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 dnapolitano
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of 4 players during (Conflict Series 2 Week 3) @ Cloud Cap Games, Portland OR with deck
of 7 players during (Conflict Series week 3) @ Red Castle Games Portland with deck
of 8 players during (Conflict Series season 2) @ Guardian Games Portland with deck
of 8 players during (Conflict Series season 2) @ Red Castle Games Portland OR with deck
of 6 players during (Season 2 Kit) @ Cloud Cap Games Portland with deck
of 8 players during (Month 3 ) @ Red Castle Games with deck
of 6 players during (Series Month 2) @ Guardian Games Portland with deck
of 6 players during (Month 3) @ Cloud cap games, Portland or with deck
of 4 players during (Conflict Series Month 2) @ Red Castle Games Portland OR with deck
of 5 players during (Conflict Series Month 2) @ Cloud Cap Games Portland with deck
of 6 players during (Day 1 of Conflict Series) @ Red Castle Games, Portland OR
of 5 players during (Day 1 of Spring 2018 Stronghold Conflict Series) @ Cloud Cap Games, Portland OR
view_headline Recent Published Decks

by  dnapolitano  ●  2 days ago
Kyūden Bayushi  ●   (6)  ●     ●  Military  ●  Kill/Fate Removal  ●  Mobility
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Conflict (41)
Attachment (13)
attach_file2Court Mask
attach_file2Favored Mount
attach_file3Fine Katana
attach_file3Spyglass
attach_file3Tainted Koku
Character (7)
Event (21)
flash_on2Assassination
flash_on3Banzai!
flash_on3Forged Edict
flash_on2Sabotage

by  dnapolitano  ●  4 days ago
City of the Open Hand  ●   (6)  ●     ●  Political  ●  Honor Drain  ●  Utility/Answers
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Conflict (40)
Attachment (9)
attach_file3Cloud the Mind
attach_file3Fiery Madness
attach_file3Ornate Fan
Event (23)
flash_on3Assassination
flash_on3Court Games
flash_on3For Shame!
flash_on1Outwit
Province (5)

by  dnapolitano  ●  4 days ago
Yōjin no Shiro  ●   (8)  ●     ●  Military  ●  Aggression  ●  Kill/Fate Removal
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Conflict (40)
Character (5)
Event (35)
flash_on2Assassination
flash_on3Banzai!
flash_on3Court Games
flash_on2Even the Odds
flash_on3For Shame!
Province (5)

by  dnapolitano  ●  1 week ago
Hisu Mori Toride  ●   (5)  ●     ●  Military  ●  Blitz Tempo  ●  Aggression
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Conflict (40)
Attachment (14)
attach_file3Fine Katana
attach_file3Force of the River
attach_file3Invocation of Ash
attach_file3Ornate Fan
Character (8)
Event (18)
flash_on3Banzai!
flash_on3Charge!
flash_on3I Am Ready
Province (5)

by  dnapolitano  ●  1 week ago
Mountain's Anvil Castle  ●   (9)  ●     ●  Balanced  ●  Tempo
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Conflict (40)
Attachment (27)
attach_file2Adopted Kin
attach_file3Ancestral Daishō
attach_file2Cloud the Mind
attach_file2Daimyō's Favor
attach_file3Fine Katana
attach_file2Finger of Jade
attach_file2Hawk Tattoo
attach_file3Heroic Resolve
attach_file2Honored Blade
attach_file1Jade Masterpiece
attach_file2Kitsuki's Method
attach_file3Ornate Fan
Character (6)
Event (7)
flash_on3Let Go

by  dnapolitano  ●  3 months ago
Shiro Nishiyama  ●   (8)  ●     ●  Military  ●  Honor Drain  ●  Experimental
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Conflict (40)
Attachment (11)
attach_file2Cloud the Mind
attach_file3Ornate Fan
attach_file3Reprieve
attach_file3Watch Commander
Character (8)
Event (21)
flash_on1Banzai!
flash_on3Charge!
flash_on3Rebuild
flash_on2Sabotage

by  dnapolitano  ●  3 months ago
Shizuka Toshi  ●   (5)  ●     ●  Political  ●  Utility/Answers  ●  Tempo
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Conflict (40)
Attachment (11)
attach_file3Above Question
attach_file2Fine Katana
attach_file1Finger of Jade
attach_file2Formal Invitation
attach_file3Ornate Fan
Character (3)
Event (26)
flash_on2Banzai!
flash_on3Court Games
flash_on3For Shame!
flash_on3Forged Edict
flash_on1Outwit

by  dnapolitano  ●  3 months ago
Isawa Mori Seidō  ●   (8)  ●     ●  High Glory  ●  Honor/Glory Boost  ●  Stall Tempo
    1 thumb_up    mode_comment    call_split    schedule    video_library
Conflict (40)
Attachment (6)
attach_file3Cloud the Mind
attach_file3Guard Duty
Character (3)
Event (31)
flash_on3Charge!
flash_on3Court Games
flash_on2Harmonize
flash_on3Karmic Twist
schedule Recent Session Reports
video_library Recent Media
comment Recent Card Comments
Rated: 4.5
Fun card that introduces attachment hate in a thematic and balanced way. At 1 influence will certainly draw clans over lion.
Rated: 4.75
Complete package. Hard to see where this card could perform poorly.
Rated: 4
For Scorpion, this will be the follow-up combo when they Calling in Favors a Cloud. For other clans, this is an attachment control option, though one more difficult to pull off as it requires dishonor.
Rated: 4.5
Seems strong - great trait coverage; unique; text that is always turned on; and in a faction that has multiple tools available to push her into multiple conflicts. Hits all cards and not just events. At minimum means at least 1 fate is needed for opponent to cancel your events but beyond that it basically requires that opponent pay one fate for each card they need to play to keep up with your blitz.
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: 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: 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: 4.5
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: 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: 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: 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.
comment Recent Deck Comments
I pretty much agree with your assessment. The deck is leaning heavy on the honor theme without consistent honor effects. It is susceptible to dishonor decks. The combo elements make it inconsistent. It is the jankiest of my decks right now but one I love to play.
Yeah, I like Tsuki and I like Tadaka. In this build I'm leaning on my 3+ cost characters and using my cheap shugenja to fuel Bentens and get some big hits late in game with Ancestor's Strength. Tsuki is good when she attacks after you claim water ring or if she sticks around more than a turn. With Waning as an option I don't want to build up a board to support a second attack with Tsuki and I don't want a third 2-cost to put fate on (right now I do fate up Mediator and Uona). All that said, if I find that having 9 1-costs is too risky then Tsuki would be a good option over Tensai Initiate. I'm testing Azunami right now and in my only game since I got the pack she had incredible synergy with Guard Duty (attacking water after a defense with another character that is now honored) and Ningyo. Ningyo is looking to be a stand out. Also testing Charge Bird both because of charge but also to get that big body in the discard for Ancestor's Strength. If either of those don't work out Tadaka will be back in. He's so warping that it's hard to test out how a deck works when he is included.
Interesting deck and congrats on the 2 1st placements! Have you gotten any honor wins out of this?
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