Your Mind is Known to Me - Lets talk about it!

By havoc10, in UFS General Discussion

First off, Since the other topic about this card was sort of jacked by Rulings, I decided that I would rather start a fresh topic, NOT talking about the ruling, taking a look at how good this card really is.

here is the card:

http://new.fantasyflightgames.com/ffg_content/UFS/News/your-mind-is-known-to-me.jpg

After having read the card, what exactly does one get from the card? First of all, there is the benefit of the opponent having to reveal their hand for the rest of the turn. Then, you are able to use Your Mind is Known to Me to block everything the opponent throws at you as long as you keep passing the check. What would be the biggest benefit? Let us take a look at a card in the past that had a similar effect, Happy Holidays. Now you and I both know that there really is no comparison between the two, but look a little closer. Some players would say that the best benifit of Happy Holidays was the knowledge gained by simply knowing what was in the opponent's hand. Others would argue that the safety provided from a "free" turn to do whatever you wanted without worry of being attacked in the following turn was the best Happy Holidays provided once played. Either way, the person who played Happy Holidays last was left with a large advantage over the person who did not play Happy Holidays. The knowledge gained let the player know if he should, and could, go in for a kill, or if there was something to look out for and to sit and build a defense for the oncoming attacks. Happy Holidays was arguably the trump card in any match.

Now, what does that have to do with Your Mind is Known to me? Well, first of all, it gives the player who played it the knowledge of knowing exactly what the opponent can do once it hits the board. This is where Your Mind is Known to Me outdoes Happy Holidays. Not having to reveal to the opponent is definitely not to be overlooked. This is where mind games start to play in and Player Skill is what matters. The opponent is already at a disadvantage here. There is no guarantee that there are answers. This is where the second effect comes into play. Once having the opponent reveal their hand, it is definitely certain whether or not Your Mind is Known to Me will do the job. The player must take into account the field and what there is to help maintain an advantageous board position. Defensive foundations and assets such as Mysterious Stance, Assassination Arts, and Coming through in a Clinch, are beneficial here. Happy Holidays forced a no fly zone so to speak, and that was too easy. Your Mind is Known to Me gives you some sort of defense, with the chance to keep blocking with itself. That should be good enough!

So guys, what are your opinions on this wonderful new toy? Do you guys see the potential in it as I do? What do you believe could come of this card!

It's DECENT!!!!! (apply appropriate accent here)

The knowledge of knowing your opponent's hand is the best part, honestly. Having to block everything at +3 is ok, but yeah it's not going to stop throws from wrecking your face.

But, it does stop them from wrecking them as much as they would if they weren't blocked gran_risa.gif

Besides... what Throws are there right now that can wreck face as much as in the past... ahem... lol...

papernaut said:

It's DECENT!!!!! (apply appropriate accent here)

The knowledge of knowing your opponent's hand is the best part, honestly. Having to block everything at +3 is ok, but yeah it's not going to stop throws from wrecking your face.

Just the symbols of the card allow for you to play it in conjunction with Revenant's Calling and Tira's Contract to negate throw damage in a death deck. And it also allows for Strife's Patronage to be used as well. Also, if you do a multi-symbol deck, you could also include Kazama Ninja Arts, which pretty much makes the +3 block modifier null and void.

I think it's a card that has it's place, but for the most part it's quite fiddly.

I personally don't like the card, as it brought to mind the old Water Tycho decks that used Reversal+World Warriors to keep Tycho ready and block every attack. I know they were trying to move the game towards less OTKs and more attacking/blocking, but this may be a few steps too far tbh, not enough to be banworthy, but enough to once again make it difficult for dedicated aggro decks to come out on top.

Keep in mind - Kung-Fu Training still kills it dead.

Anything that nerfs R's, still nerfs YMiKtM

Speed pumps still dance on it's head, because if you can't pass the check for the block, it's a giant pile of sucks to be you.

I think Aggro is very viable, it just has to be smart about it.

as was mentioned in the last thread move to the rythim rules with this card.

Trane - MttR will not be legal come B3 season. Legacy has far better answers for this card than MttR as far as I see it. B2 really isn't where this card will shine IMO.

Antigoth - True true. One thing to point out though is that the Blocking ability is not the most powerful effect on the card, as I believe that the knowledge of what is left in your opponent's hand at the end of their turn is VERY powerful. Also, with a decent enough defense, this card should be able to do its job pretty well. Hopefully.

Agreed, but hand knowledge isn't too hard to come by.

I've used Strife's as much to look at my opponents hand as to adjust the speed of an attack.

Bitter Rivals too.

Knowing what's in your opponents hand is good, it's an advantage, but at the end of the day can you capitalize on that knowledge?

Yes, but then again those cards you mentioned are all enhances, which means that half the time you have to wait for your opponent to attack. If I'm not mistaken you only have to wait for them to play a card with YMiKtM.

Thats exactly the point that I am trying to get at with the peek. Strifes and BRivals DOES let you look at the opponent's hand, but they will most likely have drawn some cards or altered their hand in some way. It lets you know as soon as they play their first card what you will expect to see the rest of the turn going into your own turn. The beauty with it is the fact that you KNOW exactly what the opponent has as blocks, actions, etc...

If you think you should be able to kill the opponent on the following turn and all the opponent is going to play are foundations and assets, you can still see what they have. It gives you an advantage. Will you go in for the kill if you KNOW they can stop everything you throw at them? You can bait easier with the knowledge, and the opponent has no clue as to what you have in your hand.

I dunno... I guess I will have to playtest this card quite alot. Hopefully I can find the cards most potent use.

Not to mention the obvious, but it has the proper symbols for running with The Gorgeous Team for females to recur over and over and over again!

why yes... yes it does...

And we all know how much you like female characters...

The thing that gives this card the advantage over strife's and bitter rivals is fairly simple. Your opponent has to play with their hand face up for the remainder of the turn. That means any blind card draw, anything you may forget normally, or any shifty tricks will become readily apparent, and you will be able to counter much better than if you had to use the ability to peek, like you do with the other cards mentioned.

Until rotation occurs I still stand behind the following equation...

Move to the Rythm + Your Mind is Known to me + 1 foundation for every attack they throw + no check lower than a 3 = You block everything your opponent throws at you regardless of speed for the cost of a single foundation and a control check.

Yes Kung Fu Training can stop it dead. But at the same time you've now effectively stun 2'ed them. Not something bitter rivals can do. Bitter rivals is also controlable by olcadans which this is not. Bitter can cause discard and change zones, but you must also reveal your hand to your opponent.

I'm not majorly keen on it. Not that the card is bad, by any means. I can just think of 50 other cards I'd run before it. I can think of no word better than the one Cascade used to describe it; fiddly. It's probably quite useful turn one, so you can see the direction your opponent is going in from the start, but I'd rather just stop the discard than use this to counter it.

I think the cards very good, it just isn't for me, so the ones I get are up for trade :P

I really love this card fof the symbols on it. the hand knowledge is just utterly sick with this card.

it has the hh effect of hand knowledge going into a kill turn of yours which is jank.

i can imagine some sexy parties with this card soon.

it gives void something at least. and like was said earlier with water and g team it gets super nasty.