from your opponent, but, this one is more of a "rock and a hard place" type of decision so it would be one I wouldn't mind putting on the opponent right out of the gate. Again, the later the game goes, the less valuable Aranat is, outside of a Charge, which is still really good value.
Ultimately I feel Aranat is for the aggressive Unicorn that wants to play out of Shiro Shinjo and then leans on your opponent with superior fate advantage to close things out. Something like:
Mulligan everything except for Aranat
If Aranat doesn't show, play cheap characters, and or characters that reveal your opponent's provinces.
Activate Shiro Shinjo ASAP and then grind with big bodies until your opponent folds to the sustained fate advantage.