Very middle-of-the-road. Having to intercept turns these guys often
into a minor speed bump. And once your opponents know you are
playing them, they will try to avoid triggering them. Note that the
timing doesn't allow you to use Training Camp to return Assault Squad to
your hand and play it once an attack has been declared -- you have to have
done it in advance, giving away any chance of surprise. Maze of
Stairs seems to be a pretty obvious combo.
This abomination is one of the stars of 10KB, and just screams to have
decks built around him (not to mention revitalizing some of the old
Abomination/Reinvigoration Process decks) . The Reaver's ability is a lot
like Ambush, but with a twist. They can chew down larger fighting
characters and not get hit back, but they whacked on by interceptors, so
some other damage prevention/redirection cards (like Turtle Beach) are
going to go well in a deck with this card. States put on the Reaver
get some extra mileage, and I think ArcanoTank is going to shine.
Not to mention this is a decent anti-Temple card.
Well, he's better than the new Thing With 1000 Tongues, but that isn't
saying much. This guy is basically an 11 Guts thug, with an ability
that can hinder or sometimes help opponents. Don't expect Magog to
be taking any 2 body sites that turn. His ability is similar to
Earth Poisoner, which in my experience has been shown to be
Bleys stinks in the 10KB format -- you really don't want to be getting
pounded and draw this guy and not be able to attack with him.
Outside of 10KB he's okay, and his Shaking the Mountain ability can be
quite powerful -- remember he can proactively remove potential
interceptors and/or annoying sites that turn. Family Estates and
lots of 1-cost foundations will help get around his can't attack alone
restriction, and ye olde Killdeer will let him use his ability more than
This card is pretty cookie-cutter. You put it in your cop deck, and
go to town. His cost-to-power ratio isn't the best, but with a
Police Station he's okay-ish. Giving all your cops Toughness:1 is
also okay, but you need a lot of cops in play to get some mileage out of
it. I don't really see him as essential.
I'm not sure about this guy -- at 3 cost for only 3 fighting, you are
going to have to rely on other cards to help out the Jaded Cop if he is
going to do anything at all. Since he is unaffected by all players'
0 and 1 cost events, the obvious deck to build is the Dra/Asc Cop Final
Brawl deck, but I don't think that will be exceptional. I'm still
thinking that Undercover Cop is just as good or better, since he can get
through to sites, and benefits almost as much from Police Station.
It's the same old SWAT Team, but with the addition of Tactics, which only
makes them marginally better, and you're still never playing outside of a
cop deck, and even then they aren't too good.
Full of Guns vNew
This card is a lot better than the original Bag, but it still has it's
problems. If you are paying full cost, this card is probably below
the power curve. But, if you are using some form of cost reduction
(Kar Fai's Crib, Johnny Tso, Ice Commandos, Slo Mo Vengeance), this card
moves to the strong side of the fence. The Bag is one of those cards
that lets you cement a game -- when you are ahead, Bag can give you a soft
lock, but when you are behind, it is often a card you don't want to be
This card is mildly interesting and in that mid-range slot battling with
cards like Netherworld Vet. I'm not sure how good he'll be in the
long run, but two cards that can combo with are it are Police Station
(turning it into a potential 7 damage 3-cost supercop) and Bronze Sentinel
to make sure he triggers when you need him to (not to mention Who's the
Big Man Now, but stay away from Who Wants Some).
I'm sure this card is exciting lots of people, but I'm just not one of
them. This card is half Ting Ting and half CHAR, and doesn't do much
of anything new. I still think Ting Ting is better for anti-Mentor,
and for 1 less cost you often as much fighting (if not more). And
while not getting damage redirected/reduced is really good, being immune
from Events is just that much better, so the Zen Gunman just doesn't quite
offer much that the Dragons don't already have. I'm not saying this
card is bad -- in another faction it would really stick out, but in the
Dragons, it's very muddled.
Bleech... These guys just aren't very exciting. They have that
real limited Toughness, which seems to be primarily anti-Police Station,
but we've known for a long time that a Hood vs. Police matchup is the
makings for a real bad game. The gain power ability only works when
your behind, which makes it all the harder to make it work unless you are
Glimpsing like mad. Even then, this guy only gets about as good as
Walking Corpses, so why go through all the hassle when you can start with
This hood sorcerer is not great, but he's not bad, either. He's got
the failsafe Mentor protection of being able to eat himself, and he's got
some resistance to Events, even though it hurts. You can play
Vassals with him, but you will be reducing your access to Magic or passing
up the really amazing Palace Guards to do so. I don't think the
Lotus Hood deck is really where it wants to be yet.
This is another card that I think will be better in 10KB than in
constructed. Blue Monk is probably as good at getting to damage
sites, so this card's Toughness will be best as an anti-character
ability. And not having Toughness on defense makes the Bulletproof
Monk pretty wussy.
Derek just doesn't quite do it for me. Yeah, he's big, and he can
get through or live through some serious Event stoppage, but he's just too
costly. 9 Power is just a little bit too much to pay in one turn in
my play environment, but might work in more turtley places like Finchley.
I'm gonna be dropping Billy Chow from BCL in decks before Derek Han.
I really like 1-cost non-Foundation with strong abilities and/or talent
provisions. This guy does both. I try to throw a Gardener or
two in most Guiding Hand decks, but this guy is going to give him a lot of
competition. Your opponents are going to have to waste their tempo
taking him out if they have any foundations around. Don't overlook
the recon ability of this card to ping unrevealed sites.
This card makes me mad -- this is the perfect example of a card that
should not be a fixed-rarity one-of per $10 starter. This is the
type of card that people are going to want to put two of in every Jammer
deck. This is one of the better foundation sites, and it provides
Tech to a faction that needs it desperately. In the 2-cost slot, I'd
pick Bomb Factory over Resistance Squad and Dump Warrior almost every
time. Not only does this site provide Tech, but it also has a decent
ability in +1 damage against sites, which can make the difference some
times. Expect opponents to seize this baby -- not only will it deny
you that Tech resource, they will be pounding your sites with the extra
This is an interesting take on George. The old one wasn't bad, but
he seemed to get worse and worse with every expansion as he got more
competition (still, I would have rather seen an OrangoTank upgrade, which
is a card in sore need of some juicing). He's got a build in Hosed!
ability that also works on defense, which is nice, but mostly he's just a
big stick with Guts.
This is another card that just doesn't turn me on. 3 cost
sometimes-Stealth 4 fighting is below the curve -- this is what you get
for having an out of faction ability. The guy does have two ok
designators though (Mercenary and Hood), so he might inspire some
This looks to be a real decent card, especially for the Jammer horde deck
and early game. Attack with your army, and splat anything in your
way. Notice that you can't hose anyone who joins in, only
interceptors and other non-attacking characters at the location. And
at 0 cost, you can drop these as fast as you draw them so they wont clog
your hand if you need card flow.
I sort of like this guy, but I have a penchant for non-Unique characters
that can fit into new deck archetype. If you get a couple out, you
can rule the board Event-wise, but you will become a big target.
They will give a boost to those of you trying to build Fire designator
based decks, and Inner Fire stops your opponents from using your Fire
Mystics against you. Remember that this is a triggered ability, so
zap those Pocket Demons.
There's not a lot to say about this card -- everything about it is so good
it speaks for itself. 5 cost for 8 fighting is very average, but add
in Guts and this starts to look decent. Then add in the 2 power
rebate when an opponent smokes him, and he's turbo. I expect to see
him making some Golden Comebacks, and Lord Hawksmoore is likely to be a
chase card for 10KB if Siksada didn't completely blow the art like he has
on other cards.
Well, it's an improvement at least. +1 Fighting might just make
enough of a difference to consider him for more decks. And
surprisingly, Tactics is okay, since you can use his ability to pump up a
bunch of foundations, and if you opponents make an effort to take out Lord
Shi with interceptors, you can pull him out and retain the fighting bonus
on other characters. Don't overlook stupid Kinoshita House tricks or
Back for Seconds to pump up Lord Shi a second time.
The Monarchs are now the only faction without a foundation site, and this
looks to be a variation on providing a somewhat similar card. If you
are uber-lucky, this card can generate 1 power a turn, but honestly, if
you get 1 power every two turns, you are doing well. This is the
anti-Fanaticism card, and it's best friend might just be the Fire and
Darkness Pavilion, since it triggers twice.
More Thunder jank for the King to rue. This card's ability is worse
than some abilities that you find on 2-cost foundation characters.
If you are really trying to build the all-Thunder deck, it does give you
some more Magic, but I would recommend playing five Thunder Initiates
before resorting to the Bishop.
This guy is real solid in the 3-cost slot. 4 fighting is expected,
and he has a stealth like ability, only it effects all attackers.
Something giant like the Demon Queen in your way? Not a
problem. The ability is cumulative, so attacking with two Coggy's
can eliminate most of the interception that you are worried about.
And these guys supply Magic, so you can fuel your Amulets or use Quantum
Sorcery in a pinch.
This guy is the biggest/most-expensive Purist character to date, but I'm
not sure that is saying much. The Father's ability is sort of a
weird Toughness, and I think you can expect him to be ignoring Foundation
characters all day. Note that sneaky opponents will try to dump
their hands mid-attack. Double note that Father of Chaos is not a
combo with Curtain of Fullness. Who knows, maybe there is some
janky Purist/Hand deck with Dragon Boat Festivals that kicks...
The Isomorph is at the middle-upper end of the power curve, mostly being a 4
cost 8 Fighting machine with no ability. Don't confuse this card
with Adrienne, who often costs only 3 power and has a solid ability
There is a basic design problem with coin-flip cards -- you have to make
them underpowered, or they are just too good if someone gets lucky and
makes a few coin flips in a row. Kallisti is a prime example of
this. Healing 3 points of damage half of the time when she smokes a
character in combat is not very reliable, and requires some planning and
luck. Maybe if this card worked all the time it would be good, but I
am going to find it hard not to put multiple Rhys in a deck before I get
This is another Sinister Priest in disguise, and you are going to want
plenty of these if you are building Purist decks.
It's 0 cost and has low resource conditions, so this card can't be too
bad. Think of it as a Helix Chewer that sends some pain back to the
source, and wont be clogging up your hand all day. Seems like this
will be best early game to clear out your opponents' resource characters,
or at least keep them at bay if you fall behind.
See Fireworks Factory for my rant on inappropriate fixed cards. This
is another card that you really want to drop one or two of in most Purist
decks. Generates power, gives you a resource, and gives you a strong
deck manipulation ability. Like Bomb Factory, watch out, because
your opponents will want to seize this card and use it against you.
This card is only of note because it is mis-printed -- it provides a Magic
resource when it should not. There has been no official word whether
is card is play-as-printed or will be given errata.
Here we have another Really Big Gun variant... yawn. This card
doesn't really belong in 10KB, and seems that it would go a lot better
with all the vehicle related jank in BCL. I'm not a huge fan of
Mobility, as it often makes you the chump interceptor.
If you can get past the art on this card, it okay in certain
situations. On defense, you are likely to spray your own characters
with stray bullets, which is not ideal. But, on offense, you might
just get lucky and hose down a horde of your opponents' characters.
Remember that you can change locations in response to using SMG, so expect
to see lots of characters running.
This card looks to be a half-hearted attempt to address the imbalance of
1-cost foundations (they are too good). While it sort of works in
the 10KB environment, I don't think this site will have much effect on the
metagame -- it's limited, so cant really build a deck around it, and will
be unreliable. Generally, I am always preferring a Gambling House or
Nine Dragons Temple to it.
As a generic site this is pretty iffy, and I think it will always fall
victim to a better site for deck selection (say the top-notch City Park,
or a Nine Dragons Temple). This is another card that is trying to
make 2-cost foundations more playable -- you are hoping to heal in-between
fighting a pair of 1-cost characters. The unturn ability of City
Hospital is interesting, but in the long run, I think Sacred Heart is
always going to do the job better (if not even Floating Restaurant).
I think this will be one of the sought-after 10KB cards. Golden Mile
looks to be able to generate you 2 power a turn pretty steady after about
your third turn. I'm going to guess it's on par with Gambling House,
with the additional bonus of two more body. Generating power has
never been so easy...
While this is okay early game when playing in the 10KB environment, I
don't think it makes the cut in constructed. There are just too many
other FSS that get you a little bit more than a couple damage to
intercepting characters over a game.
of Celestial Mercy
Yikes... people are going to love this card. Throw it in a deck, and
get more cards. Sure there are combos like Fatty Cho and Tong Su
Jin, but just holding two extra cards is huge in any deck.
Like that other Temple, expect to see this one a lot. Did I mention
that you should expect to see this card a lot?