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 dnapolitanoClan Affiliation: Unicorn
Hall of Honor
of 5 players during (Day 1 of Spring 2018 Stronghold Conflict Series) @ Cloud Cap Games, Portland OR with deck
of 6 players during (Day 1 of Conflict Series) @ Red Castle Games, Portland OR with deck
of 5 players during (Conflict Series Month 2) @ Cloud Cap Games Portland with deck
of 4 players during (Conflict Series Month 2) @ Red Castle Games Portland OR with deck
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Mountain's Anvil Castle  ●  Seeker of Fire  ●   (8)
Political  ●  Card Choke  ●  Utility/Answers
by  dnapolitano  ●  9 hours ago  ●    ●  1 thumb_up  ●  mode_comment  ●  call_split  ●  schedule  ●  video_library
Conflict (40)
Attachment (14)
attach_file3Cloud the Mind
attach_file3Fine Katana
attach_file3Kitsuki's Method
attach_file3Ornate Fan
attach_file2Spyglass
Character (5)
Event (21)
flash_on1Assassination
flash_on2Banzai!
flash_on3Court Games
flash_on3Let Go
Province (5)

Isawa Mori Seidō  ●  Keeper of Water  ●   (9)
High Glory  ●  Honor/Glory Boost  ●  Stall Tempo
by  dnapolitano  ●  1 week ago  ●    ●  0 thumb_up  ●  mode_comment  ●  call_split  ●  schedule  ●  video_library
Conflict (40)
Attachment (6)
attach_file3Cloud the Mind
attach_file3Guard Duty
Character (1)
Event (33)
flash_on2Assassination
flash_on1Censure
flash_on3Charge!
flash_on3Court Games
flash_on3Harmonize
flash_on2Karmic Twist
flash_on1Mono no Aware
Province (5)

Golden Plains Outpost  ●  Keeper of Void  ●   (9)
Military  ●  Blitz Tempo  ●  Mobility
by  dnapolitano  ●  1 week ago  ●    ●  0 thumb_up  ●  mode_comment  ●  call_split  ●  schedule  ●  video_library
Dynasty (40)
Holding (3)
Conflict (40)
Attachment (13)
attach_file3Fine Katana
attach_file3Ornate Fan
attach_file3Reprieve
attach_file3Spyglass
Character (8)
Event (19)
flash_on3Banzai!
flash_on1Breakthrough
flash_on3Charge!
flash_on3I Am Ready
flash_on2Rout

Shizuka Toshi  ●  Seeker of Air  ●   (4)
Political  ●  Control  ●  Honor/Glory Boost
by  dnapolitano  ●  3 weeks ago  ●    ●  0 thumb_up  ●  mode_comment  ●  call_split  ●  schedule  ●  video_library
Conflict (40)
Attachment (8)
attach_file2Above Question
attach_file1Fiery Madness
attach_file2Finger of Jade
attach_file3Pillow Book
Character (3)
Event (29)
flash_on2Admit Defeat
flash_on1Banzai!
flash_on2Censure
flash_on3Court Games
flash_on3For Shame!
flash_on2Forged Edict
flash_on2Outwit
flash_on3Policy Debate

Yōjin no Shiro  ●  Keeper of Fire  ●   (8)
Military  ●  Aggression  ●  Kill/Fate Removal
by  dnapolitano  ●  4 weeks ago  ●    ●  1 thumb_up  ●  mode_comment  ●  call_split  ●  schedule  ●  video_library
Conflict (40)
Attachment (1)
attach_file1Sashimono
Event (39)
flash_on2Assassination
flash_on3Banzai!
flash_on3Charge!
flash_on3Court Games
flash_on3For Shame!
Province (5)
schedule Recent Session Reports
Battle for the Conflict Series: Spring 2018 - RC
Mountain's Anvil Castle
dnapolitano
Red Castle Games, Portland OR
Battle for the Stronghold Conflict Series
04/15/18
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4/15 Red Castle Games
3W-0L 6 participants

Game 1 vs unicorn
Managed good card differential. Applied honor choke despite 2 yurt triggers. Fury helped cut down threats. Pacing was steady towards win because they had little cards. Cloud the mind turn off Champ ability and hamstrung Kaito Kosori's ability throughout game. Investigator discarded a late game Captive Audience. Opponent had 1 card in hand when stronghold broke.

Game 2 Crab
Opponent put out only a Vanguard Warrior then passed on first turn dynasty. Had Kasada in province so I assumed he had Charge! I declared first turn political on Kasada province to break, revealing Guardians that exhausted my two units and his Vanguard Warrior. Wanting to clear out Kasada I put a Wayfinder into conflict but he Assassinated. As I was contesting Water ring I and had Cloud the Mind I still wanted to flush out his power cards, so I put Tattooed Wandered into conflict. I won but didn't break and readied my other non-participating unit with ring. He passed conflict so I declared military and he did play Charge as expected. I clouded Vanguard Warrior but he had a Reprieve in hand. He also had Mountain does not fall so he was able to break a province after that defense. Thus round ended with me short on fate and cards and nothing to show. Next round Amoro came out and so I only put out 1 character given my low fate. Ultimately he Way of the Crabbed my unit and broke 2 more provinces. But with my low card bids turn 2 and 3 i got him down to 1 honor and with help of Entrenched and Mountaintop Statuary I was able to defend my Stronghold. Yokuni did work in copying Steadfast Witchhunters ability and by keeping his hand low (despite Funeral Pyre) I was able to break 4 provinces over the next several rounds and win.

Game 3 Crane
Largely a game of small advances. Opponent had great card draw throughout game and with honor effects was able to keep her honor pool up despite my low bids. I leaned on Satoshi heavily during game to flush out Imperial Storehouses and putting Miwaku Kabe on an unrevealed Pilgrammage and leaving a Satoshi copy on Restoration to try and draw opponent's declare to that province in order to discard a next turn fate to my Satoshi in play. She never took bait. During game she broke one province but she stalled out on Before the Throne once I got Yokuni out and pushed Water ring and started copying the ability of Doji Challenger in order to pull her units into battle and waste their ability to attack or defend on my second attack. Because Resto was so juicy I never used my in hand discard effects like Spies. I did try to use Policy Debate but she canceled with Voice, which I hoped to draw out anyway so I could then follow with a Banzai. Her large hand of cards was able to stall me out so game went to time and I won on points. It also looked as if I would win if we played out the round as her Stronghold province was Shameful and she didn't have the cards to continue on the defense.
Battle for Stronghold: Spring 2018 - CC
Mountain's Anvil Castle
dnapolitano
Cloud Cap Games, Portland OR
Battle for Stronghold Conflict Series
04/11/18
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April 11 Cloud Cap Games
3W-0L
In none of these games did I draw into Yaruma or Investigator.

1st game Scorpion. Maintained province break tempo while pushing dishonor pressure once opponent hit Restoration of balance. Made risky play T1 to clear Imperial Palace on Pilgramage with Banzai'd Katana Doomed Shugenja and that paid off in setting the tempo for rest of game.

2nd game Crab. Slow start for me. Opponent broke 1 province and had good board presence early on. Then hit Resto and played into Spies at Court. I built up good unit presence after and pushed hard on choke/honor drain. Opponent conceded during my final political push on stronghold with Air ring where he had 1 honor remaining and I had +7 political boost still in hand.

3rd game Crab. Kept card choke on throughout game once restoration hit. Used Let Go on his Spyglass and Spies at Court that discarded to Way of Crab. Final Stronghold push squeaked out a win just as he had built up enough honor and board presence to start turning the game next round.
Deck Concept Testing
Mountain's Anvil Castle
dnapolitano
02/20/18
Show Full Reportexpand_more

2/20/2018
Played two games versus Lion. First resulted in them honor winning and second with me honor losing. Both cases I mismanaged honor (obviously) and had too much focus on card management and getting opponent down to 0 cards. I had enough going in both games to win via province break. Notes: Don't play spies at court until Restoration is revealed. Chasing the sun more powerful than expected and saved me from triggering feast or famine twice while steering into a province break against a weak defense. Put Spyglass on people that will get 2 attacks that turn (up ready effects). Need more Wayfinders for Shugenja trait and need less Wandering Monks. Overall my fate gain was bad. Made some adjustments to units (Mendicant just wasn't worth it and need more standing effects so included Champion). Removed cards that didn't see play though were in hand, such as Jade Masterpiece. Went down one in Spyglass and upped overall ready effects. Going to jank it up more and see if Breakthrough is good. Switched up Shameful for Pilgrimage because sometimes I didn't want to defend and characters are mostly low in glory. Consider bid 3 after first round as the max.

3/7/18
More games in and my win rate is better now that I am getting a feel for the deck. Holding on to mill effects until provinces are revealed is working out fine. I may need to add in another assassination to manage the Cautious Scout in Crane. Cloud the Mind also works, but I would rather drop that on the Guest of Honor than a 2 cost. The Scout (or any province hate effects) really decreases the benefits of the reveal provinces. Enlightened Warrior sucks and is a holdover from when this was a fate management deck also, so dropping it for Raitsugu. CtM is so necessary but its been a dead card when I have such limited Shugenja. So I end up holding on to Wayfinders until I have a Cloud the Mind target.
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comment Recent Card Comments
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.
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