Rated: 3.75
This province is hard to break and can be very tricky for your opponent when used with other cards that manipulate the dial, but also forces you to have predictable bids if you want it to survive an attack. It works well with cards that change your dial without having an honor exchange, but can cause a too great honor loss otherwise.
Rated: 2
Can be strong when combined with Solemn Scholar, Tadaka or Henshin Disciple. It's stats, however, are very underwhelming for its cost, so it probably won't see much play.
Rated: 3.75
A card one has to play a few games with to learn the true power of it. Becomes even more overbearing in decks that draw a large amount of conflict cards as it becomes more likely to draw back into the thinner your deck gets.
Rated: 5
Personally I think this is broken good but in other comments I've seen people just say this is strong. The action that the card comes with addresses any downside it would otherwise have had. Allows for first turn dynasty pass and inefficient attacks/defenses from opponent when you can play up to 3 dynasty characters directly into any conflict.
Rated: 4
helpful against scorpion to fade Fate worse than death. Wouldn't fault you for running ancestral.
Rated: 5
good reason to bid low
Rated: 3.75
prefer to have a different earth Provence. Needed a decent stronghold Provence. Has been more helpful than shameful when in this role. Wouldn't fault you for swapping to ancestral and shameful.
Rated: 5
busted. except against dragon. Then it is dead 90% of the time.
Rated: 4
helps to mitigate honor loss. Wouldn't fault you for swapping.
Rated: 4
wish we had bow effects :(
Rated: 5
remember it is two honor. Mitigate this loss with honored characters and and denying air.
Rated: 5
great, just hate having doubles when you need conflict pumps/removal.
Rated: 4
dashes are bad.....
Rated: 4
tempo, and keeps your charges live. Super good at fading cheap breaks
Rated: 5
bid low and use these
Rated: 2.5
Dashes are bad, but the cavs are great with charge +reprieve or Spiritcaller +sac to SH for repeatable +7. fate is super risky to invest into for just the raw stats. Unless the board is courtiers....
Rated: 5
Sean Connery when he was highlander and learned how to wield a katana. They..just...always..have..the..cloud....
Rated: 5
ya boy. Still want a ronin version.
Rated: 5
The baddest bitch to walk Rokugan. Idc fight me. She does work, but is a cloud magnet. mull for her.
Rated: 5
cloud magnets
Rated: 5
The fucking man. He does great things every time you see him. Covert is great in lion.
Rated: 4
great probing personality.
Rated: 3.25
Good for toshiro, but stats and ability are kind of meh. Avoid sinking fate into them.
Rated: 2.5
useful when you need help setting up a better mil attack or fading a bad Provence. His glory is a vulnerability.
Rated: 3.5
great for helping mitigate bad flips. His glory is a trap, but useful for mitigating honor loss.
Rated: 3
Cheap bushi to sac that helps mitigate honor loss. Feel free to replace.
Rated: 1
Pros: courtier, conflict character
Cons: expensive for stats, ability is dime a dozen in faction an too expensive
Rated: 3.5
Good character, good ability. Would have preferred if it was 3/1/4/2 instead. Is a courtier that Unicorn doesn't have many of.
Rated: 1
Ability only triggers on province reveal, stats are terrible with the cavalry tax. First action could be nice if you could more reliably send opponent characters home when attacking other than Rout.
Rated: 3
Good card, stats are pretty terrible though for the cost but the ability makes up for it.
Rated: 1
Expensive for the stats and the conflict limitation. Pro side 0 glory and not a - political.
Rated: 5
Exquisite card. Simple and elegant.
Rated: 4.25
Great card especially paired with Ide Trader. Rare way to draw more cards in Unicorn.
Rated: 2
Can stay on the board all game of the stars align. Otherwise expensive for a minimal stat bonus.
Rated: 3.75
Good card to set up bringing characters into a conflict with the Stronghold that otherwise couldn't. Surprise, Swift Magistrate is in the conflict! Stat bonus is not much but not really the reason to take the card, otherwise you would be looking at how you could stick more Fine Katanas in your deck.
Rated: 2.25
I like the concept but too expensive for the stat boost and effect. Granting cavalry status is nice but more cost effectively achieved with Seal of the Unicorn. Effect is lackluster when it is achievable with so many other cards would be better if it was more like favorable ground and could move you home.
Rated: 3.5
Great card especially with the growing number of car characters. Prime target for cancellation though with cost so high. Zero cost characters bring up an interesting situation. Miya Satoshi works well to mill cards into the discard pile to set this card up.
Rated: 2
Very situational card that can be great at times but otherwise taking up space in the conflict deck where there's too much contention for better cards.
Rated: 1
Terrible. I would have rather the card cost a fate than remove a fate from a character. Only saving grace is that it is ready tech in a faction that is starving for it. Will only get worse the more cards that come out.
Rated: 5
One of the best Unicorn event cards from the core set. Cost and ability are a steal. Great for bowing and sending home - military stat characters or others characters that cannot participate in military conflicts. Can be fun to pair up with Pacifism if you splash Phoenix. Can muck up your opponents conflicts as well as give you a second military conflict.
Rated: 3
Limited use due to restrictive use conditions but cost and effect are appropriate. Requires specific deck construction to make use of of it effectively.
Rated: 2
Plethora of cavalry especially with seal of unicorn but expensive with variable return. Not bad but not great.
Unfortunately, this does not combo with Height in Fashion, because it only flips the base stats.
Rated: 3.75
A good selection when tempo disruption is more important to your deck strategy than ring effects, as can be the case with blitz decks or swarm decks where conflict cards have more weight than character abilities. Like most 3 strength provinces, falls apart under the effects of Pathfinder's Blade.
Rated: 4
In Crane this is a good card for disrupting opponent's pushes (particularly military, but really any) and forcing an over-commitment by opponent on defense. The Courtier trait is necessary. You can defend with Doji Rep so that it is available in conflict in order to play Courtier-based cards, such as For Shame and Disdainful Remark, or just disruptive cards like Outwit and Policy Debate, or to gain a benefit from Shameful Display, and then send home ready for your own conflict push. The 2 glory here also frequently comes into play.
Rated: 3.75
One of the more satisfying cards to play in the game. Nothing feels better than putting a Nitten Master in the corner and telling him to shut up. Rating suffers a bit due to the high cost (which I think is appropriate) and the fact that, due to the high cost, you really need to have cards in your deck that either allow you to see your opponent's hand before you pay to play this or enough cancels in your hand to cancel your opponent's cancel.
Rated: 4
Great addition to unicorn and embodies the playstyle with ability. Move effects diminish send home mechanics. Can be used to force opponent until an inefficient defensive position by pulling back from a first conflict push that won't break in order to preform a second.
Rated: 4.5
Strong with stronghold that buffs glory. Ability impacts your characters also so requires careful planning. Largely is played to force cards out of opponent in order to counter and at times can break a province. Has little useful traits for phoenix.
Rated: 4.5
Has great potential in any attack, opponent has to work around his abilities usually resulting in an over commit of resources.
Rated: 5
Best card of the Imperial Cycle.
Rated: 2
This card is very similar to Artisan Academy, but costs a conflict card that is repeatable on its own instead of a Dynasty slot, which is better. Unfortunately, it's also worse as the card is only face-up for the conflict you use the action in, meaning it's more likely to miss if you see a Banzai in a political conflict, or a Court Games in a military one. Ultimately, this card seems mediocre.
Rated: 3
One of the better magistrates, as there is rarely a time that some of your opponent's characters all have some fate on them. She works really well with Mono no Aware or (stifling laugh) Consumed by Five Fires, to surprise turn off most of the board and also cycle a card. She is in a very competitive card slot for Crane, so it's up to your playstyle how much play she sees
.
Rated: 4
This card is great on it's own, being a pay 1 to draw 2 in nearly all cases; but when combined with Yoshi to become 0 cost, this card goes through the roof in value. You can even play multiple in one turn to draw a ton of cards, cementing crane as the defacto card advantage faction.
Rated: 3
This card is an interesting alternative to Steward of Law. The effect is stronger, and a blanket effect for the round that only effects your guys instead of both sides; however, it's not a courtier and doesn't combo as nicely with For Shame, so ultimately I think it's slightly worse than Steward of Law. The shinobi trait is very interesting, at least.
Rated: 3
This card received a lot of hate early on for not being Guest of Honor, but another Crane Shugenja helps them run Cloud the Mind, which is a big card in the meta. This guy is a pretty solid 4 coster who works well with the Storyteller and also helps keep Voice of Honor and Noble Sacrifice online.
Rated: 3
A very solid card that has a duel use of claiming the favor or allowing you to be aggressive and then stand up for the counter-attack if you are first player. Since taking the favor is key for Yoshi, I expect this card to be in decks that run him.
Rated: 3
Shizue is a very solid 2 cost character for the favor based Crane deck. You can kinda view her as a soft +1 glory towards the imperial favor until you lose it, and in the meantime you have an extra body should you use it. Crane have so many good 2 drops now that I don't really mind her getting assassinated.
Rated: 2
This is a terrible holding. For starters, if it shows up on a broken province then you completely lost a Dynasty draw for no effect. For closers, it’s just not that powerful of an effect and if your opponent can’t deal with it, they just attack somewhere else.
Rated: 5
Yoshi packs great stats and an awesome ability, if you can reliably claim the favor. Thanks to Crane's generally aggressive nature, strong tempo game, and support of cards like Doji Shizue and Curry Favor, Crane is very capable of consistently being on the emperor's good side. He has one less military than Hotaru, but he brings the courtier and imperial traits and a way more powerful ability.
Rated: 2
Same stat line as honored blade with a less reliable trigger for the honor gain, for now. This cards stock goes up as we get a legit dueling deck someday, but until then it’s probably a pass.
Rated: 3
More solid 2 cost cards for Crane. This card requires a little investment both to buff it up and to pay the fate for the ability; but the payoff is quite good. With him just being honored and no addition investment he's a 3 political and 4 military with his ability. Just make sure you have a cancel ready for the inevitable Assassination coming this card’s way.
Rated: 3
This is a solid defensive card that is great for secondary win condition decks that usually have inevitability should the game go long enough. It doesn’t help you win conflicts, only prevent breaks, but that is enough for this to be a solid card that finds a home in some decks.
Rated: 2
With how tight the Crane conflict deck is right now, I have a hard time seeing this fit into a slot unless a dedicated dueling deck comes out that requires the duelist trait. There are no cards that rely on the duelist trait besides Test of Skill. It does make Test of Skill a bit more consistent but that’s not enough to bring this card out of the binder.
Rated: 4
Could easily replace Asami in most tempo builds, as this is a fantastic card for feinting attacks or forcing cards out of your opponent. Combined alongside Doji Challenger, Crane seems to have a large number of outmaneuvering effects in their repertoire. It’s really sad that Crane seem to do what Unicorn want to do, but better.
Rated: 3
This card has a lot going on. Noble Sacrifice is one of 4 Conflict cards that directly removes characters from play, making it a very powerful effect when set up properly. Many a game has Noble Sacrifice won me a huge swing in tempo because I managed to trade my Brash Samurai for a clan champion. On the same token, for every time this card has been huge for me, there has been another time it sat in hand and I wished it was something more immediately impactful without set up. Crane can have a harder time landing a targeted Dishonor outside of the Fire ring, and sometimes your honor effects don’t line up well enough to pull it off; still, a potentially very powerful card that one would be wise to remember when playing against Crane.
Rated: 4
Bow effects are certainly powerful, and Admit Defeat is certainly a card that when it triggers will single handedly win you the conflict. The threat of this card means your opponent should strongly consider defending with two guys every time you attack them, which is nice passive value. This card can be difficult to trigger once board states get wider, but will win you plenty of early to mid-game conflicts.
Rated: 5
Way of the Crane gets my vote for best ”Way of” card out of the core set. With Crane’s mid-high glory values and focus on having lots of characters with honored status, Way of the Crane will likely be a full playset in every Crane deck for quite a while.

Rated: 5
Events are plentiful, so any semi-reliable event cancel is going to be stellar for now. The main drawback to Voice of Honor is that sometimes it sits in your hand because you can’t quite meet the pre-requisite condition to play it. Once you get there, though, this card is straight fire, and a staple crane card.
Rated: 2
This card is not as impactful right now and unless we see a Crane deck in the future that looks for very specific pieces as quickly as possible, the drawback of giving your opponent a card (which already conflict decks are packed with very generally impactful cards) feels like too much to really warrant this include. Definitely keep an eye on this one, though.

Rated: 2
In a vacuum, Height of Fashion isn’t that bad of a card. Paying 2 for 4 political is actually pretty solid over multiple turns. The reason this card gets such a low rating from me is the amount of loss when the card gets controlled by attachment hate or the character is bowed by something else. With those cards around, Height of Fashion is almost too much of a liability but expect its stock to improve when attachment hate is less ubiquitous.
Rated: 3
This card is amazing on a character with mid to high (4+ military). Basically, you pay 1 and get a fairly reliably repeatable bow action on the character. That said, this card really shines outside of Crane in factions like Lion and Dragon who can get their military to ludicrously high levels and basically bow anybody. Very solid.
Rated: 2
This attachment does a lot of work in certain match-ups. Stopping harmful events like For Shame, Assassination, Rout, Outwit, Way of the Scorpion, and Mirumoto’s Fury is well worth the cost considering how common those cards are across many decks. That said, 1 feels like a fair price and there’s enough attachment hate and other powerful non-event effects floating around that this isn’t always a surefire answer to protect your guy.
Rated: 4
Political Rival looks very powerful on paper. A 3 Political with Covert or 6 Political on Defense are both very valuable for 3 fate. No matter how you slice it, this card is a bomb to drop on the board and one of the best options for an expensive conflict character.
Rated: 4
Steward of Law is a solid conflict character for cheap. His effect combos nicely for For Shame! and is a nice soft counter to some of Scorpion’s better tricks. With Scorpion looking to be a popular pick, this is a very good thing to have in faction. Be wary sending him into defend Shameful Display or the Art of Peace, as he will prevent the dishonoring of your opponent’s characters.
Rated: 3
As far as holdings go, this is lukewarm at best. Some of the crane cards are decently situational and can end up just sitting on top of your deck for the entire phase. If you don’t end up using the card you flip, you’ve actually benefited your opponent because they now know a card you drew in the next turn. Extra cards are good, but Artisan Academy isn’t quite as good as other clan holdings that generate economy.
Rated: 4
Hotaru has a really powerful effect, but it’s actually on the weaker end of clan champions overall, I think. The recent ruling for her ability on defense hurt her a little bit in this regard, but she’s still a truck on offense and still a great card overall. You also can basically consider her a 6/9 most of the time due to the extra honoring effects Crane seem to get and that is just a fantastic, beefy statline.
Rated: 5
Guest of Honor is absolutely fantastic, which one of the most powerful static effects out there. Almost every conflict deck (sans Dragon) is probably over 50-60% events, so she pretty much turns off all of the best conflict effects for your opponent if she happens to show up. I’ve won several games off the back of this ability, as it gives you a ton of insurance on final pushes for the win.
Rated: 3
The Asahina Storyteller is probably the most feast or famine card in the core set. I’ve had times where he draws me 4-5 cards and other times he’s just a heavy 4 coster that cycles. If Crane sees more honor effects, which they very well could, this guy gets insane pretty quick. The consistency isn’t quite there for him to steal the show yet.
Rated: 3
I really like Kaezin. His ability is very flexible, allowing you to retreat after your opponent over commits to a conflict, or narrow down a wide board if you tron him up even a little bit. These are some niche cases, however, and sometimes he ends up being a 3/2/2 unique for 3, which makes me rate him as average overall among his cost point.
Rated: 3
Asami doesn’t make waves on the board, but triggering her multiple turns in a row does have a tangible effect on the game as a whole. Honoring out isn’t really a consistent strategy right now, so she’s mostly just dishonor pressure right now which is solid. I expect she’ll have strong seat in a control crane deck somewhere down the line. Being unique helps her case a bit for now.
Rated: 5
This is the character that I love to see multiple of in a game. Doji Challenger offers so much control over how your opponent commits their characters to conflicts that it’s downright brutal sometimes and almost always useful. Couple that with above the par stats and 2 glory in the clan with the most honoring effects and she’s a real troublemaker for just 3 fate.
Rated: 4
Very good stats for a 2 drop and leaning military is very nice for the politically leaning crane. His ability is useful, but doesn’t break the game. I wouldn’t give up the first passing fate in Dynasty to use it usually but it’s rather useful in the conflict phase to dig for holdings, charge targets (if you run it in crane), or to soft mulligan your flop next turn. Oh, and he’s a 2 cost unique so that’s kinda swell.
Rated: 5
A very solid card that is crucial to keep effects like Voice of Honor and Noble Sacrifice on the table. If you manage to trigger an honor effect (which crane can), she basically becomes a 2/3 for 2 that helps more with the honor count. I don’t expect this to leave Crane decks for a good while.
Rated: 3
Very average 2 drop overall. Sometimes the effect carries the games, a lot of times it’s really lackluster. That your opponent gets to choose means she’s better early on when board states are smaller than later on when they have more weak guys to bow.
Rated: 3
This is a really cool effect. It can be difficult to get him to the point where he breaks a province with a nasty repeat effect while alone. The stats are just not good enough and the effect is a little too narrow for him to be a staple card, but with how nasty provinces are becoming, Cautious Scout is a decent way to deal with them and maintain aggression.
Rated: 5
This is one of the best cards in the 2 slot in the game. With the self honor, Brash Samurai threatens a break in military for most provinces and only needs a little help in political. The self honoring is also relevant for Voice of Honor and Noble Sacrifice.
Rated: 5
Very strong, but vanilla, 1 cost. Getting 3 skill for 1 fate investment is what I would consider an above average return on investment and the courtier trait is one of the best.
Rated: 3
Solid 1 cost character, albeit a little clunky due to the need for a second character to buff. It more than makes up for that clunkiness with the Shugenja trait and the ability to choose when the 3 skill comes into play.
Rated: 3
Clunky because you want to stick characters on defense to get optimal value from the break effect for Crane, but by defending it you also really reduce the chance of it breaking in the first place. There are times where this is a great effect and others where it’s just not that helpful. Due to the high competition this receives from the neutral air provinces, I’m not sure The Art of Peace is up to par.
Rated: 3
Simply put, Shizuka Toshi is not as consistent as the other clans’ strongholds in the core set due to the prevalence of Ornate Fan and many other clan specific pol buffs that bring characters above the 2 skill threshold. The effect is still very powerful when it does actually get off, and passively warps your opponent's play by forcing them to play around it.
Rated: 3.5
I'm still a fan of Raise the Alarm. When you run multiple sacrificial Holdings, you can easily rebuild one of those in case a province with an upface dynasty card was attacked.
Sacrifice the holding. Draw a card with Imperial Storehouse or shore up your defenses with Favourable Ground, then Raise the alarm.
With so much durability in Crab with fresh Iron Mines , Reprieve and Vanguard Warrior, this card and Charge! are real cheaters.
Rated: 5
This card is Grade A crazy good. For starters, while it's on board your characters cannot be Assassinated, Noble Sacrifice'd, Swim'd, or Crab'd. Beyond that, this is basically a reprieve for 0 that you can also rebuild for 0, giving Crab a potential 12 cards that keep a guy with 0 fate in play alongside Vanguard Warrior and the baseline Reprieve. There's little doubt in my mind that this card is a staple Crab card for a good long while.
Rated: 3
A solid shugenja is actually something Crab has been wanting all cycle long. While Ritsuko is very playable and has a very good effect, at 4 cost she is competing with Shuichi (because you aren't removing witch hunters). This leaves you to either cut Shuichi for her or to compromise some additional slots for high cost characters. I expect she will see some play for now, with some players gelling with her and others not so much.
Rated: 2
The effect isn't bad, but this card costs you an action in the Dynasty phase. By playing this, you likely traded the passing fate and the imperial favor to gain 2 fate to keep buying dudes. For a swarm deck, that is a more palatable trade, but Crab typically don't swarm the board as much as build it over time. This card is maybe a splash consideration for some factions, but the cost of playing it is really high most of the time.
Rated: 3
Taka is a very interesting card for a sacrifice themed deck. I personally think he's a bit of a dark horse among Crab players right now, citing his lack of useful traits and subpar stats for his cost. I think Taka is just waiting for the right deck, and in that deck he will be a huge factor and generate a lot more value than just about any card in the game.
Rated: 5
This card is phenomenal. Having a character who can naturally participate on attack and defense is a huge boost for Crab. He works very well with Watch Commander and Spyglass as well to become a real headache for your opponent to deal with. So long as Crab are Keepers, I expect this card to be in every top Crab deck.
Rated: 2
This card actually didn't function as intended in the print version, as it would fall off the attacking character as soon as they were no longer attacking. Even as intended, this card costs too much for too little. The -1/-1 stats won't likely help you that much, especially when that 3 fate could have gone elsewhere, so the bulk of this ability is for locking down an opponent's character for multiple turns. The issue with that largely being that just claiming the water ring would let them stand their guy, but also the increase in unbow effects with cards like Gaijin Customs. There's some salt on the wounds in that it also doesn't play well with Way of the Crab, as they'd just sacrifice the guy in the trap and not a currently useful character. Costs too much, doesn't do enough.
Rated: 2
This card's only problem is a lack of great holdings to use it with, as most of the holdings Crab want to run right now sacrifice themselves for their effects. Once this card gets one or two more holdings with good effects worth repeating, I imagine it will slot right into the deck that uses them.
Rated: 3
This is one of the more playable seals, as the Berserker trait is very handy with Crisis Breaker and the Crab clan symbol is useful for turning your Keeper Initiate into a sacrificial chud for Way of the Crab.
Rated: 5
An absurdly strong conflict character option both for Crab and for those splashing Crab. Tattooed Wanderer has shown us how strong covert can be for 1 fate, and it's a lot harder to answer a character than it is an attachment. It also provides a surprise body for crab to use for sacrifice effects such as Way of the Crab and can be used to smooth over turns where you flip more holdings than you'd like. It's flexible and it's strong, and that's a winning combination.
Rated: 2
Potentially high impact event that is also free, but it’s very clunky to trigger. Your opponent has to be attacking an already facedown province and it must be military for this card to even do anything, and then it’s luck of the draw for how impactful it really is. People tend to attack face-up provinces already, so I think this card won’t see much play at all.
Rated: 5
So obviously good, it shouldn’t need explaining. Province effects are very powerful and swingy and some of the new ones are only getting swingier. For 0 this card straight up stops the best provinces in the game from triggering and gives you +1 military in the meantime. This is straight up one of the best cards for the current environment. Oh, and it’s also a weapon - Niten Master like.
Rated: 3
This effect helps Crab deal with swarms of little dudes, which is an area they definitely would like to improve; but the body is a little small and its effect goes both ways which hurts Crabs effectiveness with their own small dudes that they like to defend with. He's a strong meta card against Lion, Unicorn, and Crane who have strong low cost dudes. Overall, he's a solid surgical tool that when used properly, can be very effective at what you want him to do.
Rated: 4
The cost of this holding seems high, but Crab has the most fate generation of all clans thanks to a large number of cheap dudes and cards like Kaiu Envoy and Yasuki Taka. Being able to steal an attachment whenever you want, repeatedly, is a powerful effect not to be underestimated. By being limit 1 per deck, I see few reasons not to find a slot for this card in almost all Crab decks.
Rated: 3
Really poor stats for a 2 drop, but I think the ability acts as a good enough deterrent that this card is pretty decent for a more defensive Crab deck. Your opponent will do everything in their power to either guarantee a win on military or simply not declare a military (which can cause honor loss thanks to Intimidating Hida) in order to make absolutely sure this effect does not trigger.
Rated: 5
A lot of this game is about resource advantage, where you try to have your opponent expend more resources than you in order to stay even. The Mountain Does Not Fall is one of the best forms of resource advantage because it lets you re-use a character where they cannot and that is a big deal. This card will probably see play for a good long while.
Rated: 5
The threat Way of the Crab poses is one of the most important things to remember when playing as or against them. If the Crab player manages to ever get a good trade with Way of the Crab then it can completely blow out an even game. This can be used in the fate phase when your opponent only has a clan champion left, or in the dynasty phase if they foolishly buy a big character first onto an otherwise empty board for them. You can also combo the card with Assassination to remove a protective chud and leave their bigger investments more vulnerable. You simply have to respect this card constantly or else you can lose the game to it.
Rated: 4
A very cool Crab card that will become very flexible as more holdings are released. With the culmination of the first cycle, the stock of this card has risen dramatically with being able to grab an extra Iron Mine, Karada District, and Favorable Ground whenever it would be handy. At worst you can use this card to cycle with an imperial storehouse, but at best it's a toolbox answer that opens a lot of options to play out the turn.
Rated: 2
Similar to Contingency Plan, this card is just for the very specific honor/dishonor oriented decks. Unfortunately, your opponent gets to choose what you get, so it never gets you exactly what you wanted and that holds it back. There’s an argument for cycling with this card, but Rebuild + Storehouse does it better and faster than Levy.
Rated: 3
Tetsubo is theoretically a great card for keeping your opponent from building any sort of lasting board state, which can put them in the sort of choke hold Crab likes to have. Unfortunately, the game has quite a bit of attachment hate, and having this card that you paid 2 fate for get discarded or traded by Calling in Favors might be too swingy to warrant much play in the meta.
Rated: 4
This card is one of the most obnoxious cards in the game. By adding a cost of 1 honor to any card your opponent plays, you really make them think twice about how much they want to invest in the conflict, and you get nice value out of the card either way. It also gives decent stats for its cost, to boot.
Rated: 5
This is a surprisingly flexible card that at worst lets you retroactively put a fate on a character in a sense, and at best prevents a Noble Sacrifice, Assassinate, I Can Swim, or other discard effect. Great for keeping your high impact characters on board, especially as they become towers of attachments over time.
Rated: 4
A very solid conflict character to consider. If you use his ability then you basically paid 2 fate for 5 military skill which is very good. This guy and the Berserker are best buddies in my own personal head-canon.
Rated: 3
Decent cost and decent stats with a sometimes very powerful effect when defending. There’s not much to say really other than it’s a solid conflict character. Crab also like conflict characters if they are running a lot of holdings to help them keep characters and holdings in play every turn.
Rated: 3
Early on I considered Funeral Pyre an amazing card that just about every Crab deck would run. I viewed it almost as unconditional card draw, as you rarely have zero characters naturally leaving each turn so you can easily throw one on the pyre. This isn't a wrong assessment, but the real cost of Funeral Pyre is using a sacrifice for it instead of Steadfast Witch Hunter or Stoic Gunso, who both actively win conflicts with their effects. An extra card is nice, but with some really powerful holdings superseding this card, it's difficult to justify it in every Crab deck.
I know it’s probably heresy to rate Kisada anything other than 5/5. His ability is awesome and very impactful on the game, he has 0 glory so you can dishonor to neutralize him like other champs, and he has 7 military! The reason I give him a 4 is his very low political skill in a faction that really could use the help at times and because at times, every faction has an easy out to waste his cancel. Don’t underestimate him though; he still is a board warping card once in play.
Rated: 4
Paying 4 for a 3/3 with Covert is already pretty solid for a unique that can potentially get extra fate from duplicates, but the extra fate gain ability on this card really makes it cool. So long as a holding exists somewhere in play, Shuichi pays back in fate you put onto him over time and that adds up very quickly over a couple of turns. Also, Covert may be the best keyword in the game, so that’s nice too.
Rated: 5
What Crab initially lacked in the 3 cost slot it reigns in on the 4 cost slot. Steadfast Witch Hunter is very powerful because it allows you to sacrifice a bowed guy who was probably going to leave play in the Fate phase anyways to get a double use of some of your real beaters. This card is absolutely bananas if not answered with a swift Cloud the Mind and is a staple card for the Crab.
Rated: 2
As cool as she was in the story, Tomonatsu does not really live up in card form. She has below average stats and an ability that doesn’t work well with her being a unique, is hard to trigger, and is fairly limited in what it can target. The salt on the wound is that it doesn’t discard, though sometimes putting the card back is better, I guess.
Rated: 3
This ability is very powerful because doubling always happens last when you calculate the stats on a guy; meaning any attachments that come on after his effect is triggered are also doubled. He’s very one note, but man does he hit that note hard. When sacrifice decks come more into their own, I imagine a couple of these guys will make for a strong offensive push.
Rated: 3
Great military skill for his cost but a somewhat limited ability makes Intimidating Hida a solid choice for Crab at the moment. Four skill is the magic number for a break, and it can be difficult for your opponent to not lose a few honor to him if you keep pressure up.
Rated: 3
This is my textbook example of an average 3 cost character: 3/3 stats, some glory, and a decent but limited effect. The insurance on defense is really nice, but I imagine more powerful 3 cost cards will edge this one out in the future.
Rated: 5
In a game all about characters naturally leaving play over time, any effect that breaks that rule is inherently powerful. Enter Vanguard Warrior, who gives you decent stats and when he’s about to leave, you get to choose a character and keep them around another turn that they otherwise wouldn’t. Another Crab staple.
Rated: 4
Card draw is good; card draw with a scry is even better. Note that a holding has to be in play period, not just your holdings; so you can use him if you opponent controls a holding as well. Timing can be clunky with this guy, as there are times when you see him with no holdings in play, but the times he works more than make up for the times he doesn’t.
Rated: 3
This card has fantastic stats for its cost at the expense of not being able to be declared as an attacker. She often makes it difficult for your opponent to win a conflict which is fantastic for a 2 drop, but she won’t help you directly win the game, just not lose. You can also get around her drawback by moving her into an attacking conflict after declaration with something like Favorable Ground or Charge.
Rated: 5
The sheer economy of this card means that I think he’ll see play even in decks that don’t care for the sacrifice theme. You put 1 fate on layaway and in the meantime you get a 1/0 (or 2/1 with the stronghold on defense), then get your fate and a card back later. Envoy is just economic value in a game that has a fixed economy. A staple Crab card.
Rated: 3
Hida Guardian is a very interesting card that rewards keeping holdings in play for massive stat swings. Unfortunately, she can be a little clunky because she cannot buff herself; and if you are keeping that many holdings it can be expensive to dedicate two characters to a conflict. With the importance of Rebuild and some powerful holdings now available for Crab, her stock has definitely gone up after the Imperial cycle.
Rated: 3
There are a ton of uses for Eager Scout. For the whopping cost of 0, he gives you a guy who can attack to scout a province and threaten to break it with a Banzai! or a couple attachments if your opponent doesn’t defend. If they do defend, then you basically paid 0 and a conflict declaration to bow one of their characters. Even if he doesn’t attack, he’s easily a 1/1 for 0 fate on defense thanks to the Stronghold. He makes a great piece of fodder for sacrifice effects as well once he’s bowed and done, too.
Rated: 2
Borderlands Fortifications simply doesn’t do enough. It’s very cool and thematic, but only matters if the +2 strength prevents the province from breaking to begin with but doesn’t help you actually win the fight which is just better. So in the end, this feels like using a province slot for a worse version of a 2/2 character.
Rated: 3
Ring effects are the crux of the game, and Crab have an easy time winning on defense if they really want to. You can think of this Province as a free Display of Power for winning on Defense and that’s pretty sweet. This makes Defend the Wall a nasty surprise to run into with a poking attack or with a vitally important ring effect and you should play around it against just about every Crab deck.
Rated: 4
This Stronghold is very solid with a nice above average stat boost on defense and +3 to Province strength. The only thing that holds it back is its use being limited to defense only. Very useful for making your opponent spend more cards to win a fight and generate a long term resource advantage for yourself.
Rated: 0
Worst stronghold in the game. Three qualifications to use the mediocre ability. Lowest honor. Lowest strength.
Rated: 3.5
A really strong card when paired with a defensive strategy. This can come up with combinations with other cards like Waning Hostilities (move their attacked back and thus nullify their only attack), Benton's touch (bow a shugenja then use that shugenja to rout opponent unit), or Guard Duty (honor your defender then move them back so they can attack).

To be seen if the combo nature of the card makes it niche or if it can stand on it's own.
Rated: 4.25
Definitely a sleeper card from the core, I think it will only become more and more valuable.

With just the core, it only really had a couple of middling/situational uses
- Economy: swap it for a ring that had 2+ fate on it.
- Stealing a ring to deny an opponent something crucial, or to trigger Solemn Scholar's earth ring ability
- Being able to double trigger a particular ring.

Now, with the Prodigy of the Waves, nabbing the water ring has become critical, even if you don't care about the water ability at that moment. Adding and comboing with some of the above uses, makes this an all-star card in my opinion. Especially when going for the honor win- triggering Air, swapping for Water (reading PotW), then triggering Air again is one potential combo for gaining 4 honor in a single turn. Or if you want to do a card choke - Earth, KtW for Water, then Earth, can give a 4-card advantage swing .
Rated: 4.5
One of the best Phoenix characters to come out this cycle. With Know the World, and Against the Waves, you can ensure that she will likely be available for 2-4 of the conflicts in a round. When honored, you have a 5/5 beast dominating the board.
Rated: 4
A very good card, but by no means invincible, and comes with its own limitations. Also, potentially not a card for every Phoenix build.
If building an aggressive Phoenix, this card will be indispensable. The ability is only active when attacking, and it will negate cards on both sides of the fence, so you still really need to plan it well.

If you are building a defensive Phoenix (maybe an honor or dishonor build), then this card is a little less useful, but maybe only just so. Even when defending most of the time, Phoenix will likely still want to mount an attack for a few reasons.
- Ring control is crucial, so if you're first player, grabbing a ring first conflict can be critical.
- Luring your opponent into a defensive conflict to use up their resources can be tactically useful as a defensive strategy.
- With readying strategies, using some strong characters in multiple conflicts can ensure a successful attack in addition to a successful defense.

Rated: 5
Super Solid, also for decks that can prolong the charged's life :-)
Rated: 4.5
Solid value card, especially for decks that can recur characters from discard pile, because your charged big character won't be staying around for another round without the help of Good Omen or a similar card.
Rated: 3.75
You burn a fate on a character but can be the thing that gets you a province break or imperial favor. Can also gain you a fate by giving you room to pass first in dynasty phase.
Rated: 4.5
A staple Unicorn card for a long time. Just the presence of this card, even if not in your deck, makes opponent have to play less efficiently, never knowing if your small political commit will convert into a military blowout. This is and C Reserves are usually the 2 cards people hold out their cancels for.
Rated: 3
A deck specific card. For decks that follow a blitz tempo and need to keep opponent on defensive in order to remove large attacking threats on opponent's side. I play either this or Way of Unicorn but not both. Breakthrough has the benefit of conflict phase surprise but has the limitation in that it requires a break to trigger.
Rated: 3
I don't often use this ability to send a ready unit into battle, but frequently use to dump a bowed body into combat to avoid the honor loss or trigger trader.
Rated: 4.5
Mills opponent's deck each turn and has +2 strength. The only downside is that having this and library out on 1 turn limits Dynasty draw but that's a good problem to have.
Rated: 3.5
Straight forward good utility card that under almost all circumstances can be triggered (unless final province is already revealed and it is a reaction and under situations where remaining provinces are not triggered abilities). Stopping a province trigger can be a big deal, given the impacts each has to one's conflict plan. Outside of that, gives you a 0 cost attachment with a slight military buff and is not 'Restricted'.
Rated: 4.5
The protector of Shugenja! Probably my favorite 3-cost Phoenix. She's pretty reliably useful: she has decent stats, and a crucial ability.
Rated: 2.25
A 2 cost body with below average stats giving unicorn a move effect they already have access to in abundance. A benefit is that it can move in people during political but those will also be traited courtiers and best thing you get for not just declaring them to begin with is a ide trader trigger. Why not just put a strong character in your conflict deck to begin with that doesn't require a 2 card combo. I rated mostly for the niche include as an ally card.
Rated: 2.5
A 3 strength is nice but can only run 1 in deck so consistency is a concern and once it is out on your province it just sits there doing nothing else until you discard it. That's effectively 1 less card draw a turn with not much of an added benefit that typically comes with a holding. May be worth considering in a focused deck that has hi conflict deck characters or retains big characters and only plays one or two a turn, like a specialized Crab, Dragon or Phoenix. Would seem a strength of +5 would have been more appropriate.
Rated: 3
At 4 cost and on a unique character really I want this ability to be an action and not a reaction upon entering play. With it being on a character that has a high cost you want to put some fate on the character to protect the investment, either from pool or by discarding a copy of character from province. However, because he's unique by keeping him around you then decrease the opportunities in the game of playing him and triggering reaction, thus reducing value of card. Really if you hide only one revealed province in the game opponent can just avoid attacking there again. You need to be able to hide more than one in a game to have a meaningful effect, unless it is your stronghold province. There is the added benefit of boosting targets for M Fury by hiding a province. The No poison attachments and Courtesy are nice perks that seem to be added as an afterthought in realization that he's just not that consistently great.
Rated: 3.5
A bit expensive and situational, but potentially can enter a conflict at 3/3 or 4/4. A decent choice for a conflict character.
Rated: 3.5
A good card that will likely become a great card.
Good stats for the cost: 3/2/4 for 3 fate. Phoenix just needs a few more ways to reliably honor characters (which is coming imminently).

I am waiting for the "Honor Phoenix" archetype to blossom, and when it does this card will be front and center. With his 4 glory, he can become a 7/6 beast. Right now his high glory is as much a liability as it is a bonus.
Rated: 4
Great on the surface. It mitigates most risks of putting fate on characters, and gives a nice resource rebate.
It does have its weaknesses already through attachment stealing/discarding effects. It can also only be used once a round, so it is till susceptible to the void ring.

This will likely find its way into many Phoenix decks.
Rated: 5
One of my favorite Phoenix cards. It seems like many clans have their own flavor of "Ready a character under X stipulation." For Phoenix, it makes sense that it's Shugenja characters, as they are the most powerful/plentiful trait available to them. This will likely be a standard card for Phoenix for a while.

The flexibility to bow an opponent's Shugenja is a nice bonus option too.

The only time I see it as not being useful, would be if you chose to focus on Courtiers rather than Shugenja- but this archetype seems to be a little into the future, as you'd be missing out on some of Phoenix's best cards at the moment.
Rated: 4.25
Probably one of the most infamous Phoenix cards. It allows you to free up some of your characters for other conflicts while maintaining a strong ring advantage. Still needs to be used carefully- it is expensive, and you will probably lose a province. It can also completely backfire if canceled.
Rated: 4.75
One of my favorite characters. She might combo really nicely with Isawa Kaede who adds the Void element to a ring. This will ensure that even if an opponent takes the void ring in a conflict you don't care as much about, Atsuko will still get her Void boost.

Her +1/+1, -1/-1 to each participating character can be huge if planned well.
Consider using Way of the Phoenix in order to ensure Void availability when you need it
Rated: 5
I too will sing the praises of this card.
Inexpensive, decent boosts, and honor bleeding. Great splash for any honor bleeding/ dishonor focused deck.
Rated: 2
Really powerful card potentially, but very expensive and probably not worth it. There are more interesting things you can do for 5 fate.
Might be better if character fate manipulation becomes more of a thing.
It might be a consideration if you are desperate for Bushi trait cards, but even now that seems unlikely.
Rated: 2.5
Too situational at the moment. It might see some use once honor dial or character fate shenanigans become more of a thing.
Not a terrible card, but generally there are better options vying for one of the 40 spots in my deck.
Rated: 4.25
I was wary of this province at first. The 3 strength really took me aback. After playing a while, I see that this ability is quite powerful, but it really needs to be used with prudence. If feasible, try not to use the ability during the first conflict of the round if you can help it. Otherwise they will return for the second conflict and have a much easier time breaking it.
Rated: 2.5
One of the weaker core set neutrals. The ability will occasionally come into use, but the 1/1/1 stats kill it. The ideal way to play this character is to use it in a first or second conflict and then sacrifice it after it's done its duty in battle.
At this point I'm mostly using it for the Shugenja traits in Shugenja focused decks until more interesting option come along.
Rated: 3.5
Good deck filler. A cheap body with the Courtier trait and a great stat/cost ratio. Good for military decks for defense, or for political decks to give that extra push.
The Imperial favor stipulation limits this card, but its still useful for many decks, especially trait focused ones.
Rated: 3.5
Good deck filler. A cheap body with the Bushi trait and a great stat/cost ratio. Good for political decks for defense, or for military decks to give that extra push.
The Imperial favor stipulation limits this card, but its still useful for many decks, especially trait focused ones.
Rated: 4.75
A standard for many decks both military and political focus. Often gives that much needed push to break/defend a province. The ability to spend an honor to maximize it is a nice option.
Rated: 3.5
Much better than the seeker. I would rarely play this from the provinces, but rather wait til I can trigger the reaction.
Its weak stats still probably mean that this one will get pushed out of decks for better options, but still- not bad.

Of the core set seeker/keeper cards, I much prefer the Keeper initiate. You can basically play this one for free several times a game.
Rated: 2.25
I'm not a fan. It feels over-costed. Two fate for a 1/1/2 card with a middling ability.
It might find its way into a seeker deck that really focuses on alternate card draw, but it still feels too expensive. - Basically 2 fate for 1 semi-random card and a weak body.

Of the core set seeker/keeper cards, I much prefer the Keeper initiate. You can basically play that one for free several times a game.
Rated: 4.25
Very powerful card that can completely dismantle an opponent if played carefully. I think the 3 honor cost is well-costed.
Not a card for every deck strategy, but many decks certainly can benefit from this. This will likely remain a standard for a long time.

When learning the game this card is a BIG DEAL and game-breaking, but then you learn not to invest into your 0-2 cost characters, until your opponent is low of honor or you've seen all 3 copies.

A powerful card that can be maneuvered around.
Rated: 4.75
Great card for most clans. A must have for any political-leaning, glory-heavy, or honor/dishonor-dependent decks.
Rated: 5
Simple, free political boost. Will probably be a deck standard for a long time.
Rated: 5
Simple, free military boost. Will probably be a deck standard for a long time.
Rated: 5
Must have for any Shugenja heavy deck. Few things are more beautiful than someone dumping a lot of fate on a character with a strong ability and then denying them that joy.
Rated: 2.75
The short: Even with the lackluster action on the card, this is a serviceable choice that will probably be easily replaced in time.

Pros: His 3/2/2 stats are decent. The 3-cost makes it immune to assassination. He has the highly beneficial Shugenja trait that Phoenix relies heavily upon.

Cons: The action is too situational, expensive, and transparent to be of great use. It must be a fire conflict; It must be a 2 cost character or less (big whoop); You must bow one of your heavy hitters (ouch). Yea, you can potentially ready him with Against the Waves, but I much prefer to use AtW to have my characters fighting multiple conflicts.
Compare it to a similar character: Lion Pride Brawler. Same stats, but has an action that you can use on ANYONE with lesser military (a common occurrence), anywhere on the board, as long as the character is attacking (a common occurrence). She doesn't even have to bow herself. There isn't necessarily a huge distinction between bow and discard in most situations, especially on a 2-coster which people are already wary of investing in highly- in any case your opponent will easily see this coming, and can easily maneuver around it. When LPB is on the stage, there is tension- she can affect a lot. She can even dominate political conflicts. This guy, not so much.

Wash: His unique status may let him stay in play longer if you're lucky enough to draw him while he's in play, but you can't have multiples of him, which, given the dubious use of his ability, would have been useful. LPB has a great ability and is non-unique. Two LPBs on the board is scary.

What could have made him better: If his ability were able to discard 3-costers, I would like this guy a lot more- I might give him 4/5 stars. As of now, I am NEVER even tempted to trigger his ability. It doesn't make me seek fire conflicts to any greater degree. If he could burn 3-costers, now THAT would be worth considering bowing him in a conflict, and would be a much richer risk/reward decision space. Maybe that would be too powerful, but given the highly situational and transparent nature of the ability, I don't think so. I think he'd be almost as much of a threat as LPB. There's several other ways I can think of that they could have slightly altered the card to balance it better if my above alteration proved too extreme.

Looking to the future: A card/character that adds fire to rings will make him a little more broadly useful. I imagine we'll get one in time. I can also see myself ignoring him completely once we get a few more mid-range Phoenix characters. More ways to ready cards would also make him much better.

Conclusion: the only real reason he's in my deck is that he is a decent-stat Shugenja.
Rated: 4.5
Really good - Unicorn largely not competing on honor but at risk of losing due to honor drain so a much needed card. The fact that this refills province face up is critical in Unicorn, which tends to want to use all 4 dynasty slots each turn. The fate may also be useful but less so than honor and with more of a downside given that opponent gets the fate also. You'll want to trigger this after opponent passes during dynasty or during Conflict to get the fate needed for Cavalry Reserves.
Rated: 4
Keeper role restriction helps clue opponent into whether or not you may be running. Strong card effect in helping you keep your characters available for attack rather than defense. One lone courtier could hold off a large attack giving you the much needed breathing room for a turn. Especially potent on a final push made on your stronghold. For Crane I see a good benefit in halting large military pushes from the likes of Lion while for decks allying Crane, like Lion and possibly Unicorn, this helps push off a big political push by opponent for a turn and keeps your bodies available for the aggressive play. Decks that have some level of card choke, like Dragon and Scorpion or even a Unicorn play focused on Earth ring won't get as much benefit.
Rated: 2
In a clan that has plenty of move effects, this guy isn't adding anything worth the 4 cost. biggest help is on the political side because so many cards give unicorn move/put into play options in military. May increase rating if builds develop that need the added movement.
Rated: 4
Don't think I have ever paid full price for this card, usually a charge or spiritcaller target. Great to get him out for one turn since you get the honor when he leaves and gives you a huge boost in military for the combat he appears in. Also good because he can shift the tide of an honor battle negating an opponent's Voice of Honor or enabling your own.
Rated: 3.75
Stats are great, ability is powerful, but the price causes this usually to never get played from the dynasty deck but waits to get into the fray from a charge or spiritcaller. The nice thing is with the right cards you can charge it out and end the round with 2 fate on it.
Rated: 5
Part 2 of the Lion double headed monster. This card leads to the strategy of dumping your dynasty deck every turn to build a robust graveyard to pull from. Two spiritcallers and a full graveyard usually means win since you can tailor what you pull out based on the situation. Few things are dirtier than a spiritcaller into the champion to double tap the ring when your opponent is not ready for it.
Rated: 5
One of the best cards in the game, if facing against a single defender you will usually be able to win if not break the province. Also has the ability to bow characters not even involved in that conflict, shutting down your opponent's next conflict. The hardest part about this card is remembering it only works when you are attacking.
Rated: 5
This card can single handedly dishonor your way to victory. If your opponent is 5 or lower honor this will shut down their ability to contest any encounter it is involved in.
Rated: 5
The fact that it boosts military and political, only costs one, and has an unlimited ability effecting any card played makes this a favorite of mine.
Rated: 3
As medium in ability and stats as you can get. Will be more versatile and impactful once Unicorn gains more strongholds and deck doesn't use one that is largely a copy of this (though this can move political). Overall a fine include. The glory at this point is a downer.
Rated: 2.75
Solid against unicorn or lion, and lion I feel is unicorn's toughest matchup. But otherwise kind of bland for the price and stats.
Rated: 4
Good blend of a solid political unit where needed and an ability that gains card and fate value in a clan with Spyglass.
Rated: 3.5
Good card. Possible 3 military from one resource and can still participate in political strikes. Also great for rounding out a Calvary Reserves. Bushi trait supports Rout.
Rated: 1
The stats are bad for the cost and the ability requires card discard to basically give her a temporary Fine Katana and the single limit on triggering just makes her awful. At 3 cost she clogs up provinces and is a terrible Cavalry Reserve target. Really her only synergy with Unicorn is the Calvalry trait. Maybe will improve in rating if Unicorn have a consistent way to honor or ever want to go for Fire but right now that 3 glory makes her a huge dishonor target.
Rated: 3
Nice balance stat base if purchased for 1 but otherwise nothing special. For fact that Unicorn have means of retaining initiative this is a fine card. Probably won't see much play once card pool expands unless Unicorn needs some Shugenja.
Rated: 4.5
Great card for the cost. The ready ability basically makes this two units for the price of one. With the ability to ready makes for a strong Spyglass candidate. Also pairs nicely if used during a defensive Cavalry Reserves in order to strike after.
Rated: 2.5
The stats are at best average for the cost and at 2-cost would expect some form of benefit in ability rather than what it comes with. On the positive side, card is the strongest consistent military stat for the cost in Unicorn at current time so paired with Outpost or Cavalry Reserves this is a strong card. Also a good candidate for Charge! The 0 glory is a bonus in ensuring dishonor won't cause problems.
Rated: 4
Very useful in Unicorn to ensure blitz tempo is maintained by not triggering province reveal ring or conflict type switches and for appropriately planning commitment strategy and numbers. Cavalry keyword is a bonus.
Rated: 4
High cost and political - do not warrant the fate expense for this card, but it is by far my most favorite card to Charge! or pull into Cavalry Reserves.