Post by Hida Tetsuko on Dec 9, 2018 22:35:05 GMT 10
The Case for Way of the Unicorn
All of the Great Clans have at least philosophy card in their conflict decks that cannot be splashed by another clan. These are supposed to reflect a core philosophy of that clan. For Crab it is sacrifice, for Scorpion dishonour, for Lion it’s military ability…and for Unicorn it’s…going first? Surely, that’s a dud ability? It can’t possibly help you win like the other “Way of” cards do.
Well, speaking as a Unicorn player since launch, I respectfully disagree. It isn’t a bad card, there is a place for it in your deck if you see its true potential.
So How Does It Help?
Firstly, we need to examine the benefits of going first. And there are a few. First obvious one is that we get a first turn at the Dynasty Phase, this means we can get our people out quicker and possibly pass first. This includes more fate and fate benefits from cards like Shinjo Scout. The next is going first we can neutralise our opponent quicker in the Conflict Phase, getting to put Cloud the Mind or something else nasty on an opposing character before they can react. And the third, and perhaps the most critical of all, is that we get to initiate the first conflict. Choose the ring that could still have fate on it, and to attack your opponent before they attack you.
What Does Attacking First Bring You?
The fact that we can control the first player token gives Unicorn a unique control over the game state. For the most part, your opponent relies on having their turn come up as first player. Perhaps even managing their resources so when it comes around they can head to your stronghold. Way of the Unicorn changes that. It forces your opponent to defend, especially in a tight game. This wastes resources that they would much prefer to use to attack you. Burning through their hand and through fate, losing things they may not get back.
And, if this card is coupled with another underated Unicorn card, Breakthrough, the same thing happens. Again, this forces your opponent to defend, something they were not expecting as they played the last conflict as if their turn to attack was coming. You could be the first player, break province 3 and then go for the stronghold before your opponent has the chance to attack. And yes, I have played games like this.
How Does it Win Conflicts?
I will admit that it doesn’t, but that is not what the card is about. This card isn’t about winning conflicts, it’s about winning games. It’s about taking the initiative and attacking your opponent before they can attack you. Putting your opponent into a position they were not prepared to be in.
Way of the Unicorn also favours an aggressive deck, which I admit is not as a strong playstyle as I would like it to be. Or consistent. But hopefully, when the Unicorn pack comes out next year, we might see it more relevant.
All of the Great Clans have at least philosophy card in their conflict decks that cannot be splashed by another clan. These are supposed to reflect a core philosophy of that clan. For Crab it is sacrifice, for Scorpion dishonour, for Lion it’s military ability…and for Unicorn it’s…going first? Surely, that’s a dud ability? It can’t possibly help you win like the other “Way of” cards do.
Well, speaking as a Unicorn player since launch, I respectfully disagree. It isn’t a bad card, there is a place for it in your deck if you see its true potential.
So How Does It Help?
Firstly, we need to examine the benefits of going first. And there are a few. First obvious one is that we get a first turn at the Dynasty Phase, this means we can get our people out quicker and possibly pass first. This includes more fate and fate benefits from cards like Shinjo Scout. The next is going first we can neutralise our opponent quicker in the Conflict Phase, getting to put Cloud the Mind or something else nasty on an opposing character before they can react. And the third, and perhaps the most critical of all, is that we get to initiate the first conflict. Choose the ring that could still have fate on it, and to attack your opponent before they attack you.
What Does Attacking First Bring You?
The fact that we can control the first player token gives Unicorn a unique control over the game state. For the most part, your opponent relies on having their turn come up as first player. Perhaps even managing their resources so when it comes around they can head to your stronghold. Way of the Unicorn changes that. It forces your opponent to defend, especially in a tight game. This wastes resources that they would much prefer to use to attack you. Burning through their hand and through fate, losing things they may not get back.
And, if this card is coupled with another underated Unicorn card, Breakthrough, the same thing happens. Again, this forces your opponent to defend, something they were not expecting as they played the last conflict as if their turn to attack was coming. You could be the first player, break province 3 and then go for the stronghold before your opponent has the chance to attack. And yes, I have played games like this.
How Does it Win Conflicts?
I will admit that it doesn’t, but that is not what the card is about. This card isn’t about winning conflicts, it’s about winning games. It’s about taking the initiative and attacking your opponent before they can attack you. Putting your opponent into a position they were not prepared to be in.
Way of the Unicorn also favours an aggressive deck, which I admit is not as a strong playstyle as I would like it to be. Or consistent. But hopefully, when the Unicorn pack comes out next year, we might see it more relevant.