in the Sky
This card is really specialized. It's no where near as good
Imprisoned, but that, what is? I guess you are hoping to get your
power back by playing Vivisection Agenda, but the timing rules make this
difficult. Almost all sacrifices (including Fire in the Sky) are
part of the cost, so you need to have resolved the Agenda first.
Stick to Nerve Gas unless every character in your environment has a gas
While he's not the best, Rocket Man is kinda fun in four player.
He's no beating stick like Shaolin Agent, but he can still get reasonably
tough. Sure, he screams out Dr. Alley Mathews, but I think a Buro
Godhammer just may be his best friend.
Without any bonuses, 3 points of ambush is fairly good. Toss in
another point, and this card basically has full ambush. While this
is a clear winner in the Abomination Ambush deck, it might just be good
enough to consider in other decks. While the ability isn't as good a
CHAR, it does get around some damage redirection by having two packets --
there is no timing that allows for both to get redirected, so the second
packet is always going to hit. The question is whether the ambush
damage makes up for the added vulnerability to damage reduction, and this
card at least merits some play to find out.
Have the Technology
I'm not so hot on this card -- most of the tech non-character cards are
sub-par. There are a few notable exceptions, i.e. Neutron
Bomb. I guess you can use it to help pay for some of the tech sites,
but that is sort of counter productive since they are power generators
I like this card. I'm mean, and I like hosing my opponents.
Use of this card depends a lot on your environment. If it's
cut-throat, you're golden. This card is going to net you 2 power
with Paper Trail, which is going to be the main use for this card, but
it's still cool to aggravate people. Watch out for Resistance Squads
on the Run
This event intrigues me. It sure seems like it's got a lot of
possibilities, but I just don't know. But, as an Ascended card, it's
got to complete with all the power cheese, which makes its life more
difficult. And to top it off, I can't tell whether this is a dueling
card, a multiplayer card, or both! This is hot on my play list and I
recommend that everyone throw one or two in a deck just to play with it
and get a feel for it. Oh, the card itself -- attack, get hosed,
attack again. Sounds good. This is great in that it will let
you hold back on characters, especially if you are fearing a Bomb or
Brawl. Not to mention it's a good answer to KHouse, Turtle Beach, City
Square and Fox Pass tricks.
So, if on the odd chance you have Max in play, you get to use all your
janky Cop effects on your Pledged characters -- big deal. If her
were a 3c-for-4f Pledged Cop maybe... but he's just junk.
While I don't think this is an awful card, I don't think it's a good card
either. Remember you are pumping out 1c Pledged with your Family
Estates, and this card doesn't do a lot for 1 fighting characters.
And, you have Operation Killdeer, which is redundant. And, the
drawback for Night Moves leaving play is really harsh in comparison to the
benefit, and can cause you to lose a game (and will paint a big target on
Ahem... Drug Lab? The drawback on Nuke Plant is a lot stiffer than
it seems at first glance. Your deck is going to be filled with
useful sites that turn (like Family Estates) not to mention the gads of
power Feng Shui. And even if you don't play that many, you're gonna
want to take them from your opponents and use them. This card is
going to force you into multiple columns.
Well, I think I'm always going Paper Trail in 4 player, and maybe even 3
player. That leaves dueling, where this is theoretically a good
card, but Ascended are so fast (as dueling is in general) there usually
just isn't space for a long-term pay off card. Hrm, maybe I am
playing this in multiplayer some -- it lets you have more power generation
without having to worry about defending it. I would be vary wary of
putting out multiples -- that would scream Discerning Fire.
Political Corruption only requires 2 Asc resources, which does make it a
little faster/more splashable than Paper Trail.
I like Serena just in the fact that she's an okay non-Pledged/non-Lodge
Ascended character. She's a variant on Walking Corpses -- you are
hoping for a 2c-for-4f, but you have to spend 3 up front and get a
rebate. If you're lucky, you can get a few extra rebates.
Serena is more of a multiplayer card where you have a good chance of
finding a target with 3 more sites. And Stealth is going to give a
decent chance of being successful. Remember you don't have to attack
a site (they just have to have 3), so characters often make good targets.
Boy the Lodge sure has a lot of chairpersons, and this one is going to
give the Unspoken Name a run for his money. Playing cards out of
turn has always been a strong ability, especially if you get in a burn for
power and effectively negate the your turn ends immediately limiting
factor. Playing sites in the key ability, and sites such as Drug Lab
(and probably Nuclear Power Plant) are great ways of keeping the power
flowing. If you've shut down the player to your right with an
unsuccessful attack, it might just be the time to play that 3rd/4th Feng
Shui site to set yourself up for the win.
What is there not to like about The Suits? Well, a lot since they
have some of the problems that Liquidators have, but I still think they
are a turn in the right direction for 3 cost foundation characters.
First, you can get a price break on them with Family Estate. Second,
you can do some extra damage when up against Unique cards (which happens
often enough), and finally, you can pitch them late game to take a quick
peek. Good stuff all around.
on the Wild Side
I have a strong dislike for cards that have only limited choices for
playing, and this sure is one of them. Add the fact that the effect
is pretty schlocky (Really Big Gun and Path of the Storm Turtle) and only
works when attacking, and you have something to keep you table free of
drink stains. While I don't recommend playing Really Big Gun,
Pump-Action Shotgun is a nice damage bonus if needed (and you can play it
on your foundations) and Path of the Storm Turtle is ok for dumping on
your Lodge posers.
I don't know about you, but I get smacked by my wife every time I use
'big' and 'ass' in the same sentence. This card is a variant on
Training Sequence, and like it, you never want to pay full price for this
card. Motor Pool is only a deal on 2+ cost vehicles, so that leaves
you Outlaw Trucker and Kar Fai's Crib. It's still iffy at best, and
if you want the toughness, stick with Brick House instead.
She's a what? Not much to say about this card -- it's got a hefty
resource requirement, but free toughness:1 that can stick around is pretty
Bad news sports fans, you are not the only person to think of comboing
this with Melissa Agulera. Good news is that this card looks to have
some potential. This card is going to encourage offense, and
you are looking to sneak a site here and there by over-committing, and
pulling out after defense. Extra good with Independent, and look for
some goofy combo characters like Shaolin Agent and Plasma Trooper.
You may recognize this as an Event form of the ArcanoSeed. It's a
little more versatile in that, as an event, you can surprise your opponent
with it (they see the Spud from a mile away). It's less optimal in that it
costs power. I'm not a real fan of this card -- about 80% of the
time Back for Seconds is going to be just as good, and it has non-combat
uses and lets you get in multiple attacks. The Ascended also have
this card -- it's called Operation Killdeer, and it works on defense.
Yet another janky Dragon event that just doesn't hold up to plain old Back
for Seconds. Of course, if you are a real masochist, you can try
this with Fast as Lighting and for 2 power and 2 events you can smoke two
characters. Or you could just splash Architects and play Nerve
This set sees the Dragons getting their own Walking Corpses -- well, sort
of. Half of what is really good about Corpses is that they come out
second turn. It's not going to be until mid-game that these guys get
to enough fighting to be a real deal. Late game, you might be able
to get a real decent 2c-for-6f, but that puts you in a mono-Dragon deck,
and these guys got no useful ability other than getting big.
This is a card that is screaming to have a deck made around it.
Scrappy Kids and Students of the Dragon are just going to fuel Isis to
insane sizes -- well, maybe. I guess she sort of compares to Shi Ho
Kaui in that she starts small and gets a little bigger. CB Radio
also seems like an obvious combo, not to mention that she's the definition
of Brick House.
He should have been named Jank Hades. There are exactly 2 Vehicle
states that are okay with him -- Motorcycle and Stolen Police Car.
And then you are playing too many of them and not enough of Jack.
And he sucks it up without a Vehicle. You know, there's a reason
Festival Circle is a good card, and there are a ton of better (but not
insane) Dragon characters that are just better to play.
This card has a problem. It's called Ting Ting. You know, I
really like the new mechanic of spending damage for power, but this card
has such an insane opportunity cost, that it's rarely ever going to come
up (especially since opponents trigger the ability -- they just aren't
going to Op or Gas John Town when he has 5 damage on him. So, you're
left with a 4c-for-7f Independent, and that's just worse than T2 without
any appreciable distinction.
in the Fast Lane
Best use for this card is keeping your Pabst Blue Ribbon from leaving an
unsightly ring on your table. Trust me on this one -- this card just
has bad synergy. It's minimum of a 3-card combo (a character, a
vehicle and this event) that 90% of the time would actually hurt you more
than your opponents if you were actually dim enough to play it. I
like blowing things up -- Booby Trap is often an overlooked card that just
one of in a deck can be a pleasant surprise. This card just blows.
The Trucker is a card that looks better than it is. Guts and
Toughness:1 are good, but on a 3 fighting character it just doesn't
compare to what you can get for 1 more power (not to mention a bunch of
decent 3 cost Dragon characters). The Vehicle discount is deceptive
-- it does nothing for 0 cost vehicles (duh), and the 1 cost vehicles are
such crap that you usually don't want to be playing them. That
leaves 2+ cost vehicles, which is where the Chop Shop excels, and you
don't need the Trucker discount.
I'm thinking that this could be one of the stars of BCL. Forget all
that Vehicle garbage, this state is tons better. The real key is
going to be Kar Fai's Crib. +3 Fighting and Independent for only 1
power is a beating and a half. This is probably the best of the
Swords of the Master -- the ability is useful, and the cost-reduction with
the crib makes it amazing.
Every now and then you are going to get a power rebate from this new
Dragon foundation, but that's not their best use -- it's using Police
Station to pump them up. You're never really playing them outside a
deck with Stations, and I'm not sure that you're still not better off with
Hackers anyways. Also watch out for Discerning Fire -- if everything
in your deck matches, it's just too easy to get totally hosed.
The card to compare this to is Zheng Yi Quan. For 6 power, you get a
thug with Guts -- the Beauties are -1 Fighting and don't pump Students,
but gain Mobility (iffy) and Independent (good). I think the
Beauties win out but then again, you are only playing Zheng in a Student
Deck. Then again, the Dragons have 2 good foundations that are
Students. I can't see a compelling reason to play any 6 cost Dragon
character just because of the ridiculously good 4 and 5 cost ones.
If you are playing the Beauties, make sure you stock up on plenty of
Golden Comebacks (and maybe some Back for Seconds, too).
This is the type of card that is utter trash in our play
environment. This card is Silver Band spread out over two cards (and
Silver Band was never that hot). It's ability is just too vulnerable
-- if they take out either Street Fighter or the card it's boosting, you
got nothing. Not to mention that this card is unplayable if you
don't have another character in play (unless you want to target an
opponents character to boost) -- hrm... if the targeting is a
pre-condition, then you can't even play Street Fighter at all if there are
no other characters in play.
Finally we have a beat cop that can deliver beatings. Along with
Isis Fox, Taggert is a Dragon character that you expect to gain in
fighting over his lifetime. But unlike Isis, you have to depend on
your opponent to trigger his growth. The good news is that your opponents
are going to be turning sites and playing events with regular frequency,
and Taggert is pretty easy to keep turned with his Independent
ability. Who knows, he might be the Dirk Wisely of BCL.
Got the Funk
Superfly Edge? WTF is that? I sure looks like someone got way
carried away with the bad 70s trip. The jury is out on this edge,
but it's best friend is Ting Ting. You are almost guaranteed to be
able to play her on the turn We Got the Funk unturns. Note that this
card sucks when nabbed by a Cabinet Minister since cards unturn when they
change controllers (they get the power, and you get squat). As far
as I know, there are no tricks to get the power twice.
I'm not a fan of Master Chin. As for his Criminal Network, it's sort
of along the lines of Now You Made Us Mad! You are hoping to gain 1
power, rarely 2, and a lot of the time you are just playing this card for
no power at all. The problem with this type of card is that it is of
most use when you are ahead, and not as much when you are behind, which is
when you really need the power. I recommend seriously looking at
Pocket Demon and Glimpse of the Abyss before including this card in your
Well, it's an obvious combo with Master Chen (and about the only reliable
way to get him in a Faceoff because of the high resource
requirements). Most of the time it's going to be a limited form of assassinate,
that can be used out of turn.
Spending 3 power on a state in the age of the Waterfall is a risky
proposition. Evil Master is about as blah as they get. Sure,
it's good for sneaking through damage after interception, but that is more
than countered by the fragile nature of the state. Gimme a solid
4c-for-7f almost any day of the week. The exceptions are if you can
find a really useful character to take advantage of the Fighting bonus,
like The Mantis.
Fingers of Death
Son of Really Big Gun and Bride of Disintegrator Ray all in one
state! I'm not a big fan of either of those, and you can probably
guess that I won't be a fan of Five Fingers. As for the toasting
part, I just hate to spend 1 power and a character to do it, and for
damage, Shotgun gets you +3. If you're toasting, I'd go with the
Displayed over this card every time.
Gah... Making Flying Guillotine look good. In reality,
dropping a Guillotine on a foundation is going to get you more mileage
than this turkey. Even if you are focusing on Hoods and have a
Dragon Throne out, I'd rather have a Student of the Shark most of the
Coasters everywhere? First off, never activate this ability against
an opponent you expect of playing Resistance Squads. The high
resource conditions more than offset the low cost. I guess you are
hoping to get some advantage of knowing what denial your opponent has in
hand, but that still doesn't give you info on any face-down feng shui
sites they may have, which is just as much a problem. In general, I
find this type of information of minimal use -- it's nowhere near Covert
Operation, which gives you knowledge and lets you strip a card, or even
Curtain of Fullness, which can clear the way for a winning attack or just
generally hose an opponent.
While he's not totally out of control power-wise, The Mantis is kinda
cool. He lives up to the current generation of assassins like
the new Nine Cuts, White Ninja and Sting of the Scorpion. If you can
get his fighting up a little, he becomes somewhat respectable. The
obvious combo in the set in Evil Master, but I think Hell Charger is
probably a better way to go -- that way he's gonna be able to use his
toughness more (and he takes down 6 fighting dudes).
Nefarious Master Chin
I like everything but one thing about this card -- it's onerous
three-resource requirements. It's got two average abilities -- about
the only thing that makes them interesting is that they are linked, so you
can try to maximize them. I know a straight-up 4c-for-7f with no
resource requirements would be insane, but I think two resources is still
reasonable given that it has an ability that triggers mostly out of
faction. Yeah yeah, he works with death ring, but it would be a lot
cooler if you have some reliability when combining Master Chin with any of
the three factions that actually give you a Faceoff event.
White Leopard Club
This card has a very effect, but at a huge drawback. 2 Body stinks,
and unless you are playing an almost all Hood deck, I'd skip it.
Unfortunately, this is only main shot, so you can't use it to cancel those
Pocket Demons when you want to (especially since the Club only fuels
them). When playing against White Leopard Club, it's probably best
to smoke it unless you can stick it back row behind a well defended site,
as your opponent will quickly grab it back and have it beefy again.
Besides having the best card title in the set, Throwdown is another in the
Lotus' growing arsenal of events. At one time they had Tortured
Memories and that was about it -- the last two sets have given them this
and Corruption. Throwdown is a nice alternative to Die!!! -- Die!!!
works when you have characters in play, and Throwdown works best when you
don't. Saving up two of these is going to dish out 16 points of
damage in a four player game -- that's almost a Neutron Bomb.
I guess you are hoping for a low resource Silver Band with these
Vassals. That is actually a nice feature given that Hoods are spread
out over the factions, but this card just doesn't have enough juice to do
most of what you want. And they tend to be of limited uses -- you
have to turn some small guys to pump them up, but those small guys will
get picked off, leaving you high and dry next turn. Not to mention
that these guys have no ability on defense.
You're probably thinking the Hand doesn't need another big superleaper,
and you're probably right, but this one is actually decent, given you
construct the deck around him. You want lots of chi cards -- Golden
Candle Society is great for stopping Imprisoned, and your Violet
Meditations are going to stop Killdeers and Brawls. Note that his
ability can be used to stop any event, so you can even hose a lot of
alternate power generation. Increased hand size is also nice to go
along with this ability. Another card that needs some play time -- 6
is a lot of power to spend on a character.
Should have been called the Turtle Connection. As long as you can
keep the power flowing (and the Hand usually does pretty well with all the
Senshei chambers), you can keep stuff from being reduced to 0 body.
This card is extra annoying when combined with defensive sites like Inner
Sanctum, Tangram Alley, Ominous Swamp, Puzzle Garden, and of course,
Temple of the Angry Spirits. Don't overlook the sneaky-tech of given
an Architect player 1 power when another opponent is going for the win to
fuel their denial.
was Kung Fu Fighting
The problem with this card is that while you are drawing and playing it,
your opponent is drawing and playing characters to take advantage of
it. If you are going to play it, make sure you have an easy way to
get rid of it or it will bite you in the ass. Stone Garden and other
innocuous sites that turn are sorta okay, but I like Defiant Bloom.
Think of it as more or less a one-use sort of Death-O-Rama.
This is one cop that knows every donut shop on the beat. If I get
enough of the chubby cop, I'm going to try out the turbo-Cho deck using
Violet Meds, Proving Grounds and hand size increasers to see how fast and
how fat he can come out. How about first turn GCS x 2 + Art of War +
Proving Ground. Second turn Violet Med + Fatty for 7 Fighting (or 6
if I keep a power to back up a Confucian or drop a Whirlpool). I
think the key to this card is speed over size. Dropping a 30
fighting Fatty from a Supercomputer isn't the same as second turn beats.
I have a general dislike of states that rely on other states just because
you wind up. Luckily, there are enough good Chi states.
Fortune of the Turtle is a no-brainer, but a couple of the 0 cost Chi
states are decent too (Flying Sword Stance and Path of the Storm
Turtle). Unlike Jack Hades, this card makes your good states better
and more versatile -- not trying to de-coasterize cards that no one ever
Monkey Kung Fu
Just can't get enough Swords of the Master... This one is okay, but
not spectacular. I would probably rate it the worst of the lot
(this, BK97, Sword and Real Bad Cat). Part of the problem is that it
just doesn't have enough synergy with other cards. With the evasion
characters (superleapers and Blue Monk and Master Hao) you fill find that
Butterfly Sword is almost as good, and that the 1 power difference is
huge. In an environment where you are going to be facing at least 5
Final Brawls every game the card might do a little better.
Let's get the power stealing ability out of the way -- it's gravy, and
frankly, it's never going to come up. I think you are more likely to
trigger Ice Healer than this guy. So what does that leave us?
A 3c-for-3f superleaper. That usually isn't paying the bills unless
you are planning on some Rigorous Discipline tricks. And even then,
the Hand has so many Superleapers now that you don't have to resort to
tricks like this. Repeat after me -- Blue Monk...
on the Water
I would say that stuff on the water is left over from whatever they were
smoking when they printed this card. First, note that it's the
anti-combo with Superleap, which is often the punch through method for the
Guiding Hand. People are still gonna have pretty good options for
intercepting. Festival of Giants will get your hitters through the
horde of weenie defenders and be useful when you are intercepting.
And if you got 1 power, Blood of the Valiant kicks.
with the Hand
Temple bullet anyone? The problem is, Temple usually hurts you the
most when it's face down, and this event don't do squat then. The
other non-combat source you are likely to see is Final Brawl, but there
are already two infinitely better alternatives than this coaster.
I'm always big on Festival of Giants, and the versatility of Confucian
Stability just blows Swinging with the Hand out of the water.
Have Offended Shaolin!"
This card has offended my sensibilities! While Superleap is a powerful
ability, the Hand usually doesn't have a lack of superleaping characters
on the table. And if it does need to give a character the ability,
Rigorous Discipline often does the job. Is it my imagination, or are
you almost always going to want Blood of the Valiant over this guy?
Sure, the return to your hand gravy ability is nice, but it only matters
if you want this card in your hand in the first place. And the Hand
has never had a problem returning events to their hand in the past...
I like this little guy. Sure, he sucks up the brawl himself, but the
rest of your army leads on. He also puts a damper on Operation
Killdeer, which can be surprisingly useful when you are attacking with a
couple of Consumers and have a hefty Entropy is Your Friend out. If
you are a real masochist, play with Training Camp to get these guys back,
or maybe just In Your Face Again and hope to get lucky.
Big and dumb, that's how I like my monkeys. And this one can get
pretty big. It's pretty easy to see when someone has a Che in their
hand -- they will be counting everyone's smoked piles, biding their time
until the payoff is right (usually about 9-10 fighting). This guy is
a promo, so it will be time to send in your power points -- I don't think
he's as good as Yung Chang, but he's still decent.
The Monkey Who Would Be King got a new friend in BCL. Notice this
guy's low resource requirements, and his nifty provisions. Just when
I was getting used to including a Dump Scrounger or two in most Jammer
decks, she gets some serious competition. Expect Curtis to have a
big target on his head, so you might want to pack a few cards to keep him
around. Who's the Monkey Now? and Close Call (both played for free
with Genocide Lounge hopefully) jump right out, but the possibilities are
endless if you go multifaction (which this guy's resources let you do).
If you can separate the horrible name from the card, it's actually pretty
good. The hefty three resources means that it's a mid-game card,
best suited for a mono-Jammer deck. 4 damage feels about right --
you can snipe off weak sites as denial, and you can also cut the body of a
site in half right before you hit it. Another card perfect for use
with Genocide Lounge, cause if you got the Lounge in play, you got the
resources. I expect this to be one of the sought after uncommons in
This card has the sort of ability that you wish was on a card with just a
few more points of Fighting (like Xin Kai Shen). Yeah, you can combo
him with a Homemade Tank, but most people are going to see this coming and
not. Again, Monkey Who Would Be King and Curtis Graham are more
useful as mid-range, and Doctor Zaius is probably going to wind up in
everyone's card box next to Red Don.
You Feel Lucky, Punk?"
Well, do ya? Not only does Barbie say 'math is hard' -- she also
says this is going to do an average of 3 damage. Three damage to a
single character for 1 power isn't the greatest, but you are going to hit
for 4+ some of the time which makes it a little better. Where this
card does fit is in the Genocide Lounge deck -- this deck keeps looking
better and better with the flood of 1-cost Jammer events that are actually
useful off turn and as sneaky stuff.
When he's not ho'ing out Koko Chanel, Funky is trying to be a variant on a
3c-for-6f. Unlike the god-awful Street Fighter, you don't lose his
main ability if they smoke the character getting the bonus -- he can give
that +1f bonus on every player turn, so spread it around as needed.
The can't steal power is mostly a gravy ability, but can be useful if
Blessed Orchards are popular in your area (they are in ours) or you are in
a multiplayer game and fear a Bite.
I guess the standard equipment for Outlaw Bikers was Pump-Action Shotguns
back in the 70s. I really can't see playing many vehicles on these
Will the Jammers finally get a break with two good 1 cost
Foundations? Maybe. It means giving up on Tech, but Tech has
been a lost cause for the Jammers since day 1. Note that this card,
like it's buddy Just Another Consumer, hates face-down Feng Shui sites,
but what ya gonna do?
Even more Walking Corpses, but this one I don't like. The problem
with the SLA is that they tend to get stopped by a 1c-1f foundation
character, nullifying their Corpse-ness. Once in a while, you just
might gain power from smoking an 8+ fighting character, but it's so
infrequent that it's not a consideration when building a deck.
Unless you are going all-monkey jank, take a real close look at the Simian
Sneakers -- they just blow this guy out of the water.
it to the Man!
This is an intriguing card -- it's going to do nothing if your opponent
doesn't mess with you, but if they do, it can be a 0-cost hose the hoser
card. The obvious use is in a Proving Ground deck, giving you some
extra protection against Whirlpool of Blood, letting you go turbo.
Confucian Stability is going to be another good target for Stick it to the
Man, especially if you have some good states (like say, Homemade
Tank). This is really a meta-game card -- if there are lots of
Whirlpools, Confucians and Fields of Tentacles, this is definitely worth
trying out a few in a deck to see how far you get.
One of the big themes of BCL is cops vs. hoods, and the Jammers get a Hood
foundation to go with their miscellaneous hoods from previous
expansions. These guys are ok-ish, and they do make a nice 2 of in a
deck if you have a heavy environment of non-combat damage (cough Temple
cough). The 1 cost foundations are still generally better, and
for 2 power, you get the amazing Portal Jockey, or the ok Resistance Squad
if you really need Tech.
While this card has a powerful (and reusable) effect, it just darn
expensive. Whirlpool does a pretty good job of shutting down turning
sites, as does Sabotage. This leaves us with unturning sites to
discombobulate, which basically means Temple of the Angry Spirits, to
which there are better cards to use against it (like Punks).
Wind and Fire
Expensive... For the price of a Neutron Bomb, what do you get?
You are hopefully smoking one character and healing all your characters
and sites. Healing is good as a 0 cost effect (Healing Earth and
Sacred Heart Hospital), but when is the last time you saw Beneficial
Realignment get a lot of play? And the targeted damage to/smoking of
a character costs 1. Combine the two and you get a card that's
really hard to play, but it might be worth sneaking 1 in a deck to try it
out (maybe Feeding the Fires will help the cost some).
The usefulness of this character is going to depend a lot on your groups
play style. He starts off pretty simply as an almost 2c-for-3f, and
gets better the longer you can keep the shaman in play. A couple in
an Ice-based deck is a must, and it might be nice one-of for almost any
This is a generally useful card, especially if you have some good quality
hitters that are going to avoid being Mentored or plain out zapped by an
Event (i.e. T2, G2 or Ice Queen). The comparable card is Blanket of
Darkness -- which is more useful? Generally, I am favoring the
Blanket because it will interact better with some of the smaller trick
hitters like Butterfly Knight.
Boy, can Monarch cards in BCL do anything but heal? The bummer of
this card is that your opponent is going to heal it when they play Shadowy
Mentor on it. Otherwise, you are playing it with Spirit Pole and
maybe some Ice Commandos for variety. 0 cost states are the best of
course, and Ice Vixen would look pretty good with an Amulet of the Turtle.
This fall, you
are cordially invited to Red Wedding, the marriage of the Ice Queen to
Silver Jet. Anyone who has cause why this marriage should
not take place, open fire now or forever hold your peace.
The fifth Ice/Healing card in BCL is the Soul Doctor, the 4th Ice
foundation. I'm real iffy on this card -- I like 1-c foundations,
but I also like lots of magic. This card has an okay ability
mid-game, but there are just so many other healing cards that it's hard to
squeeze this one in. And for 2 cost foundations, I like an Ice
Warrior vNew or two just because shutting down events can mean the
difference between winning and losing (as can healing, but not as much so
The initial round of 2 cost characters for the Purists were pretty much
dreck -- even the 2 cost foundation was questionable. I think Binary
Spirit makes the cut, though, as a utility character. Too bad it
requires a magic resource -- other than Acolyte, the Purist foundations
are pretty much unplayable. I like this card for aggressive beats,
discarding to heal, but you can also improve your card flow if you have
Bleech. I guess you can play the Rama-lama-Smart-Missile deck, but
boy, is that gonna stink. The goal is to have your opponent not
trashing your Edges. Esteban's so much better, it's not funny.
And saving up to 4 power for a beating stick is always a better idea than
Well, the cost is right on this one, and two resource requirements
shouldn't be a problem since it's a mid-game card. You are hoping to
open up someone's first site for some sneaking beats. You also have
the advantage of being able to play characters after Strange Magic to make
sure it doesn't leave you vulnerable. What you do need to watch out
for is the domino effect -- you are potentially opening up a lot of sites,
and you opponents may get as much if not more benefit from this event.
Keeps on Slipping
If you can ignore losing a turn, this card can get you a boat-load of
power. The intent of the card is to work with Pocket Demon, so just
ignore all the timing stuff that doesn't look like it works -- just
pretend it just does. Having some defensive events and sites can
make your life easier, too. Note that this card doesn't get you any
more money out of Quantum Sorcery, but you still can use it normally on an
Thwak! Finally a respectable rival to Fusion Rifle. And it's
going to be a lot of fun on Superleapers. Like any weapon state, you
usually don't want to many of them unless you are playing an Ex-Command or
Ice Commando deck, so use it sparingly. Doesn't really so hot with
Kung Fu Prodigy -- too bad.
Who's your daddy? This guy sure is. He has a cool new mechanic
that allows you to spend damage on him as if it was power for Hood cards
-- this includes the sites and Rackets, not just characters. He has
a lot of possibilities in almost any Hood deck This guy is going to
need some play time to fully evaluate, but I think he will be one of the
stars of BCL.
in this set
Hrm... a 4 point Amulet of the Turtle, but at the cost of 1 power. I
think this is going to wind up in the eventual coaster pile. If you
are playing a vehicle deck, you are probably playing Dragons, and there is
just better stuff. The timing in this card is a little weird, so you
don't wind up doing as much as you could. Might be okay in
Battle-Matic deck, and I'll have to try it before I write this card off
This card is a little too combo intensive for me, especially when you put
it side by side with Sacred Heart Hospital. Of course, when your
opponent seizes it from you, they wont be using it. Still, it's
really hard to find room for this when it has to compete with Chop Shop
and Motor Pool.
Don't expect to be chopping up Big Ass Cars and Motorcycles for spare
parts -- this card is for tanks. Who knows, Tank Warfare might even
be playable if you get the Shop going. Note that the sacrifice is a
cost, so if someone zaps you with a Field of Tentacles, your Tank is gone
and you get no power.
Subtitle should have been Unplayable Hood Bruiser. I like Luis so
much more than this guy it's not funny. And for general play, White
Ninja is more solid in the 6 cost low/no resource slot.
Shaolin Agent mark 2? Uhm, no. Most of the time this guy is
going to be a 4 cost 6-8 fighting with zero abilities. And that's a
no-gooda. Even though this character requires no resources, it's not
fast and is too dependant on your opponents. And if you are beating
them mercilessly, they won't have many cards in play. And if they
have lots of cards in play, Da Boys ain't gonna help much. Seriously
look at Luis or Big Daddy if you are making a hood deck, and any of the
generic 4c-for-7f faction characters are going to be better in almost all
I've found this card just too hard to pull off -- it is a pretty hefty
effect, but is just one point of damage more than the Nunchucks. One
or two in a Vehicle based state can be a nice surprise, but don't plan on
using it as a key part of your strategy. Having too many states in
your deck is also going to cause you a shortage of characters.
This is another card I'm down on. I don't like throwing away my
characters as take out. There just aren't that many good cops --
most of the ones you are playing are 2-3 cost, and often you want to be
taking sites, which this edge isn't going to be helping do much (other
than get a couple of damage in by maybe being un-intercepted.
Wouldn't you always rather play a Police Station?
Ever hear of Cheap Punks? They are a much better unaligned 2 cost
Hood character. Compare this guy to Street Gang -- yes, their
ability only gets to zap sites, but they have the crucial advantage of
providing you a resource that will let you develop and play more
cards. I can just see it now -- d'oh! I opened another Mr.
Simms -- anyone want to trade me an old Nine Cuts for him?
As down as I was on some of the other cop cards in this set, I sort of
like Partners. It's a nifty trick to get +2 fighting for 1 power in
a state (which would be pretty good) by adding a significant opportunity
of requiring two Cops in play. While I hate legacy effects (stuff
that sticks around for turns after the source has left play), this state
uses it to good effect by reducing some of the fragility of having it
depend on two characters (unlike Street Fighter, who sucks it up if they
remove the character he was giving a bonus to).
Another blah Hood -- I guess you are trying to make Chin's Criminal
Network work or something. I just don't see you getting much out of
it. Even if you have a Dragon Throne out, 1 free Vassal on every one
of your main shots isn't going to get you very far. And playing 4
power just to get to replay a good hood (like Mr. Big or Luis Camacho)
just ain't worth it. Big Daddy Voodoo is a better way of economizing
and maximizing your Hoods.
This card almost feels like a Battleground Site in disguise. It's
got a somewhat powerful ability, but only if you have a lot of characters
and something to attack. I kind of like the idea of Inauspicious
Return with it. Unfortunately, the site's low body just makes it too
easy to take, especially considering that the ability only works when
attacking. And boy is it going to suck when you draw hordes of
little guys and have to face a Zodiac Lounge that your opponent has
The ability on this card is straight-up worse than Gambling House, which
is to be expected since it has two more body. Since I like gaining
power, I'm always going to go with the House first. I'd probably go
with Phlogiston Mine second, and then Disco as a third power generating
site. Note that you can reveal this in response (like the Mine) and
can gain power from Events on a rare occasion.
This is about as bland as they get. Even the Fire King scoffs at it.
I guess it depends on doing 1 extra point a turn (providing you made a successful
attack) the equivalent of gaining power -- I don't, so I think this card
is heading to coaster city.
Roller Rink screams out Dark Travelers and Displaced. Maybe a few
other really fragile specialty characters like Malachi and Hermes will
work okay. Getting this card damaged, but not vulnerable to an easy
seize usually involves Killing Rain and it sitting in the back row, which
just adds an extra headache to this card. I think in the long run
the benefits of Roller Rink are going to be questionable.