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Secret HQ

art (c) Mike Trap


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Feng Shui sites are among the most powerful cards in the game. They go
in every deck, and have a huge variety to choose from. Picking the right
sites for your deck can mean the difference between victory and loss in the
secret war.
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Ancient
Monument
About the only thing this site is good for is replacing those aging Sacred
Grounds in your deck. Yes, it's big, but it gets small surprisingly
fast, especially if it gets revealed early or you can't defend it.
The basic trick you are hoping for is to get it down to 1 body, so any
attack against it will smoke the Ancient Monument and cause an
unsuccessful attack. Stick to Tangram Alleys and Ominous Swamps if
you want big sites. |
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Ancestral Tomb
This is an interesting site, with both an
advantage, and a drawback. Clearly you want to include this in a deck with
lots of low-cost characters to pump the site's Body as soon as
possible. Entropy is Your Friend, Bronze Sentinel and Bao Chou are
good compliments. While return to play cards (especially
Inauspicious Return) may seem like anti-combos, sometimes you can pull off
the trick of smoking your own tomb to foil an attack. The drawback
of Ancestral Tomb not counting towards victory can be used to your
advantage if you wish to build a larger site structure. |
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Ancestral Sanctuary
A 4 Body site that's Limited as
well -- with that many restrictions it has to be a game breaker!
Not! This site (along with The Displaced) were a reaction to the
early power of discard decks, and with the decline of that deck archetype,
the discard triggered ability has little effect on the environment. If your are
trying to pull off tricks with Hidden Sanctuary, playing with one is
usually worth it. Note how this card compliments City Park -- Park's
free play condition is having a site of yours burned, while Sanctuary's
condition is seized. I'm not a big fan of this card, but throwing
one in a deck usually doesn't hurt if you don't get stuck playing it first
turn. It only works when a Feng Shui site is seized, so no go with
Battlegrounds. |
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Ancient Temple
It's always been hard for to get this site to do
it's trick In theory it sounds great -- just throw a resource
character to intercept and it's an Operation Killdeer against your site,
but it just never seems to work quite right. The site's low body
pretty much dooms it to little play. I think a much better choice is
Puzzle Garden if you wish to limit the damage done to your
sites. Note that CHAR munches this site for lunch. |
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Auspicious Termites
This site is an oddity. While there are
several tricks you can do with 'returns to hand when smoked,' the main
advantage of this site is that it can't be burned. This winds up
being useful in both early and late game. I consider Turtle
Island to be the superior of the two 'can not be burned' sites just
because of it's 8 Body -- I usually only include Termites if I'm full on
Island. See Turtle Island for more info. Well, not always --
once nice thing about the Termites is that it's easy to take back,
especially for the Jammers with Koko, Gorilla Fighters, and Simian
Sneakers. |
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Aztec Pyramid
This card doesn't need a lot of explanation or suggestions. Got a
deck with a bunch of coin flips? Well, you can try the pyramid to
insure that the odds are always in your favor. Of course, when an
opponent seizes this, you can figure on not winning many coin flips
afterwards. 6 Body is low enough to make this hard to defend, too.
I really hate reducing the game to a coin flip, and this card is going to
promote that. If I wanted to gamble on random chance, I'd go to Vegas,
not play Shadowfist. I still haven't seen any
action on this card, but maybe people are waiting on better odds. |
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Big Red Barn
Wow, this is as bad as they get. A 7 body site that's going to be
really really fragile. Sure, it can get big, but it can get small
really fast. The best you can hope for is that it takes a lot of
damage, then gets smoked as all your characters die. Is that what you
really want to hope for? You know you want to go for the janktastic
combo of Big Red Barns front row, with Hideouts behind them (and hope no
one's playing Brawl or Bomb). Mr. Strange writes in:
This card is quite good - at least a
2.25, if I understand your rating system properly.
This card is more of the "encourage large site structures" theme of
the set - in any deck packing the BRB, you can pretty safely set it at the
far right slot and not worry about it for a few turns. Just 2 characters in
play means this is an 11 body slogfest that will make your opponents look
elsewhere. It's an Inner sanctum with a different restriction - and the
potential to be crazy intimidating. My Reply:
It's not how well you play this card, it's how well your
opponents play. Yeah, you can do tricks returning characters but it's
a house of cards that will come crumbling down all around you. Also,
this site just falls to the White Ninja, who's been seeing a lot of play for
us lately. |
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Birdhouse
Cafe
I've never had much luck with the Birdhouse, and it definitely belongs in
a deck where you expect to have a larger site structure or expect to be
participating in attacks/interceptions on other players' turns. Time
Bandits and Rebel Camp from Throne War might wind up making this card more
useful. I mostly see this in decks that have characters or
ticks that allow them to attack off turn, like the old Iala Mane or Code
Red. |
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Bird
Sanctuary
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. And 6 Body is weak. Generally, I am always preferring a Gambling House or
Nine Dragons Temple to it. |
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Blessed Orchard
A staple in my play area -- 'Transfer the
power?" is an all-too-common phrase. At 7 Body, it gives a reasonable
defense, and the ability can trigger power-shifts in the game. Early
off, it's like that Mole Network that gets you ahead in the power curve,
while late game, the site winds up being an undesirable target for someone
saving up power for a big play. It also shares the 'psychological'
advantage of cards like Paper Trail by forcing your opponents to spend all
their power before attacking. |
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Booby-Trapped Tomb
Instructions: Turn face up. Release giant rolling ball.
Deal 3 damage. This is actually a fairly balance card, and is only
made really troublesome by Temple and Blue Moon, which really compound the
issue. Still, this card has the potential to net you 1-3 power from
it's ability, which puts it right in the middle of the curve (it nets you
power by removing your opponents power invested in characters). Not a
card for every deck, but it's an okay backup if you run low (or just want a
change from) on those everyday sites like Nine Dragon Temple and City Park.
This has been used to good effect in our area -- a nice balance between
Temple of Angry Spirits and Jagged Cliffs. |
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Boot Hill
Here we have another variation on the gain 1 power site, but this one's got
a couple of problems. First, it only works when you are behind, and
frankly, I like to win. And 1 power is not a huge amount of you're in
need of comeback. It does have the interesting effect of being an
undesirable target to seize, as it will be unlikely to work for the new
owner (unlike Gambling House, which is a tasty treat). The other
drawback is that you have to discard a non-resource character. I think
this is pretty harsh, especially late game when you are going to need that
hitter. I think the discard for Monkey House is much easier to take.
I think this card is just below playable, and you're going to need 1 or more
non-FSS in play to use it reliably.. Mr. Strange most likely correctly adds:
I think this card is just bad. I can't
see myself playing this ever. 2 is too high a rating, in my opinion. |
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Bountiful Fields
This card is specialized, in that it really favors 0-cost States. This
is not one for every every deck, but I think it will become crucial in a
few. States have been on the decline because of all the State-hate
(Waterfall being the big culprit, but there are others), and this card is
much needed. It's a must in your Ex-Commando Gun deck, but there are a
bunch of others that it will find a home in. And at 8 Body, at least
it's got a little defensive value. You can't go totally nuts because
you can draw only one card per turn, but you can try Superior Mastery, even
though it's pretty coastery. Of course, there' is nothing stopping you
from playing multiple Fields if you really want to try to go off. Simon Johnston
writes in:
I
think Superior Mastery is getting better over time as the standard of
zero-cost states seems to be improving, but a better way of playing States
in other turns is Slo-Mo Vengeance, which you play with Ex-Commando
anyway. And might as well play Dr Amanda Snow as well. Or there's always
Spirit Pole. My Reply:
We'll have to see. Going way back to the
Daedalus era, the way to prod Jose Garcia was tell him there was a card you
really liked, but found it hard to play. That way, there was a small
hope that he'd come up with another card that gave it enough of a boost to
make it playable. |
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Cave Network
A standard dueling card. It is one of the
reasons that people are hesitant to attack an unrevealed and undefended
site early game. Dropping out a 'free' 3 cost character can be a
huge power swing. People will often try to fill their decks with 3
cost characters to maximize the effectiveness of this card, but even with
1 and 2 cost characters, Cave Network can shift the balance. Beware the
trap of playing with sub-par 3 cost resource characters in effort to
'cave' them out. Also be prepared to back up your Caves with
Whirlpools of Blood. I will often just throw just one Cave Network in a
deck to keep my opponents off-base -- since they are either not expecting
it, or fear that any deck with one has to have five. |
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Cave
of a Thousand Banners
Requiring 3 hand resources, the cave is not the fastest of sites.
With only one ability, this site is pretty much relegated to only one deck
-- the Rebel Deck, in which case it acts similar to Rainforest
Grove. The game needs a few more good rebel/rabble cards to make the
Cave of a Thousand Banners a more general purpose card. |
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Cataract
Gorge
This is a somewhat deceptive site, and it looks better than it actually
is. Not that it's bad, it just rarely turns out to be that
useful. It works best in a heavy denial environment where you can
try to draw it out with a feint attack and follow up with an Independent hitter. Unfortunately, that same environment is likely to cancel the Gorge
with a Whirlpool or Hot Springs. |
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City
Hospital
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've played City Hospital to minimal effect with White Disciples. |
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City Park
8 Body and two good abilities? What's up with that? In
actuality, this site's Body ranges from 8 to 15, depending on how much
damage is dealt when revealing it. There is nothing more frustrating
than hitting a City Park for 7 and running out of gas. But, having a
City Park hit for only 1 damage runs a close second and is often
accompanied by snide remarks about your 'Sacred Ground' (i.e. 9 Body
Site). The ability this site shares with Ancestral Sanctuary is
extremely powerful -- it allows you to sacrifice a site and not fall
behind. Often you will be attacked to be taken down a peg and wind
up not losing much at all if you play City Parks. Both of these
abilities combine to make an all-around good defensive site and a dueling
staple. |
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City Square
This is one of the most powerful sites in the
game, and once you get the damage redirection timing down, you can use the
site to make most attacks unsuccessful. A favorite tactic in our
group is to seize opponent's non-Feng Shui sites, and smoke them with a
City Square. You can throw a couple of Dark Travelers in you deck as
well to take advantage of this card as well. |
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Coral
Reef
With 8 Body, this card is respectable enough to see some play. It's
good in decks that like card flow to keep going, and might be a key in
some Battleground decks. It also looks to be decent with Sunless Sea
Ruins to avoid getting in a frozen hand. Turtles beware -- you
aren't going to like this card because it might actually encourage some
attacks. If you have lots of gimmicky combos, this could be the card
for you, but I think generally, I am going to include City Parks over this
in most decks. |
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Cr�che
of the New Flesh
This was the first of the faction-aligned Feng Shui sites. At a cost
of 2, it can save you one power if it's your 4th site or if you have no
sites. Of course it stinks playing it as your second site and having
to pay an extra power. 7 Body and a good smattering of resources
make this an ok card, but careful of Victory for the Underdog kicking this
site into next week. Extra points for playing it with Stone Garden
and gloating about the picture and how the future is doomed. |
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Curio
Shop
This is the poor man's Dragon Mountain. The effects are very
similar, but have enough differences to make choosing the correct site
crucial. Curio Shop works well against decks that need to attack
with pumped up resource characters (often 1 cost) using states (guns,
tanks) and edges ( Arcanowave Reinforcer and Entropy is Your
Friend). Combine with Puzzle Garden to throw your opponent for a
loop! Curio Shop has been creeping into more decks with the increase
of play of Inauspicious Return -- man that card is brutal. |
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Desolation
Ridge
While the dust hasn't settled over the release of Throne War, this card is
proving to be quite powerful (UPDATE: The dust has settled, and this
card is a winner). The first thing we noticed that it
tends to shut down Dirk Weasley's Gambit when used with foundation
characters. It also puts a sever damper on Iron and Silk. Plus
you never know when you will be able to weaken or smoke an opponent's site
at the most inopportune time for them. This site can make your
opponents feel the pain. |
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Devil's Mountain
Can you say Power Site? I knew you could! This is a variation on
a few of the existing sites, and is going to make some power denial.
This of it as a Fox Square... wait, no... make that a City Pass. I
don't think this card will be a huge problem in itself, but it will compound
the general problem with the Power Sites being too good. Another
reason to be sure to pack Whirlpools in your deck. (At this point, I
am sure you know all the tricks with redirecting damage, so I don't think I
need to explain how to really abuse this card). |
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Diamond
Beach
Me got Toughness:2 You no hurt Diamond Beach. CHAR who?
A very marginal site, but it might be okay in a weenie-high metagame if
you got a healing effect or two to back it up. I'll have to try
substituting this for Dragon Mountain and Curio Shop in some of my
existing decks -- hrm... you could play 5 Shops and 5 Beaches and 2
Mountains in a ~60 card deck and have the ultimate anti-weenie site
structure... I'm going to have to do that. Nice
defensive site, and in my experience, better than Dragon Mountain and Curio
Shop in most situations. If you can heal it and keep your opponents
embattled in a Final Brawl, this card plays like a Puzzle Garden.
Again, an overall good site that can go in any deck in a pinch. |
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Disco
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) to
a card being played, so it's almost always going to generate 1 extra
power, and
you can also gain power from Events on a rare
occasion. |
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Donner Lake
This is a funky card, trying to make the most of the cannibal theme -- I'll
leave it up to you as to whether this is in good taste or not.... The
timing is a little awkward -- you have to have the character at the
beginning of your main shot, so you are going to have to protect your guys.
The +1 Fighting is permanent, so you are going to want a steady stream of
1-cost foundations to eat. The super-jank combo with Donner Lake is
Inauspicious Return (and other cards that can't be sac'd like Destroyer).
Since the Zombies can't be sacrificed, if you have no other characters
there, you're cool. I guess zombies don't taste good. |
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Dragon
Graveyard
As for being an extra-power generating site, this guy is at the
bottom. I guess it's okay if you get to play at least 1 per game in
response to a peaky effect, but I don't see that happening. You will
probably gain 1 power once, and 2 power if you are lucky. I guess
you can try Dragon Graveyard in the Primeval Forest deck where you are
healing sites left and right. This is a little specialized
against dueling, but you are going to get 1 or 2 power if you wind up
playing it -- that's not that bad. It's a slower Market Square and a
great random utility site. And if your opponents are big into discard,
this isn't going to stop them from hosing your hand every time, but it is
going to give you some power to deal with the disruption. |
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Dragon Mountain
I find myself often torn between putting a
Dragon Mountain or a Curio Shop in a deck -- the cards are very close, but
have subtle differences. Dragon Mountain always works (except versus
CHAR) and combos with Final Brawl, so I find myself using it in Dragon
Decks usually. I also like to make sure that I have enough
characters that don't have one fighting just in case an opponent seizes
it. This is still a good enough site that you can throw it in any
deck and benefit from it -- and maybe now with Inauspicious Return, we'll
be seeing more Dragon Mountains in play. |
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Eagle Mountain
Another outstanding site, Eagle Mountain can give you the same
early game boost as Turtle Island, allowing you to get some extra licks in
on your opponent's first Feng Shui site. Also this can help you get
through your resource characters if you are planning to pump them with
states or edges. This site is great early, letting you get a
character advantage, but even late game, that extra toughness can make a
win. Note that your opponents are not going to let your character
stick around and will usually try to take them out before you get to
attack a second time with them. |
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Escher
Hotel
Mostly Battleground jank. It's Unique, so you don't want to overload
on them (not that you'll have that many because it's rare). I guess
you are hoping to play some defensive sites like Puzzle Garden, and then
stick something like a Bandit Hideout (or even better yet, a Festival
Circle) in your back row and get away with it. It's still not very
reliable, and it will all fall apart if your opponents take down the
Hotel. Here's the list of
stuff that can combo with it (Ital indicates a combo that I
think is unusual, interesting or somewhat comical):
18 Bronze Men, Arcanoleech, Arcanoseed, Bandit
Hideout, Blood Fields, BuroMil Elite, Casbah, Cave of a Thousand Banners, Comrades
in Arms, Eagle Mountain, Elevator to the Netherworld, Entropy Sphere,
Festival Circle, Forty Story Inferno, Fox Pass, Free Fire
Zone, Guard Tower, Killing Ground, Kung Fu Student, Locksley Station, Mad Bomber,
Mount Erebus, No Man's Land, Ominous Swamp, Ornamental Garden, Portal in Tower Square, Rainforest
River, Resistance is Futile, Sniper's Nest, Temple
of the Shaolin Dragon, Terracotta Warriors, The Dragon Throne, The Home Front,
The Jade Dragon, Tick... Tick...
Tick..., Training Camp, Zodiac Lounge
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Family Home
Any site that has the possibility of generating
2 power a turn is good, you just need to figure out how to make it work consistently.
The best way to do that is to spend all your power every turn, and hope
your opponent is unable to. Of course, spending all your power may
not be an option if you have to defend a 5 Body site in your front
row! Again like Blessed Orchard, this card can force your opponent
to over-extend by spending all their power to avoid triggering the Home's
effect. UPDATE: Z-Man nerfted this card a bit, making much
less useful. You can no longer reveal it during your establishing
shot -- you have to reveal it at the end of the previous player's turn,
with backs him back to his main phase, which makes it much more vulnerable
(especially with only 5 body). |
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Family Restaurant
Four Body is dangerously low for any site, and
any benefit from regeneration this site gains is not worth the risk. Yes,
I know it is a 'combo' with security, but combining two coasters isn't
going to win many games. Also the Hood drawback has gotten
significantly worse with the release of Flashpoint which contained both
Redeemed Gunman and Student of the Shark, two very playable resource
Hoods. |
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Festival Circle
A staple of dueling decks that
are vulnerable to targeted events (and aren't they all?), Festival Circle
has the additional drawback of being unable to heal as well has having to
be in your front row. Expect a circle when your opponent
mysteriously plays a front-row site when they don't have to, especially
when they are about to go for the win. This is the type of card that
can go into almost any deck, and be ready for it if you are packing
events. |
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Floating
Restaurant
This site is the counterpart to Desolation Ridge. Where one does
damage when an opponent plays and event, the other heals. While
Floating Restaurant is the weaker of the two (always better to do damage
than to heal), it makes up for it by having 2 more Body and being able to
play multiple copies (and not turning). |
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Field of Tentacles
While the best use of Field is
to slow down Family Estates, it can help against the occasional funky
situation like an ArcanoTower or a House on the Hill. It also shuts
down Battleground Sites, and you can deny your opponents the benefits of
seizing them. The game is tending towars more and more non-Feng Shui
sites, so this is almost always of some use. |
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Fireworks
Factory
This site is a hybrid of Pinball Hall and Nine Dragon Temple, and I've
found it useful in a couple of situations. Most notable has been in
Jammer decks -- the Jammers are a faction that is low in character
removal, so this card can give you a good zap when it's most needed.
It also works because the Jammers have two excellent cards for generating
power (Scrounging, Payback Time), so I don't have to put Nine Dragons
Temple in this slot for the juice. |
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Forgotten
Shrine
This Shrine's relatively weak ability doesn't quite warrant the low body
of 6, even if it does trigger Hidden Shrine. Remember that this
can't be done in response to a site turning, so some of the time you will
have to reveal this early and target an unrevealed site and hope to get
lucky. Most of the time you are going to with this was a Whirlpool
of Blood. |
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Fortress of Shadow
Among the best of the defensive
sites, Fortress sits there with 8 Body just daring your opponent to seize
or burn it. More often than not, you will find that experienced
players will deny you a comeback by only smoking this site, which doesn't
trigger the power gain ability. Always a good choice, especially
when dueling. It will take experience in deciding whether to choose
Fortress or Nine Dragons Temple, but I almost always have one or the other
in any given deck. |
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Four
Sorrows Island
This site is harsh -- it gets damage through unless it's Whirlpooled.
Remember to hold off using this until the current round of interceptions
has been declared, since it will invalidate intercepting characters --
only a fool would use this as a pre-emptive strike unless you wanted to
Smoke itself. Don't overlook those highly damage but well-defended
sites -- often a foundation character can attack with the aid of Four
Sorrows Island and get in a burn. |
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Fox Pass
Even with the errata making this card Unique,
it's still near the top of the list of powerful sites. Not only do
you get the obvious benefit of redirecting attacks away from your utility
characters and vulnerable sites, but once you master the 'trick,' you have
a decent chance of making attacks unsuccessful. The trick basically
involves you redirecting one attacker to a character that you are going to
declare as an interceptor. Since interceptions are done first, the
character you Fox Passed will be unable to damage the new target of his
attack if you intercepted correctly and your interceptor was smoked.
This lets you remove the largest threat from an attack, and gives you more
options into making the attack unsuccessful. |
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Gambling
House
Yet another version of the 2 power a turn Feng Shui site, Gambling House
is very solid. It can give the extra power the turn you play it, and
you can even have 3 power on your first turn if an opponent dropped two of
the same 1 cost resource characters. Don't forget to overlook the
designator Netherworld. I find this works better in less offensive
decks -- you want your opponents characters and cards staying on the table
so you can gamble. |
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Garden of Bronze
Another solid site that can fit
into any deck, Garden of Bronze can sometimes give you that boost you need
to come back after you've been burned. A nice bonus is that your
opponent doesn't see it coming like Fortress of Shadow and avoid the situation
by smoking your sites. Of course, it has no benefit if it's sitting
in your front row just waiting to be attacked. Use of this card depends on
your meta-game -- is there are lot of burning for power? If so,
Garden will put some fear into your opponents. |
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Golden
Mile
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 almost on par with Gambling House,
with the additional bonus of two more body. Generating power has
never been so easy... |
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Grizzly Pass
The verdict is still out on this card. 12 Body sites are very tasty
indeed, and Grizzly Passes drawback can be used to your advantage if you
play it right. If you can manage to get 7 to 11 damage on your Pass,
you can smoke it by playing a card that matches one you already have in
play. In fact, the easiest way to do this is by revealing another
Grizzly Pass, smoking the target of an attack. I still tend to go
Tangrams over this card. |
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Grove of Willows
When your deck needs just that extra bump to get
out of the starting gate, this card may be of some benefit. Unless
your opponent is playing with cards that reveal face-down Feng Shui, you
are guaranteed to gain one power from it. Try putting it in a deck
with Mourning Tree for maximum psychological effect on your opponent --
they will never know whether to attack with just one character, or with
everything. |
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Hall
of Brilliance
While this site can generate boat loads of power, it requires having
the Imperial Palace in play. Both require heavy resources
(three [Lot]) as well as a decent power investment. By itself, Hall
of Brilliance can expect to have between 6 and 9 body most of the time,
which is par for the course. I think this card will be relegated to
the Eunuch deck because of it's association with the palace. |
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Hall of Portals
Since Hall is 8 Body, it meets the bar of not being overly vulnerable if
you throw it in a deck. It can be very useful if you have a deck
that likes to intercept (say you have Toughness or Iron and Silk), but it
does give you some extra defense against being sniped, especially in a
mutiplayer game. A couple of Halls in a Battleground deck also
allows for additional defense. It's also ok with Maze of Stairs or
Ancient Temple if you are in a mood to defend. Hall of Portals also
lets you defend an extended Battleground Site deck. You can also use
it to promote some chumping -- link up one opponents site structure with
the target of an attack that you want stopped, and hope for some
interceptions. |
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Hartwell
Iron Works
Hey look everyone! It's the baby Temple of Angry Spirits! This
sucker is rare, so it least you wont see one (or two) in every deck like
you do with Temple. This one is a no brainer -- play it, kill your
opponent's characters, win. This is just going to add to the pain
and slow the game down even more, which it just didn't need. Well,
it's not near as good as Temple, but it's still strong, and with only 6
body, it is eventually takeable. |
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Hallowed Earth
While this site gives you a chance at gaining
power by having your site seized or burned, it has been been superceded by
Netherworld's Fortress of Shadow and YotD's Nine Dragon Temple, both of
which generate similar effects, but have more Body and are more reliable. |
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Heart
of the Rainforest
If you are trying to pump up a large body site, there are many better
sites than this one. The states that target sites are a poor lot to
begin with, and Heart doesn't help them much. Yes the body of Body
grows like nuts when Security is applied (16 after the first and 24 after
the second), but you are better off with more aggressive states and
sites. |
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Heaven's
Peak
With a respectable 8 Body, Heaven's Peak can fit into any deck.
While it may be hard to find room in some of the more tightly tuned decks,
the average fun deck can benefit. This doesn't trigger off of
turning to attack, but it does trigger off of turning to intercept.
It also triggers off of cards that are turned as part of a cost -- so
White Disciple turning to do damage will trigger the Peak, as will turning
a bunch of characters to play the cost for Die!!! |
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Hidden
Sanctuary
Healing characters at the end of an attack is always a nice thing, but
often hard to pull off. I find that characters are rarely
intercepted by non-lethal damage, so they die before getting to trigger
the healing effect. And of course it's no use with 1 fighting
characters. Since the effect is increased by the number of
sanctuaries you have in play, a Shoaling or Ancestral Sanctuary may get a
little more synergy for you. |
| |
Hidden Tomb
Play tomb. Play states on tomb. Reduce cost. Lose.
This is strictly a fun card, that's gonna let you dust some old bad cards as
well as some new ones and try them out. For fun, here's the list of
cards that this reasonably affects (assuming you don't want to play hoser
states like Veiling of the Light on your own Tomb) -- 18 Bronze Men, Chi
Syphon, Deathtrap, Elevator to the Netherworld, IKTV Rebroadcast Link,
Jury-Rigged Dynamo, Netherworld Passageway, Ornamental Garden, Portal Nexus,
Power of the Great, Repulsor Beams, Rope Bridge, Security, Terracotta
Warriors, Tesla Lightning Cannon, The Crystal Skull, The Discombobulator,
The Jade Dragon, and Thunder on the Mountain. This card is pretty
bad, because you are playing bad cards with it. For fun only. |
 |
Hot
Springs
Da Bomb! Well, not quite, but still good. Probably one of the
better cards in Dark Future, expect to see it in
creeping into decks (especially for people that don't have enough
Whirlpools). Good thing it's common. The wording on
this site is a bit odd -- "not affected by effects generated by other
sites" is not the same as "not affected by other
sites." What this means is that there is a small subset of
sites that have continuous abilities that laugh at Hot Springs, most
notably Puzzle Garden. If you have a deck that doesn't have a lot of
turning sites that you need to protect with Whirlpools, I recommend using
Hot Springs instead. I am experimenting with 1 Hotsprings + 1
Whirlpool in most decks until I really get a feel for this card. |
| |
House of Mirrors
House of Mirrors is another one
of those sites that can generate two power a turn in the right
situation. Unfortunately, that situation has to be being behind in
power generation and wanting to play a Feng Shui site every turn, which in
our group is almost never. |
 |
Identity
Chopshop
While you won't be removing designators that often, I expect to see this
site pop up in Cop, Hood and other designator driven decks. Since
you can only use it on your own characters, you can't use the designator
hosers. Note that Chopshop will stop stuff like Assassins in Love
(since it effects *all* which is determined at resolution), but won't stop
Discerning Fire since the designators only had to match at
generation. Adding a designator to one of your own characters to
fuel a Discerning Fire might be another use of Chopshop. |
| |
Inner Sanctum
This site is just huge at 11 Body -- not only
does it take twice as much damage to seize or burn than most utility
sites, it has the added advantage of steering attacks in other directions
once it's revealed and still has 9 or 10 Body left. You can usually
get around the disadvantage of Inner Sanctum by playing 4 or more non-Feng
Shui sites in your deck. I rate it higher in dueling just because
it's one of the sites that can stop the early burn against you, giving you
a chance to jump ahead. |
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Jade Palace of the Dragon
King
In our group, characters get smoked all the time, so a little bit of
healing helps. Unfortunately, this card sort of plays like Stone
Garden or City Hospital, but with a trigger instead of being a voluntary
effect. The Palace's low body is a real killer, and I just can see
replacing a more dependable site with it in most decks. Really, how
good is this in comparison to the other 5 body sites that you see played?
This has been retired along with the expansion themed decks. |
| |
Jade
Valley
Jade Valley is is Year of the Dragon's Night Market -- a site that looks
good at first glance, but never seems to pull it's weight. It
usually winds up being a 7 Body site with no ability and you wind up
wishing you had played a card that would give you a real chance at a
comeback like Nine Dragon Temple.. |
| |
Jagged Cliffs
This is one of those cards I never get around to
sticking in a deck, but it's still a very solid card -- 8 Body and a
decent ability has to rate at least playabe. You need to avoid getting
trapped at your own Jagged Cliffs when it goes boom, which a clever
opponent will try to do. So you are either facing heavy combat,
keeping your characters at the cliffs unturned, or leaving it undefended
so your opponent can minimize his losses -- difficult anyway you do
it. For maximum damage, play Booby Traps for 6 total damage if
Jagged Cliffs goes to zero! |
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Kinoshita House
This in another one of the sites that best used
to create a situation where your opponent has just had an unsuccessful
attack, leaving unturned characters of his unable to attack. Surprise
alone usually gives you a one turn grace period when using everyone's
favorite house of ill repute. After that, opponents are forced to
overextend when declaring attackers or risk falling victim to Kinoshita
House. I rate it slightly less in multiplayer because there is a
greater chance of a Whirlpool being used, and also once you've used it to
stop one player, others will greedily eye it until it unturns. |
| |
Lily Pond
While you can do cute tricks with Lily Pond,
they almost always wind up in your losing a site. This is not a good
thing. Since most site abilities trigger off an attack being
declared, I don't think you can Lily Pond your Cave Network or Blessed
Orchard and have them trigger, but I could be wrong as even the new
wordings are ambiguous. Still, this site can work for you if you are
playing Dark Travelers or have utility sites that you absolutely have to
protect and are willing to sacrifice a pond for them. |
| |
Locksley Station
A 4 Body site without an
advantage that is always useable is more of a liability in a duel than a
benefit. But, once you get to multiplayer, decks are slower, and
non-Feng Shui sites are more likely to hit the board, allowing you to use
the Station. This site provides a 2 power swing (you generate one
more, your opponent one less), not only does it have the low body, but it
has to be in your front row to use it's ability. Be prepared to
defend this site or lose the site it's controlling along with it..
Of course if you can get City Square into play, you can conveniently
redirect damage from the Station to the site you've stolen, thereby
smoking it and leaving Lockley Station free to grab another. |
| |
Mah-Jongg Parlor
This is an example of really bad card design. This card is either
going to be terrible (when it gets cancelled), or is going to be amazing as
it churns out the power (such as in a draft or sealed event). Your
mileage is going to vary greatly on Mah-Jongg, and it will be a meta-game
choice as to play this or not. |
| |
Market
Square
This site I really like, and I think it's one of the more interesting non-unique site in
Showdown. It almost always gets you a power back, and often many
more. There are several strong combos with Market Square: It
triggers a first turn 2 Fighting Fu Student. It goes well with
sites/cards that slow up attacks like Kinoshita House and Fox
Pass. And it goes great with the Architects 1-cost Events --
you can fake out your opponent by having no power, only to zap their
attack with the power you gained. |
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Marsh
Where Jagged Cliffs passes the 8 Body useful
ability test, Marsh does not. Vehicles are just to rare in any
format but sealed, and you might as well be playing Sacred Grounds.
You can build a deck around playing 0 cost vehicle states on your
opponents characters, but avoid Fire Sled stick to Motorcycle and Stolen
Police Car only. And it really stinks when your opponent wins using
your Stolen Police Car, speaking from experience. Even with all the
new vehicles in the last few sets, Marsh is still not making the cut, but
I might consider it if you have friend who does nothing but play endless
vehicles. |
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Maze of Stairs
By itself, Maze is okay -- it's in combination with other cards that it
becomes powerful. What you need are ways to reduce the number of
attackers on this site to one -- Kinoshita House and Fox Pass are two of
the best, but any defensive card works. For example, Nerve Gas and
Imprisoned work not only will get rid of an opponents character, but it
will let you defend your Maze of Stairs. There are bunches of cards
that this works well with, and stops the Gunman cold. 10KB gives us
the goofy Assault Squad, who is almost playable in combination with Maze
of Stairs. |
| |
Moebius
Gardens
Yet another addition to the sites that can generate extra power, Moebius
Gardens is very solid, especially in multiplayer where the Pocket Demons
are flying. And they work in multiples... mmm... tasty! |
| |
Monkey House
Yet another variation of the 2
power a turn site, this one requires the discard of a
non-Unique/non-Limited Feng Shui site from your hand, which can often be
used to your advantage if your hand is clogged. At a healthy 7 Body,
this is one of the most reliable extra power generation sites. Be
sure to watch your opponents for illegal site discards, as it is a common
mistake when using Monkey House. |
| |
Mountain Fortress
This site is very tough to use -- you can get a quick fighting bonus, but
it's going to leave you with low body Feng Shui, that's very vulnerable to
being taken down by a foundation character. There might be some crazy
trick with Killing Rain, but you going to be living in a house of cards, and
it might come tumbling down. Note the crazy play of: Fist
turn Mountain Fortress, done. Second turn Mountain Fortress, Magic
providing foundation, Killing Rain x2, attack for 9...
Yeah
right... Killing Rain... I've tried this card... I've even gotten
Security on it... it's bad. your deck is bad... it gets used
agaiinst you... the fox steals the crane's eggs. |
| |
Mountain Retreat
Bad bad bad. How often does an opponent
damage a site with more than two attackers? Maybe if your opponent
is trying to swarm you, but that is rare in these parts unless going for
the win, and there are much better sites as stopping a win. And
unless you have defenders, your opponent can send in his goons two at a
time once the retreat has been revealed. |
| |
Mount
Makarakomburu
First off, you really want to be playing Secret Headquarters over Mt.
Monkeybutt -- while this card looks similar, it's not in the same
league. If you have 2 Secret HQs in your deck already and don't want to run Trade
Centers, then maybe this card will do okay. An exception where you
might want to play this over Secret HQ is in a deck that has a lot of
triggers off of your opponents seizing your sites (classic example is
Gorilla Fighter). Dropping this second turn isn't the speed increase
that Secret HQ is, mainly because you are going to still have to pay 2 for
your next FSS. I guess it's okay if it's your 4th Feng Shui site,
but I find that players don't last long at four sites -- they either win
or get taken down, and you need a lot of turns for this card to pay off. |
| |
Mourning Tree
This is one of those sites like Dragon Mountain
that any deck can benefit from, without having to worry about supporting
it with other cards. It's best at annoying Dragon players who rely
on Independent hitters to keep the pressure on. Nothing more fun
than a Scrappy Kid running straight into a Mourning Tree on a first
attack. But, if you opponent miscalculates on an attack to take this
site, you are safe from follow up attacks, so it will often draw an
over-commitment of attackers. And any other denial you have is
just going to slow down your opponents more. |
 |
Nine
Dragon Temple
Finally a card to give Fortress of Shadow a run for it's money. Even
though it's trigger condition is slightly worse (you have to be farther
from victory rather than have less power generating sites), it always goes
off when the site's Body is reduced to zero -- your opponent can't avoid
giving you 3 power by smoking the temple. This card also goes well
with the cards that put you farther from victory, and is usable in a
larger structure with non-Feng Shui sites. |
| |
Night
Club
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. |
| |
Night
Market
Night Market is a site that always looks better that it really
is. The most common events that opponents play on my turn are the 1
cost zaps (Gas, Imprisoned, Shattering Fire, Orbital Laser Strike),
Confucian Stability, Discerning Fire, Golden Comeback, or Neutron Bomb,
and then they are usually only drawn out when I'm going for the win.
There are just better and more reliable sites for generating a few extra
points of power, despite Night Market having a solid 8 Body. |
| |
Obsidian Mountain
Well, it's big. And you can hope your opponents attack it with a
Palm of Darkness to cancel the damage ability. This is a card you
want 5 or none of -- and you are also playing it with at least 2 Dragon
Mountains. This means you need to find at least 5 more Feng Shui for
a small deck, and it's hard to fit stuff in. Stick with Ominous
Swamp and Tangram Alley for big sites. |
| |
Ominous
Swamp
I've become fond of this site recently. I like Inner Sanctums, and
this site is often a nice alternative. It lets (well, er..
forces) you to spread out some, but 13 Body is just so huge -- it takes
The Gunman and 5 more damage to take it -- The Gunman will be looking
elsewhere... Paying 1 power to play a site behind it is sort of a
balance -- there are definitely times you want to smoke your Ominous Swamp
(like when it has 12 damage on it). This site seems a natural in a
Battleground deck where you want to spread out and have sites that are defensive. |
| |
Peacock
Summit
This site gives the multi-faction style of deck the nickname Peacock
whether they are playing summits or not. At 10 Body in a two faction
deck, they are a questionable addition over Inner Sanctum or Grizzly pass
if you are looking for high body sites. At 3 factions, Peacock
Summit grows to 12 Body making a serious consideration for defense.
This site often makes appearances in Xiaoyang Yun decks, where it can get
up to 22 body if they are playing all eight factions. The most
sneaky use is getting it up to 12 Body in the mono-Architect deck by
playing Rhys Engel and Dunwa Saleem. |
| |
Perpetual Motion Machine
The larger your deck gets, the
more useful the Motion Machine becomes. Well, less useless it
becomes. In theory it lets you keep your hand free of
clogs, letting you draw into the cards you need. An especially
devious player can play these in a deck with Paper Trails, and hope there
opponent can't resist using this site once it's been seized! |
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Petroglyphs
An interesting site -- Petroglyphs can almost replace one of your
Whirlpools, as the main cards it messes with are Fox Pass, Turtle Beach
and City Square. This card weighs in at 7 Body, which is defendable
in the front row, unlike Whirlpool. Don't overlook Robust Feng Shui,
Expendable Unit and Brain Fire, all cards that you really want to cancel
when retargetted against you. |
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Phlogiston Mine
I have been throwing the Mine in random decks just to check it out, and
it's been okay. You can usually count on it to generate a couple
power, but it's not outstanding, and belongs in the generic category of
sites that conditionally give you a point of power. Of course, you
can get really lucky and make 6 power off of this site over the course of
a multiplayer game -- I've done it! |
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Pinball
Arcade
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. |
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Pinball Hall
This site is the Temple of Angry Spirits little brother. At eight
body, it makes a good front row site, and like Fortress of Shadow, can
often wind up being smoked instead of seized or burned. Pinball Hall
will probably go best in a deck that doesn't have a lot of character
removal (like Nerve Gas, Shattering Fire and Shadowy Mentor) available to
it. I think I like Fireworks Factory better, as a smart opponent
will often just smoke a Pinball Hall, but that in itself is also something
to consider. |
| |
The
Pinnacles
If you can attack *a lot* this site can make a little extra power for you,
but it's often hit or miss. And it's a real bummer when your
opponent seizes your Pinnacles with two counters on it, which lets them
put a third counter, gaining them a quick power. I suspect this will
mostly be seen in Scrappy Kid/Student of the Dragon heavy decks.
Also note that The Pinnacles doesn't require turning to place counters or
generate power, so it might be an alternative to Gambling House and Monkey
House in a very Whirlpool heavy environment. One of the best combos
I've seen with the Pinnacles is Inauspicious Return and Scrappy Kids,
although it also works okay with Simian Sneakers. |
| |
Primeval
Forest
Generating 2 Power a turn is the shiznat. Generating 0 ain't.
To use this card reliably, you need some healing effects in your deck --
that means playing Hand (not necessarily that bad) and/or playing lots of
Stone Gardens (usually not the best as you want more versatility).
What kills this site is the Limited restriction -- that makes it almost
impossible to build a deck around, so you are loading up on combo cards
that you will never get to use. I have seen many a game where the
controller of Primeval Forrest has begged for someone to come over and
take a damaged one just so they can start generating power again. |
 |
Proving Grounds
Provided you can drop a 2 or higher cost
character every turn, this site effectively generates 2 power a turn,
which is good in my book. Unlike most of the other sites that give
you extra power, Proving Grounds has the nasty drawback of generating zero
power if cancelled or you can't meet its condition of having a character
to play. Still this site can put the pressure on an opponent like
nothing else, and be prepared to back up your Proving Grounds with
Whirlpools to counter your opponent's Whirlpools. Also consider some
alternate power generation events, which seem to go hand in hand with this
site. While you will occasionally see just a few Proving Grounds in
a deck, most often (like with Cave Networks), you will see five. One
of the most famous of the Proving Ground decks is TurboCHAR -- the deck is
hoping to go 1st turn PG and DNA Mage, 2nd turn Pocket Demon for 2 power
(3 total), Whirlpool, turn PG to play CHAR, proceed to beats. |
 |
Puzzle
Garden
The defensive power of Puzzle Garden is something not to be laughed
at. At 8 Body, it takes no less than 3 characters to take this
site. It doesn't matter if those 3 characters are Ting Ting, the
Golden Gunman and the Queen of the Ice Pagoda -- all three would have to
attack to take down a Puzzle in one turn. Both the Dragons and the
Lotus have excellent support cards like Final Brawl, Die!!! and oddly
enough, Deathtrap too keep smaller characters from chipping away at your
garden, and healing effects are multiplied by the Garden. CHAR loves puzzles. |
| |
Rainforest
Grove
This is a site with an interesting ability that is maximized by having few
cards in play. But, since you want to have lots of characters to
gain the bonus, and you never want your opponent to have a lot of cards in
play, the Grove is difficult to pull off. Also, since characters are
often intercepted by just enough fighting to smoke them, healing effects
like Healing Earth or Hidden Sanctuary will get the most mileage out this
card. Eagle Mountain can often serve the same purpose as Grove, but
without having to depend on other cards. |
| |
Rainforest
River
Like Night Market, Rainforest River is one of those sites that looks
better than it actually is. While it can shore up your defenses if
you are forced to drop a front-row Whirlpool, generally it is best to
avoid situations like that in the first place, Also it can only go
in front of Feng Shui sites, which often winds up limiting the usefulness
of this site. I find it hard to pass over a City Park for this site. |
| |
Rainforest
Temple
The only Rainforest site that requires turning, the Temple is the most
useful of this generally weak trio. It acts as a larger Body site by
being able to funnel damage to other sites, but then you wind up with a
lot of damage sites that can fall in rapid succession once your temple is
gone. You can combine this with Family Restaurant's regeneration
ability to heal 2 damage a turn, but frankly you are better off playing
Stone Gardens if you want to heal your sites. |
| |
Ring of Gates
Ring of Gates was a reaction to the outbreak of Imprisoned decks, but in
the process turned out the be a great denial site. Among the more common
effects it stops are Blade Palm, ArcanoTechnician, Banish, Fighting
Spirit, Wind on the Mountain and Into the Light, Don't overlook the
devious benefit of turning Ring of Gates to cancel Auspicious Termites
returning to its owners hand when smoked! This is one of the sites
that is almost considered a must in dueling, where an early Imprisoned can
mean a game. For the truly ambitious, combine with Stolen Police Car
and hope for the best! It's going to depend on your meta-game as to
whether you pack Ring, Festival Circle, or both. |
| |
Roller
Rink
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,
and boy is the art god awful -- hokey pokey anyone? |
| |
Sacred Ground
This is the base for designing Feng Shui
sites. Sites' Body decrease from 9 as their ability gets better, and
increase when the sites get disadvantages. Unfortunately, since
there are so many useful 8 Body Sites, Sacred Ground should never see play
outside of sealed (and then only if you are short of sites).
|
 |
Sacred Heart Hospital
How can you not like a site that can turn to
heal a character? Sacred Heart is the bane of characters
intercepting in a chain to put that nail into an attacking characters
coffin (along with Blood of the Valiant). Large characters usually
benefit the most from this card, and Sergeant Blightman is often a
visitor. This is one of those sites that will often get seized by an
opponent over being burned. |
| |
Smiling
Heaven Lake
With an effect similar to Kar Fai's Crib and Combat in Arms, this site
allows you to bypass one resource condition and avoid having to spend
power on foundation characters. Larger decks will benefit as they
have more difficulty in drawing resource characters reliably.
Unfortunately, this site requires turning, which can cause you problems if
your opponent has a Whirlpool advantage. |
| |
Sampan
Village
Playing a Sampan Village in our group is most likely going to get you
laughed at and get you flooded with a bunch of "what's that do
again?' type questions. While it can clear a site of defenders, its
a hard trick to pull off as most players favor smaller structures.
Your best hope for pulling off a Sampan is play with lots of Battleground
Sites so you opponent will be all over the board, giving you the chance to
scatter their defenses. |
 |
Stone
Dolmens
Hoses Mentor. Period. Not as good as Waterfall Sanctuary, but
goes in some decks (especially if you are like me, and keep running out of
Waterfalls). There are a couple of other annoying States this gets
rid of, from Avenging Fire to Resistance Is Futile! Like the
Spirals, this has a respectable 8 Body, so it's got a little D. You
probably don't want to play this in a deck with Shadowy Mentors, since
Stone Dolmens won't be controllable with Whirlpools like Waterfall
Sanctuary it (you opponent waits until the end of your turn, declares Dolmens,
you turn your Whirlpool, they start their turn, declare Dolmens again, and
you lose). A staple of all our decks, and the only thing not
keeping us from playing more is that we don't have more. |
| |
Stone Garden
An interesting card -- at 6 Body its moderately
weak, and while Stone Garden's ability isn't on par with City Square or
Turtle Beach, it can save sites and can be used in multiples. More
than once an attack against a damaged site has been unable to reduce the
site to zero from a timely Stone Garden. Don't forget to heal other
player's sites if it will stop an opponent from grabbing it -- you want it
weak and on the board for yourself. |
| |
Stone
Spirals
This is a variation on Mobius Gardens. I'm thinking it's not as
good, just because Red Wedding has so many power generating Events, which
are going going to make the Gardens better. It's also a metagame
card -- if one of your opponents always plays Family Estate or Proving Grounds, then try it
out and see if Stone Spirals works for you (getting two into play could
really make that PG player think twice). Time will tell, at least
its got 8 Body to keep it in play for a while. Every now and then
it goes off, but not as often as you like. But, I can say the same
about Mobius Gardens, but with all the new power generating events, I think
the Mobius has got the edge. |
| |
Sunless Sea Ruins
This card is very difficult to play -- not being able to discard can be a
huge disadvantage if your hand gets clogged. You don't play this
site for the 10 Body since there are better bigger sites -- you play it
for the increased hand size. 0-cost events can help keep your hand
flowing, with Far Seeing Rice Grains being a likely choice to with Sunless
Sea Ruins. |
| |
Tangram Alley
It's big... wait... no... it's HUGE. While you can figure on this
guy having a 9 Body early game (effectively making it a Sacred Ground),
late game this is almost always a massive 14 Body. We are talking
Burning King size. It's amazing how much of an attack deterrent that
14 Body can be -- it is noticeable over the 11 Body of Inner
Sanctum. See also it's cousin, Ominous Swamp. |
 |
Temple of
Angry Spirits
In my opinion, this is one of the three cards in Throne Wars that are so
overpowered they shouldn't have been printed in the current form (along
with Die!!! and Inauspicious Return). There isn't much strategy to
this site -- play it, watch your opponents' characters dies, and
win. Also hope your opponent doesn't play it before you do. Be
prepared for some Uniqueness auctions once everyone clues into the power
of the Temple. This card has become dominant in dueling, where
it can single handedly knock your opponent out of the game. And in
multi, it's still a great deterrent, and it will cause your opponents to
look for easier targets. |
 |
Temple
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? It's only limiting
factor is that it's a fixed card in 10KB, found in both the Architect and
Dragon decks. |
 |
Temple
of the Monkey King
While this card can have some nice synergy in a lot of surprising
situations, it has it's true home in 2061 under the Architects
control. This is the site that is going to allow you to zap the
Golden Gunman and the Eastern King with your Nerve Gasses and
Imprisoned. Unfortunately you can't blank your own characters (the
target has to be attacking) and set up some crazy Demon Queen madness, but
since this Temple is non-unique, you don't have to worry about drawing
multiples or auctions, not to mention a respectable 8 Body. Having
an exposed Temple of the Monkey King is often enough of a deterrent to
send some attackers elsewhere. |
 |
The Blue Moon Club
Temple-lite any one? I suspect that this is hands-down the best card
in 2FT (although the general low-power level of the set . It's just as
good as Temple against foundation characters, and it generates an additional
power every other turn? Yeesh. I'm dreading the Booby-trapped
Blue Moon Temple Ironworks deck, with sites that just punish you for
attacking. Just what we need, longer games. |
| |
The Steam Laundry Company
Healing is strong. A site that can heal over and over is even better.
Now, we all know Stone Garden is kinda janktastic, but it is marginally
playable. This card kicks it up a notch. Yes, it's not a combo
with the totally broken Temple of Angry Spirits, but you can do some tricks
the always useful City Square. And you can make your City Park heal
every turn. This is going to add some extra beef to the large body
sites (Inner Sanctum anyone?), so you may want to consider a few in a deck
where you are trying to abuse the Steam Laundry. Don't overlook the
denial part of this card -- if anyone is about to take a damage a non-unique
site |
| |
Thousand Swords Mountain
While not outstanding, this card is okay filler for a slot in the extra
power generation portion of a deck's Feng Shui Sites. Don't expect to
get more than 1-2 power from it -- your opponents are not going to keep
piling on piddling amounts of damage just so you can heal it and gain power.
Once revealed, attacks against Thousand Swords Mountain are going to be
serious. You can also try this site in conjunction with Killing Rain,
but it's more of a bonus than a killer combo. All of mine are still
in decks. I like it as an alternative to the old standby power
generating sites. The defense value lets you build (you opponents
don't wear it down with free foundation attacks). |
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Turtle Beach
While mastering the strategy of using Turtle Beach can take a while, once
learned you can dominate a game with it. And the beach has uses both
early and late game. A first turn Turtle Beach can give you an nice
advantage by allowing you to attack an opponents site and kill their
characters in the process. This often allows you to get 4+ damage on
their first site while you both race to build your power structure, almost
insuring that they will feel the first burn. Mid to late game, this
site is the master of creating an unsuccessful attack, because whenever
it's used on an a tiny intercepting character, it still stops the attacker
because it has failed to overcome the interceptor. As a site that
often winds up smoking itself, it fits good with Dark Traveler, and it is
a Unique site that is often worth playing multiples of in a deck, even
with the new rules that disallow you to voluntarily put two Unique cards
into play. This site is a staple of dueling decks, as well as many
specialized character decks. such as the Ex-Commando Gun deck. |
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Turtle
Island
This is one of my favorite sites, so I may rate it a little higher that it
deserves. Not only does it stop an early burn, but it combos well
with several other cards like Gorilla Fighter, Jade Valley and Storm of
the Just. Don't forget about Auspicious Termites if you feel like
making a 'fire-proof' deck. Early game, players are looking for a
site to burn for power, hoping that the power boost will start them
steamrolling towards a victory, and Turtle Island will thwart them.
Turtle Island also combos well with cards that trigger of cards being
seized (Avenging Thunder), cards that trigger off of an opponent
controlling sites you own (Gorilla Fighter, Storm of the Just), and cards
that count an opponents sites (Pocket Demon, et. al.). |
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The Hanging Coffins
Tactics has proven itself to be the weakest of
the standard character abilities. Yes, it can save your characters
from being intercepted during Operation Killdeer or running into the
Temple of Angry Spirits (but only if it's face up, stupid ruling), a 6 Body site is weak for this ability. It
will trigger the +2 Fighting ability that Melissa Aguelera gives, so it
worth throwing in a deck when playing her. The favorite combo with
the Hanging Coffins is Ambush, where you can use the special Tactics
window to ambush your opponent, then pull out before then can hit back (if
they survived your initial damage). |
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The Red Lantern Tavern
This is another one of those sites that usually
gets cut when I finally get around to putting cards into a deck.
Assassinate was clearly over priced in the initial sets (look at Nine Cuts
and Sting of the Scorpion vs. Claw of Fury from Flashpoint).
Assassinate can be very useful at getting rid of protected utility
characters, but the limitation of Assassinate vs. turned characters only
drops the tavern to a lower tier. This card is also of marginal use
in combination with the Ascended Edge Bounty, letting it trigger off some
of your foundations. |
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University Library
Yawn. +1 hand size, 7 body site. Nothing new or exciting to see
here. Move along. Cards like Temple of Celestial Mercy or Orange
Sensei Chamber that straight up increase your hand-size have been shown to
be winners. Cards like Coral Reef that let you draw and filter not so
as much. Now that I think about it, this would have made a great new
Sacred Ground at 9 Body -- as it is, there are just better sites to play in
most decks. Even if you get multiple libraries out, you are denying
yourself other good sites. It's not very clear what happens if
University Library gets blanked -- we'll have to wait for the FAQ.
Rating: 1.5 Mr. Strange adds:
I really like + hand size, but this effect is different
enough that I think I'm going to like it. This makes random discard effects
much more palatable. |
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Wall of a
Thousand Eyes
This is a rarely used site, but it can be quite powerful in the right
situation. Superleap is probably the ability that you want to cancel
most, followed by Stealth. Note that the Wall of a Thousand Eyes
doesn't have to be the target of the attack -- the all-seeing wall
protects all of your sites (but not your characters). At 7 Body, it
doesn't really punish you for playing it, so it makes a good addition if
you are being slapped by superleap or stealth a lot, as determined by your
meta-game.. |
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Waterfall
Sanctuary
Goes in every deck that isn't playing heavy States (and even in some of
those!). It crushes
Mentor, Tanks, Guns, Swords, etc. This is one of those no-brainer cards
(like Whirlpool of Blood) that you should squeeze into every deck.
Heck, play two in every deck until the Ascended have lost control of the
current juncture. Don't forget to smack your own States if the
character is going to get Smoked to draw a card. And don't forget a
Whirlpool or two to back up the Waterfall -- you don't want your opponent
stopping you.
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Whirlpool of
Blood
Without a doubt this is the most useful site in the game. And the
funny thing is that it does nothing without your opponent playing with
sites that turn for effect. But of course, everyone does, so this
card is a must. Oddly enough, the card most often targeted by a
Whirlpool is another Whirlpool. This card is a staple of dueling,
where canceling an early site can make a game. It's also extremely
useful in backing up your own sites that turn, such as Proving
Ground. Expect to see 4 or 5 in a dueling deck, and 1 to 3 in a
friendly deck. UPDATE: While Hot Springs has not taken off as
much as I expected it to, it's still a viable alternative to Whirlpool in
heavy character based decks. |
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