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Secret HQ |
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Darkness
Priestess A 1 cost foundation character with 2 decent abilities? How can you not love Darkness Priestess? This card alone makes the Monarchs a serious Magic faction, and punishing opponents for toasting cards by gaining power is the sweet taste of victory to come. You need to pay attention, because there are a lot of cards and effects that can triggers this card's power gain, with the best of all being the alternate cost to Far Seeing Rice Grains. |
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| Darkness Warriors These guys are actually pretty good when you are playing them, and really annoying when your opponent is playing them. This is one of the few cards that goes really well with Fanaticism -- they let you pick off your opponents resource characters, and get your power back. They are also an okay subject for States since they have the built in Mentor defense. Also their designator of Netherworld Soldiers gives a few options to theme decks and card interaction. |
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| Fire Acolyte No doubt here, Fire Acolyte is a resource character to rival Darkness Priestess. What's really nice is that if multiple Fire characters are smoked at the same time, these guys still trigger -- say you run two of them into Ting Ting, she would take 4 total damage. As an extra bonus, these guys go great with the old version of the Fire King -- with a 1-cost Fire character, his ping ability has 5 more chances to kick in. |
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Fire Ants |
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| Fire
Warriors A good try at a foundation character, Fire Warriors always seem to come in a little short. This is probably because your opponents have to seize or burn for victory you sites to pump this guy up. Still, in a multiplayer game, this guy can often become a Walking Corpses, which isn't too bad. Playing with Turtle Island and Auspicious Termites might give you a little boost. |
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| Ice
Healer While this card falls short of the Darkness Priestess because it's healing ability rarely triggers, I give a blanket four star rating to all 1 cost foundation characters if they provide an additional resource. |
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| Ice
Tiger (Netherworld) With the Ice Tiger being a three-for-three with a very limited ability, this card is just a little too slow for most decks. Unfortunately, there are too few Unique Ice characters (Queen of the Ice Pagoda and Ice Shards as of Throne Wars) to make this guy as useful as Righteous Protector. |
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| Ice Warriors Yes, they hit for 3 with the Ice Queen (or her Evil Twin!) out, but if you want to pump up fighting, other Ice characters will give you more bang for your buck. |
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| Ice Warriors vPAP Even though they don't provide magic, these guys are still decent. You probably aren't playing 5 of them outside of an all ice theme deck, but you do want a few to protect your Ice Queen or your weapon-loaded Ice Commandos.. |
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| King of the
Thunder Pagoda See hitters. |
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Queen of the Ice
Pagoda (Standard) See hitters. |
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Skin and Darkness Bats |
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| Soul
Doctor 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 vPAP or two just because shutting down events can mean the difference between winning and losing (as can healing, but not as much so usually). |
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| Thunder
Gladiator This card lets you play more bad faceoffs in your deck. Joy oh-joy. Staple of the new Thunder Faceoff deck, and that's about it. Next card please. Remember your lessons from Purisit Initiate -- you only have 5 of these for your deck, so you need to consistently draw 1 to play those off-faction faceoffs. On a side note, just on the basis of being a 1-cost foundation, these guys are okay (but just okay) in a few other decks (such as a Legacy-based deck or a rigid Thunder deck without faceoffs just for the acceleration). |
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| Thunder Knights
(Standard) There is always some debate whether the Thunder Warriors ability is a benefit or a drawback. Still, it is fun to make the all Thunder deck and administer a beating. In a pinch, you can get these guys back with your Thunder Squire. |
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| Thunder Knights
(Netherworld 2) While they are a little bit better than the original Thunder Knight, they don't add much. You really only play them in a Thunder deck. And then you still wish there was a Thunder Foundation that provided magic. |
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| Akani
Hideo This guy is funky. He's rare, which is good because you will only want a few, but it's bad, because he could become another Fo Shen where you seem to open him every 3rd booster. The obvious combo is with Proving Grounds -- with Akani Hideo in play you won't have to worry about your opponents shutting you down. But, if your metagame is Whirlpool heavy, you might consider throwing him in a deck that has a lot of turning sites. Also, he can aggravate your local Guiding Hand player by invalidating his Confucians. Note that there is some weirdness in the Red Wedding FAQ about him and the cards that Cancel and Smoke. I've tried to make him work, but the synergy just isn't there. He can still be a one-of in an Ice or 4M deck, but don't expect a lot from him. |
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| Arena
Warrior If you haven't figured it out, this card might as well have Assassinate. It's a moderate utility character that's saving grace is that it can be recycled by Thunder Squires. Sure, you're playing a couple in a Thunder deck, and you're going to try him in the new Thunder Faceoff deck (where you're going to find that he's very redundant - like playing Flying Kick in the all superleap deck). Compare Arena Warrior with the Skin and Darkness Zealots and this guy is lacking. Well, assassinating out of turn is a little better than I thought, but the only time this guy really worked for me is in conjunction with effects that trigger off of a successful faceoff (like Corrupt Bookie) -- you get the combo jank without the faceoffs. |
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| Atourina Baktiari While not outstanding, this card can get some damage in and not get intercepted without enacting a price. This card fit is fairly well with the Ice Commandos, where you have states to pump up that damage. Don't expect her to get intercepted that often, getting through to the target is her real ability. |
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Avenging Darkness Schmee writes in:
My Response: |
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Aztec Mummy Since the Aztec Mummy doesn't belong to one of the Monarch's sub-factions, it's kind of in a weird space. It's really unclear if it's got a place outside of the Itzcoliuhqui deck. But, in that deck, it's okay -- assuming you've got mostly Temples and Tombs and a spare 1 cost foundation, you can drop this medium size toughguy for 3 power. Remember that the +fighting wears off at the end of turn, but the potential for toughness should keep down the speed bumps. A lot like Hopping Vampire, the Mummy sort of goes in his own, cookie-cutter, deck. I've tried him out, and sure, he can bypass foundations, but it's slow and relies on have a lot of (non-attacking) cards in play, and is susceptible to disruption. |
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Butterfly
Knight Butterfly Knight is the Monarch's best mid-range hitter. If you can clear out any defending characters, you are hoping to get the very good ratio of 6 damage for your 3 power. Of course, if you can drop a handy State on your Butterfly Knight (say a Pump-Acton Shotgun), you are looking at some serious damage. Don't overlook turning this card to heal during their first attack, especially if you have two damage on it. Finally, don't forget to recycle your Butterfly Knights with Thunder Squires. Butterfly Knights love Ice Shields -- it really clears out the foundations that invariably intercept it. |
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| Chui Fa Chui's only saving grace is that he's a Fire card, and you can play him at reduced cost with Feeding the Fires. Turning a 4 Fighting character to play a Demon seems to be a waste of power, and only encourages turtling. He sits there and guards your site, and in three turns he's paid for himself if you can pump out 3 Demons. Honestly, Dragon Throne is a much better way of reducing the cost of your Demons. Well, SS gives us a Fire Demon, but so far, Chui's still not paying the bills. |
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| Darkness
Adept The Darkness Adept has the ability to get in some explosive damage, but requires a fair amount of skill (and luck) to pull off. The idea is to pull off a successful attack or two where some characters are Smoked before attacking with the Adept. If you can find a pair of solo resource characters controlled by an opponent, not only can you Smoke them with your resource characters, you can pump the Darkness Adept up to 6 Fighting. Choose the target of this card's attack carefully, because like the Bronze Sentinel, opponents will try to get two damage on it, causing it to be Smoked at the end of the turn unless you can somehow heal it. |
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Dog Soldiers Mr. Strange writes in:
My reply Expendable Unit writes in:
I've been playing a deck with some success at my local (Copenhagen)
Proving Ground/casual play environment, which makes good use of unturning
a Mountain Fortress coupled with Obsidian Mountain, Shields of Darkness
and Mark of Fire. Some success in this case means fast wins against two
or three opponents on the strength of the combos contained within.
The idea is to attack with a character, which is boosted by the
Mountain Fortress, and, provided the attack succeeds, attack with Dog
Soldiers thereafter, unturning the Mountain Fortress, then using the
Fortress on the Dog Soldiers. This should be a good way of providing
cheap punchthrough and take some sites.
Mark of Fire, in this context, seems a good bargain, as it is common
to be able to pay 1 power to add 2 damage to a Mountain Fortress (one
point of damage done to MF, another to Obsidian Mountain), 1 damage to
the target of the attack (ideally), and 1 damage to an interceptor
(typically). An effective +4 damage to the target of the attack, you
could say. If you're able to reuse MF with Dog Soldiers, the total is +6
damage for 1 power.
As the core consists of 15 cards of a single faction and 10 out of a
probable 11-13 FSS, there is still plenty of options available in order
to expand the deck into more than a one trick wolf or make it a steady
machine of murder (Ice Shield, Snowblind, Pocket Demon, Plots and
Intrigues/Blood Lust, etc.).
The reliability of decks and combos varies depending on which
remedies are popular in different playgroups, obviously, and there are
plenty to deal with this one. The MF + Dog Soldiers combo may seem
hopeless in your environment. Locally, opponents do not always have a
Whirlpool of Blood in play by turn 3 or 4, nor do I.
By turn 3, one might well have amassed the power to play this combo -
all it takes is 1 power gained from an alternate source and a good draw
(foundation, 2 fss (1 being MF), Dog Soldiers, Mark of Fire, (alternate
PG if not an FSS already in play)).
In any event, I like gaining more figting with my Dog Soldiers, in
order to better the odds of their reuse, rather than being able to gain
a power at the expense of three power and four damage. I'm sure they
won't mind partaking in Moonlight Raids along with Butterfly Knight,
though.
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| Fire
Assassin A good mid to late game card, you are hoping to get at least 6 Fighting for your 3 power, with the explosive potential of a lot more. As a compensation for this high potential, you have the drawback of not being able to attack Sites, so you don't want to overload your deck with Fire Assassins. |
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| Fire Constructs I am not a big fan just for one reason -- Shadowy Mentor. If they steal your Constructs, you are just hating life. The best you can hope for is getting out another Construct, and having a Mexican standoff. Again, there are better choices for 3-cost Monarch characters, most notably Butterfly Knight. Sure this guy does have a gas mask, but that's what Brain Fire is for. |
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| Fire
Infiltrator He's coasteriffic! You always want Fire Warriors over this guy. Not only will Warriors help you out of a resource screw, they have the potential to get even bigger than 3 Fighting. |
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| Fire
Martyr A theme among the Monarchs seems to be 6 damage for 3 power when it comes to characters. The Fire Martyr fits right into this model. Like Bronze Sentinel, you need to be prepared to heal this card if you want it to make more than one attack, as your opponents will try to get at least two damage on it. The + to Fighting can be triggered multiple times, so cards like Back For Seconds go well with Fire Martyr (as does Rig Dis). |
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| Fire
Mystic I sort of like this guy, but I have a penchant for non-Unique characters that can fit into new deck archetype. If you get a couple out, you can rule the board Event-wise, but you will become a big target. They will give a boost to those of you trying to build Fire designator based decks, and Inner Fire stops your opponents from using your Fire Mystics against you. Remember that this is a triggered ability, so zap those Pocket Demons. Add in Desolation Ridge for maximum punishment for opponents playing events. |
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| Ice Commandos This card is bad if you aren't playing weapons, but decently good if you are. Spirit Pole is a must. There isn't much to think about -- play character, attack, sneak in a weapon, take sites. Thunder Lance is a great state with these guys, making them a 6 Ambusher for 3-cost. Elephant Gun from Shaolin Showdown is looking also to be brutal on these guys -- but I don't expect it will be super common since the Gun is a promo and only available in limited quantities. If you are lucky to get a couple of promo Elephant Guns, the Commandos can do an amazing amount of damage. |
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Ice
Courtier The Ice Courtier is a good all-around utility card for the Monarchs. It can give you a boost in Magic if you are concentrating on Thunder or Fire resource characters. It slows down Shadowy Mentor and Tortured Memories. And, it effectively counters an Inauspicious Reburial against the Monarchs since most Monarch cards require only one resource. It's hard not to throw one or two in a deck. |
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| Ice
Falcons For a 1-for-1 character to work, it needs a real good ability. While Independent is a good ability, it needs to be in combination with a higher fighting score or an ability like Scrappy Kid's to make it worth playing. The best use for Ice Falcons is in a Spirit Pole deck, where you want the explosive potential of 4 damage (Falcon + Shotgun) coming out of nowhere. Of course, you should have maxed out on Thunder Squires before considering this card. |
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| Ice
Shaman 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 non-Fanaticism deck. |
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| Ice
Sorceress In my opinion, this is a pretty junky card. You can do a few tricks with it, but small characters like this are too fragile to pull much off with. The best you can hope for is to smoke a few sites by temporarily pumping their body -- not my favorite winning strategy. |
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| Ice
Tigers (Red Wedding) The new Ice Tigers are an off-beat card. They can sort of play like a White Disciple, sniping down a character prior to combat. They also have 4 fighting, which is often just enough to take a softened site. I think this will wind up being a mix of shark and turtle in the occasional play it will see. The art by Melissa Benson is very spiffy. Make that 'never see play.' Too funky, and not enough utility to make it worth playing. |
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| Lord
Shi (Netherworld) On his own, Lord Shi is a 4-for-6 when attacking, which is the standard deal in Shadowfist. While his ability is decent, it isn't that great a multiplier, as you rarely will be attacking with more than one or two other characters. Lord Shi and a 1 Fighting resource character will do 8 damage to an undefended Site, which should be your target number for damage getting through. |
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Naikute |
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Palm of Darkness Finally, a good character with Tactics. With all the crazy sites out there (*cough* *Temple*), it's very useful to be able to cancel them. And Tactics actually works in combination with this ability, giving you a reason to want to attack and pull out. This is a card that I have been squeezing into decks, and have always been happy with. |
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Priestess of Itzocoliuhqui This is just a filler character that you're hoping to boost up your |
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| Skin and Darkness
Ravagers These guys are better than I thought they were at first glance. 3-cost 3 Fighting stealth can usually get some damage into a site. What makes these guys better than Just a Rat is Spirit Pole -- you have better access to State recycling. The +2 damage against characters is gravy -- if you have to chump intercept, you get a couple of extra damage in, but most likely it wont do any good. |
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Skin
and Darkness Zealots What's with the all the skin? These guys feel just about right for a mid-range character. They have two abilities, neither of which is overpowering, and which can be used offensively. I expect these guys to whack a lot of Mights and Shih Ho Kauis...I've become taken with the Zealots, and try to sneak them in as many decks as possible. We have way to many of the giant X characters lying around, and these guys do put the bite on them, and, surprisingly, their cancel does have some cool interactions with other cards when you least expect it. |
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| Soul
Diver Playing this Soul Diver requires a fairly good knowledge of the game, as you will need to know the abilities of characters in your opponents' Smoked piles, and how they interact with cards in the game. And believe me, trying to keep track of 20+ cards (don't forget you need to keep track of the cards in play, too) can be quite a chore. Still, this card can be a game winner, and it's a great way to punish your opponents' for playing powerful cards. This effect has been duplicated on the Violet Senshei chamber. |
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| Storm Riders If you have a Thunder character in play, this card is good. If you can't keep a Thunder character in play, it's a coaster. Think of this card as Nerve Gas for characters with 4 Fighting or less. And it's reusable when used on characters of 3 or less Fighting. Also remember that Thunder has a hard time getting out that magic resource -- it's either a 2-cost non-foundation, or you're splashing another monarch sub-faction. |
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Teutonic Knights Sigh, yet another missed opportunity for Thunder to provide a little |
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| Thunder
Apprentice I'm not terribly happy with this guy. The Thunder Apprentice is just a mini Thunder Initiate, and not original enough. Yes, he's going to let you get that much needed magic resource in your Thunder deck, but he's so gimpy. If I had designed Red Wedding, I would have dropped this card and added a magic resource to the Thunder Gladiator so instead of two so-so cards, you had a good card (and not that the Monarchs are lacking for good 1-cost magic providing foundations). The Huan Ken was always my favorite of the four monarchs, but the ultra-gimpy direction for Thunder has got me thinking twice. Thunder hunh,, what is it good for? |
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| Thunder
Bishop More Thunder jank for the King to rue. This card's ability is worse than some abilities that you find on 2-cost foundation characters. If you are really trying to build the all-Thunder deck, it does give you some more Magic, but I would recommend playing five Thunder Initiates before resorting to the Bishop. |
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Thunder Captain Yes, this guy is a Thunder Knight, so your Thunder Squires are going to be able to recycle him. While he doesn't really have any special abilities that are going to be useful in-game, the Captain does give you some power rebates, eventually making him cost less than his printed cost of 4. He's at least going to be a 3-cost for 5 Fighting if you play him right -- normally, I'm not a huge fan of these mid-cost thugs, but the chance of a power a turn, a Fanaticism boost, and the recycling make this guy very playable in the right deck. His power generating ability doesn't trigger in a Faceoff, so you aren't running him in that type of deck. Forget about Thunder Faceoff -- Captains and Squires is a beating in the house, what you really want in a Thunder Theme anyways. |
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| Thunder
Champion The Thunder Champion is an interesting case -- he has a seemingly good ability, but it's hard to pull off. He takes any site that is defended by 2 or less Fighting, but then with his own Fighting of 5, he may have done it anyway. The best use for this card is against unrevealed Sites -- that is where you are most likely to make a score. Of course, be prepared to defend the Site, as the Thunder Champion's ability doesn't allow you turn burn. This is one of those abilities that just goes great with Rigorous Discipline. |
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| Thunder Initiate This is one of the 3 Thunder cards that provide magic, so you have to resort to 5 of them in a Thunder theme deck if you need to fuel magic events. His ability is okay -- not as good as Military Commandant, but he does let you do extra damage without losing a defender, and does work with Thunder Lance. |
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Thunder Inquisitor I just don't quite get this card. Just as everyone knows that Blanket of Darkness is good, they also know that Dr. April Mucosa is bad, and, in my opinion, this card is more the latter than the former. If you are the Thunder fanatic, you will drop a Thunder Sword on him, which combined with Fanaticism, gives him the ability to lower damage by 7. And then you get to use it in a Face Off -- I just don't see Thunder Inquisitor being used that much. Faceoff jank. No reason to play this over the Blanket outside of a rigid designator deck, and even then, it's not a great strategy. Sure, I know you want to play Thunder Sword on him -- go for it! |
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Thunder
Squire There are currently two cards the Thunder Squire can return to play -- Thunder Knight and Butterfly Knight, and you want to include it in any deck that includes the latter. The Thunder Squire/Butterfly Knight has been a staple of the Monarch's offense, but with the addition of Underworld Tracker in Throne War, you may need to play with caution. Note the tech of sacrificing the Squire if he is the target of an attack -- not only do you get back a better character, the attack will be unsuccessful. |
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| Thunder
Swordsman Blah... a mediocre (if not bad) addition to the Thunder Knight deck at best. Butterfly Knight is just way better, and Swords just suck in comparison to the good stuff you want to be playing like Shotguns. And even if you are playing swords, you will probably want to put them on your B-Fly Knights over Thunder Swordsmen anyways. And, you are going to mostly likely want to fetch B-Flies with your Thunder Squires too, since they don't need a state to hit for 6. |
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| Thunder Valkyries Pretty much a turkey, you almost always want Butterfly Knights over this guy. Make no mistake, they aren't no Walking Corpses. |
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Anastasia |
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| Blade
of Darkness The addition of Blade of Darkness from Throne War gave the Monarchs a much needed option when picking mid-sized characters. While you shouldn't expect to gain much power from Blade of Darkness, you can expect it to hit sites. Beware the Darkness trap -- the Monarch's best foundation character, best Edge and now best 4-for-6 all share the Darkness designator, making them Discerning Fire bait. |
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| Bonebreaker
Jun The Bonebreaker is kind of like General Fung - a decent ratio and ability, but nothing outrageous. Straight up he's a 4-cost 7 Fighting with Toughness:1, which is about what you'd expect in a unique requiring three resources. His gravy abilities are playing faceoffs for free and unturning afterwards. That's actually pretty good, but with the caveat that you are going to have to be playing faceoffs. He basically goes in two decks -- Thunder Knights and Thunder Faceoff, which is better than going in only one deck. Thunder jank -- nothing to get overly excited about. |
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| Chamberlain Hrm... Here we have a darkness character with ice and thunder abilities, which is kinda strange, but not unprecedented. If there is a unique character on the board with 5-6 or less fighting, he sort of becomes a Black Ops Trooper, but otherwise, he is falling a little short on getting a lot of stuff to work. At a hefty 5 cost, I think he's a little too pricey/specialized to see a lot of play (but I could be wrong) As I hinted at above -- Chamberlain is either really good or really bad. He's amazing if you can play him, assassinate a 6 fighting unique character, then attack again. When that doesn't happen (which is a lot of the time), he's sort of like Little Jim -- he can heal unpredictably, but he doesn't have the monstrous fighting. |
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Daughter of Flame |
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Fakhir-al-Din Where's the beef? Well, I got some for ya right here. Fakhir's not broken, but he's strong. You are going to have to watch when you play him so you don't roast your own characters, but he can do a little bit of global damage and toughness:1 is a nice touch of gravy. You can ensure that he has his toughness when he needs it by packing some Mark of Fires. You might also be able to get a rebate from playing by dropping a Blood Lust. Did I mention that Fakhir only requires 2 Monarch resources? He's solidly good -- not a Lord Hawksmore, but one of the best thugs you can find in a Fire deck (you probably don't want him in your Legacy deck as he's going to clear all your designator foundations that you are trying to keep alive). |
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| General Fung Arrrgh... why does the Fungster need three Monarch resources? That really feels out of theme with the Monarchs, and really hurts if you are playing a multi-faction deck with 2-cost resource characters. Tactics comes into play every now and then, but what you are really hoping for is a 4-cost 8 Fighting thug. Late game Fung can get huge, but after 8 or 9, fighting usually doesn't matter. |
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| Ice
Shards Ice Shards didn't used to have much competition in the 6+ Fighting range, but now there are several alternatives, so this card isn't a default hitter for the Monarchs. Still, it does have an interesting ability, and unlike Kan Li, you can Smoke any State, not just the one on the character that this card is in combat with. While sometimes you can get a Shadowy Mentor, don't forget that Ice Shards also gets rid of those those pesky Stakes like The Foxed Outfoxed, which can be plaguing your Pagodas. |
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| Ice
Vixen 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. Extra props for a Monarch/ Hand deck with Shaolin Surprise. |
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Itzcoliuhqui This guy pretty much lends himself to one deck -- |
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Jaguar Warriors |
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| Jiang
Xushen While this guy pretty much only goes into a Fire deck, what makes this guy potentially strong is Feeding the Fires -- he is right in that range where you can really bust out with only two fire counters. His ability triggers every now and then, and you can pack some extra Chi-cards in your deck to try and take advantage of it. I don't know how good the Fire-Chi deck is, and maybe just a straight Fire deck will do better. |
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Khalid Al-Haddad The Fire Assassin is okay, and more playable than Madam Yen in my opinion. Play him, whack someone, get a 1 power rebate or draw 2 cards in a pinch -- not nutsy cuckoo, but okay. Don't over look the secret tech of smoking a site (especially non Feng Shui or Battleground) to gain a power and get rid of an annoyance. Not much more to add -- he's not a crazy killer like Chamberlain, but he's got a much easier opportunity cost, and expect him to use it every turn he lives. Khalid is better in a waxy character build-up metagame as he's more an anti-character card, although he does have anti non-FSS potential. |
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| King
of the Fire Pagoda (Netherworld) Currently, Fire is the weakest of the four splinters in the Monarchs, and their King personifies this. At only 9 Fighting, he is the smallest of the siblings, and he requires the most strategy to use his abilities. First, doing a damage when playing Fire cards is a no-brainer, but you don't want to overload your deck on them as generally, there are better cards to play. Shattering Fire, Brain Fire and Discerning Fire are probably the best three, and all are Events. The King of the Fire Pagoda's second ability requires good timing and strategic picking of targets if you want to do more than one point a turn with him. You opponents will try to make your attack unsuccessful to save themselves from a barrage of fire. Oddly enough, you don't have to worry about that if you dare to play the Ascended's Open Season along with the Fire King. |
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| King of the Fire
Pagoda (Netherworld 2) Boy, I can't think of a situation where I'd ever want to play the new Fire King over the old Fire King. New does have +1 Fighting, but the leap between 8 and 9 in almost unnoticeable, especially considering the King pings for 1 when he attacks. The recycle Events is iffy at best -- what hurts is losing the ping when you play a Fire card ability -- N2 introduces enough new Fire cards to make the ability really work (especially the Acolytes). Even with all the Fire/Chi cards that have been introduced in Shaolin Showdown, I am still liking the old Fire King better. |
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| King of the
Thunder Pagoda (Netherworld) The King of the Thunder Pagoda is the ultimate beating stick. 13 Fighting (he gives himself his own bonus) takes sites left and right. Of course, he does have a loyalty problem. But then you can turn that into a great counter to Shadowy Mentor if you can accumulate mass amounts of power. The King is always lots of fun when he hits the table. |
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| King of the
Thunder Pagoda (Netherworld 2) The King is still a thug, but does have a new ability and is missing his drawback. He goes in the Thunder deck, and that's about it. The old King is still very playable, but in non-Monarch decks -- this is the guy you want to pump up your Thunder Knights. |
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Lord
Hawksmoore There's not a lot to say about this card -- everything about it is so good it speaks for itself. 5 cost for 8 fighting is very average, but add in Guts and this starts to look decent. Then add in the 2 power rebate when an opponent smokes him, and he's turbo. I expect to see him making some Golden Comebacks, and Lord Hawksmoore is likely to be a chase card for 10KB if Siksada didn't completely blow the art like he has on other cards. |
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| Lord
Shi vNew Well, it's an improvement at least. +1 Fighting might just make enough of a difference to consider him for more decks. And surprisingly, Tactics is okay, since you can use his ability to pump up a bunch of foundations, and if you opponents make an effort to take out Lord Shi with interceptors, you can pull him out and retain the fighting bonus on other characters. Don't overlook stupid Kinoshita House tricks or Back for Seconds to pump up Lord Shi a second time. |
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Lord Wolfgang Thaler Here we have another thug, who's slightly above average (it's the Toughness:1 that helps). Not much strategy here -- play him and attack (preferably an opponent with no power). You don't want to be targeting him yourself with events too often, but that's a duh. Sort of blah, and you may want to play a one-of, but with Lord Hawksmoore, The Baron and Silver Jet, how much space to you have in your deck for thugs? |
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| Lucius Centares Only goes in one deck unfortunately, where you are hoping to get him up to 8 Fighting or more. Pure thug, but can put out some damage late game. Still, there are still other, better cards to consider like the new Lord Shi. |
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| Mouth
of the Fire Righteous The Mouth be really nasty. Sure he has some juice in a Fire deck, pumping up attacking characters and getting a cost break from Feeding the Fires, but his real power is in his damage ability. That extra 3 points really can shake up a defense and let you burn that needed site, and then use the burn power to roast anyone who comes your way with the Mouths ability. The Mouth's lack of a gas mask just might be enough to keep him in check (and maybe a little Listerine if he gets bad breath). He works well with Burning for Power (you will have the power to use his ability). I like Hall of Portals with the Mouth -- it really discourages attacks. And unlike other specialty characters, the Mouth has an acceptable cost to fighting ratio, and you don't need to keep him unturned to use his ability. |
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Once and Future
Champion First off you need to be able to put the horrible N2 storyline out of your head when you play this card -- just think of him as a beating stick. He's got four abilities -- one for each of the Monarchs, some better than others. What's really important is that he's the biggest Monarch character with a gas mask, and doesn't have any common designators for Discerning Fire. Almost a must in every Monarch deck. |
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Queen
of the Darkness Pagoda Toasty toasty? The Queen of the Darkness Pagoda is a powerhouse when on the board, but again, suffers from a duality problem. On the one hand, her ability makes you want to attack characters, while on the other hand, he high Fighting and and power cost will steer you towards sites. The Queen is obviously best against the recycling cards, like Underworld Tracker and Golden Comeback, but can help out your own Netherworld Return. Beware the lone Kung Fu Student with Rigorous Discipline, as he is the Queen's bane. Then again, you can use the Hand to your advantage by copying the Queen's ability on to your own resource characters and toast away. |
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Queen of the Ice
Pagoda (Netherworld) This card is the best hitter for every faction except the Dragons (who have Ting Ting and Golden Gunman). Make no mistake, this isn't really a Monarch card, it's unaligned. The Queen's very respectable Fighting of 11 (she gives her own bonus to herself) combined with protection from Shadowy Mentor (and a few other annoying States), she is a force to be reckoned with. The only faction that doesn't fear her is the Architects with their Event take out. Of course, you can pack Brain Fire's for added protection for your Queen, or more often than not, she is really the big hitter in your Hand deck, and you have all sorts of ways to protect her. |
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| Queen of the Ice
Pagoda (Netherworld 2) Sigh... well, the old Queen was too good, but it would have been nice to see some new ability on the N2 version like on the Thunder King. This is still a decent card -- it pumps all your Ice guys by 1, and has the all important Mentor defense for your own cards. But, no longer can you do tricky stuff like smoking your own states and replaying them with Spirit Pole. |
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Silver
Jet (Red Wedding) 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. Unique. Independent. Toughness: 1. When you declare him as an attacker, name a card, which cannot be played in response :: His target's controller must show you his or her hand and discard all cards with that title. Her Majesty's Secret Warrior is back, and with a vengeance. The Flashpoint version was quirky, and you could play it for free every now and then, but without an in play ability he was sort of chunky. This one you've got to pay the full 5 power for, but he's got a couple of good abilities, and then some. I'm sure you've all played enough to know how good Independent is, as well as Toughness:1. On top of that you have a hand zapping ability which can be quite useful. Expect a big target to be placed on Silver Jet when he gets played. He fits in that strange niche just below the monarchs themselves, along with the Once and Future Champion. I've grown fond of Silver Jet, and you damn-well better expect him in any Monarch deck I'm playing. He mows through Mooks and attacks at will. The built-ini denial is very quirky (it's no Primus, who's a game winner), but with a little bit of luck you can knock a card out of someone's hand -- and even if you don't you got a nice little scouting report. |
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Sir Gawain 4-cost 6 Fighting with Guts -- there isn't much more to say about this guy. You are probably going to want to save your weapons for Ice Commandos anyways. I still prefer The Baron, Silver Jet and The Once and Future Champion for non-element aligned Monarch backup. Brass Monkey has shown that a Reloadable hitter does have some benefit, especially in a meta-game where you are worked about getting decked. No love for Sir Gawain -- he's just doesn't have the juice he needs to be played over The Baron. |
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The Baron Ignore the anti-Thunder ability. This card is either a 2-cost 6 Fighting, or a 0-cost 6 Fighting. One of the best cards in N2, it's a Walking Corpses style beating stick. Not much else to say -- its like the Champion, you want to play at least one in every Monarch deck except for Thunder (where Mentor/Tortured Memories would be too painful). |
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Thunder Bird |
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Xitllali This is another card that underwhelms me. Even if her ability was free I'm not sure how good it would be, but at 1 power it's very costly, and it depends on what your opponents are playing -- I like decks that have synergy with my own cards. Think about it -- would you rather play the Xit, or just a regular old Blade of Darkness? Canceling character is good. States, iffy. But, when I want to blank a character, I don't want to spend a power for it, and I don't want to have a 4-cost character at the same location. |
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Avenging
Thunder One of the stock Monarch Events, you should play (and expect it from) every Monarch deck. This is also a great card to bluff having. Combine it with Bite of the Jellyfish to utterly hose your opponents. Since Avenging Thunder is a One-Shot, it's a toss up whether you want one or two in your deck. |
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| Battle
Cry This is an alternative to Shattering/Discerning Fire, and can pack in a little bit of damage. Still, it's somewhat limited in scope, and has to compete with the two new 0-cost Monarch events in this set. This one will take a little time to sort out. If you are playing mono-Monarchs, Shattering Fire just might be a little better, but if you are going Mon/Jam, this might work okay (for Mon/Arc, you have the better 1-c Architect events). |
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| Blood and Thunder It's the revenge of Superior Technology. Well, it's a little better in the Thunder deck (which is the only deck you are playing this in). If you're lucky, you can tech out your opponent by getting through a damage redirection effect. Butterfly Knight is an obvious combo, letting you hit for a potential 10 damage, and if you're really lucky, you can parlay that into two sites if you have a little back up. |
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| Blood
Lust Mark of Fire seems to be the obvious combo with Blood Lust. You might try it in a few other decks and see how far you get. I don't think you want to add this and Mark of Fire to any old deck -- you need to think about how Mark is going to work on its own. Holding an Event until you draw its complement is just going to clog your hand a lot of the time. It's okay, but I've never seen this abused to a point where you are rolling in power. There are lots of choices for extra power, and this is just one of many. Of course, Fakir-al-Din just gave this card a nice boost. |
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Brain
Fire This is the Event that defines the Monarchs as a faction. Brain Fire is one of the few cards that costs more than one Monarch resource, and your opponents will be checking to see whether you have them before playing targeted Events. The only drawback to this card is that it can clog up your hand, as you hold on to it waiting for just the right use. Some factions (most notably Jammers and Dragons) don't have as many targeted Events as other factions, so you may not want to hold on to Brain Fire against them (and definitely not multiples). Keep an eye out for Petroglyphs, which see occasional play. |
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Chain Lightning |
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Combat Courtship |
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| Contest
of Arms Unlike a few of the other faceoffs, it looks like this one might see play in a wide variety of decks. You are recycling your own events, so you have a lot of control over it. While the Monarchs don't have the greatest selection of events, there are the old staples of Brain Fire and Pocket Demon. For bonus points you can get back Avenging Thunder. The strength of this card is in multifaction, where you are getting back a power event. I think Ring of Gates can be played in response to Contest of Arms to cancel it, but with the current level of confusing and erratic rulings, I can't say for sure. Goes in the faceoff deck, gets back your bad but already played faceoffs. Not much else to say. |
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| Darkness Falls A card strictly for fun, where you hope to get lucky and sneak in a win with it. The biggest problem is that it requires you to have multiple attackers, and the more the better. Attack with your King or Queen and a pair of resource characters, and hope to get lucky on the random interceptions. |
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| Dark
Sacrifice Yikes! This card can be evil, especially if you have a little excess power to burn. And if you haven't figured it out, this card is near obscene if you can get a couple of Darkness Priestesses in play. Sounds like another deck to make with Inauspicious Return. For added juice, play with cards that are going to make your opponent lose power -- Mole Network followed up by Dark Sacrifice is just plain nasty. |
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| Earth
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). |
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Mark
of Fire Mark of Fire sets the bar for damage -- 1 power should get you at least 4 damage with other cards. Not only can this reduce a weenie horde to ashes, it can also give you that valuable site reconnaissance. If your opponents doesn't have 4 targets, don't be afraid to hit a site of your own if you need to. |
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Netherworld
Return Along with Positive Chi, this is a denial Event. By playing Netherworld Return during an opponent's attack (before interceptions are chosen), you can fill up the board with characters and have mass combat ensue. Of course, you can try to tip the odds in your favor by manipulating Smoked piles. Inauspicious Reburial and The Displaced are good for removing big cards from your opponents, while cards like Ghost Assassin and Tomb Spirit can make it easier to get back the card you want. Plains of Ash has given Netherworld Return a new lease on life. |
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Plots and Intrigues Well, it'll give ya a little boost of power, but over the course of the game, it wont amount to a huge amount. Revealing your Feng Shui can be both good and bad -- it really depends on the mix you are playing, and you're going to want to restrict what you play somewhat if you're trying to maximize Plots (i.e. you may want to consider eschewing City Parks). Overall, you're going to get maybe 1-2 power tops from a Plot, and even less if you're playing 5 in a deck. I know you're salivating over having playing it turn 2 for two extra power, but that's iffy-city. With so many choices for power generating events, this really sifts down to the bottom of the pile -- before playing this, think a moment -- will Blood Lust get you as much (if not more) power? |
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Ritual of Death This is some mildly amusing random jank you can throw into a deck and try to get some usage out of. It's very situational and costly, but it can gum up the works for an opponent. Sacrificing a character that is about to be smoked is usually the best way to go, but you can also use it as a costly way to create an unsuccessful attack against one of your characters. Of course, it's just not as good as Snowblind (and what is?) Maybe you have a few other sacrifice gimmicks, but then again, maybe you don't. This is the Queen's Wrath, but for the sacrifice deck -- nothing exciting, but you might get a little combo action. |
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| Sibling
Rivalry The Monarchs are indeed their worst enemy, and this Event proves it. The best use for this is smacking that Queen of the Ice Pagoda that your opponent just couldn't resist putting in their deck. Note that while Sibling Rivalry will cancel a Brain Fire, the opposite is not true -- Sibling Rivalry is not targeted. |
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Snowblind This card is just gross. Not because it's overpowered, but because it has the potential to slow the game to a crawl. I've played the deck with 5 of them, and it pretty much guarantees that the game will drag on. It's a natural in the darkness Battleground deck, and you can hose someone's turn when they go for an easy Battleground pickoff to generate power if they don't have independent characters. Look to see this a lot. |
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Thunder in the West Joey B. Ferreira writes: My response: |
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| Snowfall Spend 2 power. Attack ends. Boring. This is a big stopper, and is going to be more a problem in the slow buildup metagame than in our speedy aggressive environment, where having 2 extra power can sometimes cost a premium. I'm still liking Snowblind over Snowfall -- it's cheap, and stopping one attacker is often enough to bollocks up an attack. I rarely if ever see this card -- compare it to two of the best 2-cost event attack denials: Blade Palm and Blow Things Up! Both of those have uses outside of stopping attacks, and, for your 2 power, you are setting an opponent back a card besides denying a win. |
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Transmogrification This State trashing Event more than makes up for the jankiness of the Thunder cards in Red Wedding. 0-cost State removal seems very playable, even if it only works on Character States. Transmog is a fair Mentor defense, even though it's going to slap some damage on your character. Like Waterfall Sanctuary, it's also going to be trashing all those useful Weapons and Vehicles that Z-Man has been trying to get you to play with. I would always play with at least 1 in a Monarch deck just to keep your opponent's honest. Wait wait, what do we hate? States! States! We hate states! Still a solid card, and I'm still seeing it in a lot of decks. Yeah, it's reactive and can clog your hand, but there are enough character states being played to make this card worthwhile. |
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Wedding
Gifts More jankiness, this card can at least go into any Dra/Mon deck. Notice the super-tech of playing only Silver Jet to get the off faction resource (or the original Ice Queen in any deck with Dragons). I'm not sure how much of a power boost this is going to give you -- it could be a lot or a little. Either way, it's going to be hard call as to whether to go with Wedding Gifts, Pocket Demon or Dirk Wiseley's Gambit for some primo alternate power generation. This card is a one-shot, so I don't think I'd play two unless it was in a huge deck. You do get to prance around and say "look what the happy couple got!" whenever you do play it, so that's gotta be worth something... Time has shown this to be okay -- like Secret Pact, it's a card you definitely want one of in any deck with the resources. Expect to get an average of about 2 power per usage (with the occasional big score). |
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Wrath
of the Monarchs Along with Transmogrification, I expect this card to be seen in a lot of decks. The number one card it's going to trash is Whirlpool of Blood, but there are lots of other sites it's going to smoke as well. There are also a ton of Monarch characters that this is going to get rid of. It's more versatile than Sibling Rivalry, which I do occasionally see, but I don't expect to see much after people get a hold of this common. Wrath of the Monarchs also cancels, so gone is gone. Don't overlook Netherworld Return, the one event this card stops as well. Zap! Zorch! Die die die! This card has proven to be very playable. Sure, 80% of the time, it's a 1-cost Blow Netherworld Site Up! that's used to slow down and opponent and deny them a power generation, but that other 20%, it's the previous and win-denial. And rarely, it's a Sibling Rivalry -- speaking of Sibling Rivalry, this pretty much out classes it in all but the most Monarch heavy metagames. |
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Avenging Fire Ba-roken! This state is as brutal as they get -- it keeps on going and going and going... What makes Avenging Fire especially painful is that it isn't One-Shot like its brother, Avenging Thunder -- it's just Limited, so playing 2-3 in a deck isn't going to hurt. Since it's the start of every turn, this goes crazy in multiplayer. If people are good about attacking left, they are looking at 3-4 points of savage lovin' before their next turn on one of their columns. I have seen this card all on it's own take someone from strongest to weakest player. |
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| Butterfly
Armor Notice the designator -- that means all of you Fanaticism junkies out there aren't going to be playing this too much. But otherwise, it seems a pretty good mid-to-late game card. Attacking twice is strong, as you all know from the Butterfly Knight. I am going to guess that you will see 1 or 2 of these dropped into the occasional Monarch "good stuff" deck with Spirit Poles. I really haven't seen this much at all. It's sort of Back for Seconds, but it's sort of not. Maybe it's the chunky resource requirement that keeps you from abusing Butterfly Armor with Stealth and Superleap. |
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| Claws
of Darkness If you time it right, this is a free state. The goal is to attack a character, drop the Claws of Darkness as a surprise, and gain a power at the end of the turn. This is always a good play first turn with a Darkness Priestess. Claws of Darkness also make a decent State to recycle with Spirit Pole. |
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Curse of Itzcoliiuhqui Chewy! Well, if you don't know by now how to play Helix Chewer, there's no hope for you. While this version doesn't return to your hand, you can mess with your opponents a little by making them discard -- of course, if their hand was clogged, this is helping them out! This is just sort of a card to dump and and fun with -- there's not a whole lot of strategy involved. I have a hard time playing this card over The Queens Wrath, which I don't play that often. |
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| Enchanted
Sword With Enchanted Sword you can expect a two to four point bonus to Fighting, but only if you are behind in power generating sites. You can try and offset this with Proving Grounds, though. Usually, you are better off with Thunder Sword, as it will always be a 4 at least for that first attack. I also prefer Sword of the Master if you can get your hands on some. |
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Fire
Sled While sometimes it's hard to find room for Fire Sleds in a deck, you are usually happy when you draw them. The come out for free, so all they cost you is a draw, and with only one Monarch resource required, the wont clog up your hand. And there is no end to the annoying sites your opponents can be playing -- early game this stops a Cave Network, while late game you are immune to Kinoshita House, City Square, Turtle Beach and Fox Pass. Palm of Darkness has a built in Fire Sled (as does White Ninja), so you should adjust your playing of this state accordingly. |
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| Fire
Sword While not outstanding, Fire Sword is just about where you think it should be given the current State power curve. You might be able to do a few new stupid sword tricks, but I'm thinking that your basic recycling is the way to go (especially at 1 power from a Slo Mo Vengeance). It's a nice extra beats, and clearly better than some of the earlier cards like Enchanted Sword. Again, not bad as a surprise in a Monarch 'good stuff' deck, and, if you are a gutton for punishment, you can make a rigid Fire/Hand/Chi/Sword deck. |
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| Flying
Crescent Flying Crescent is so bad, even if it cost no power, you still wouldn't be playing it. Mark of Fire does the job almost as good and you just have to play it -- not worry about attacking and getting intercepted. |
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| Ice
Diadem Another stock card in the Spirit Pole deck, Ice Diadem goes great with your big hitters. It's a lot like Blood of the Valiant -- by turning this State to heal your character after inceptions have passed, you can hit your target for full damage. |
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| Ice Shield This is a great punch through card. If you've ever played Festival of Giants, you know what I mean. It's not really that slow at 2 resources, and it's good at almost any time. Rarely are you ever playing the power to keep this in play, but it's always an option. This card is especially rocking on Butterfly Knights, who are always getting intercepted. |
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Ice Sword |
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Obsidian Dagger Here we have sort of a theme card, that theoretically lets you gain power for performing sacrifices. Anyone remember Vivisection Agenda? No? I didn't think so. Assasinate and +1 damage doesn't really cut the mustard (how often do you play Really Big Gun, which is +2 damage?). Honestly, I've a fan of Claws of Darkness, which is all around better, sneaker, and just plain cooler. Bad bad bad. This actually went from 2 to 1 to 0 in the sacrifice deck. It's really bad. Bad bad. |
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| Path
of the Fire Righteous Yet another card for only one deck -- the Fire-Chi deck. This Path is a souped up Training sequence, with a few goodies. You can play it early game on a resource Fire character to get you some Chi (although there are very few Chi cards to play early game since you already have access to Magic for Pocket Demon), but I think the best use is late game where you can respond to Operation Killdeer or a Puzzle Garden with some sneaky CHAR-like tech. |
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Prisoner of the
Monarchs While in the storyline it's the Thunder King who takes the Man With No Name prisoner, I am sure all of the monarchs have detention cells. This is a card that revolutionizes the monarchs by giving them effective character removal. Sure it's only temporary, and doesn't net you much power if you opponent is being beat down to nothing, but it has a crucial component -- when played on a character that has been declared as an interceptor, it removes the character from intercepting even if the controller of the subject smokes it. This lets you selectively get to sites as if you had Stealth. For an added bonus, play Darkness Priestess and collect a power rebate when your opponent toasts Prisoner. |
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Ring
of Ice This State is much better than it's brethren, the Ring of Silver. You can put this ring in almost any deck and get some usage out of it. The only time you want to avoid it is when playing Fanaticism. Only one resource, a free +1 fighting, and the ability to Smoke a nasty State played on you by an opponent? Woot! This is going to be one of the more sought-after rares in Red Wedding. Even paying 1 power to recycle the Ring of Ice with a Spirit Pole isn't bad bad, and you are most likely doing it to make sure you are protected from states. As I'm you all know, Ring of Ice rocks. Free fighting, and zapping States? We are all over this card, and it's mandatory in all but the most rigid Monarch designator decks. |
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| Shields
of Darkness Yes, I understand that if you get all five Shields of Darkness on one Site, it's +25 Body. But, with the back-row only restriction on playing this card, it's doubtful that you will be able to get more than two on a particular site. As a rule, you are better off filling your 0 cost State deck slots with Fire Sleds and Avenging Fires.. |
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Rope Bridge Mostly bad. It's just okay if you can play it for free on Hidden Tomb. I guess it's another goofy state for the deadly sites deck. Maybe. As a general rule, there are better things to do with 1 power. You can also try Sacrifice tricks with it, but you gotta watch out for zorching your own characters. |
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The Crystal Skull This card is pretty janky on its own, but it's built for the Darkness-Sacrifice deck. There are cards in 2FT that revolve around sacrifices, so you can have a little fun with it. The Skull is a last-ditch Mentor answer, but as a site-based state, you gotta really work to defend it, as it will generally be perceived as a target and a threat by your opponents. Not worth playing out of the 2FT novelty deck. |
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The Queen's Wrath It was definitely a bad day when I had a Test Subject in a MegaTank taken down by this event. It's okay, but there are a lot of good events to play, and it's always tough to find room for ones like this are are fairly specific. Our metagame uses a lot of 1-cost foundations -- if yours doesn't, The Queen may not be as Wrathful. I don't think this isn't as strong as Demonic Plague. If you like obtuse combos, you can combine this with Vivisection Agenda to turn it into a "free" reload. Still a good card, but a bit specialized. It comes down to how tight do you want your deck. Unfortunately, the Reload can't be used as a last-ditch Mentor protection, or I think you'd see this card a bit more. |
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| Thunder Lance This card is surprisingly good. It's always a 2 cost Really Big Gun, but the ambush when attacking alone is amazing. Especially when you have good board control. Combos well with Ice Commands and Spirit Poles for maximum surprise value. Occasionally you will have someone join an attack in multiplayer to hose you, but in dueling you have complete control of the Ambush. |
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Thunder Stick |
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| Thunder
Sword One of the few States with a decent power-to-Fighting rations, Thunder Sword is a Walking Corpses with a hilt. As a drawback, your character can't turn to attack Sites, but that doesn't mean you can't play Thunder Sword on a character that is already attacking. After that initial attack, you will have a solid defender and well as a good anti-character action. If you are playing Spirit Pole or draw another Thunder Sword, go ahead and suicide your current character and play this card again. |
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Armies
of the Monarchs This card is very much along the lines of Arcanowave Reinforces, but with a little twist (I bet you knew that already). The -1 damage from Unique Characters applies to all players, not just your own, so your opponents might be slowed a little. Multiples could get annoying. Armies + a Fanaticism works better than to Reinforcers because of the +1 Fighting (it's huge). Of course the Architects have Ambush, which is a different kettle of fish. This card has made it mark on our metagame (much more so than 200 Guys with Hatchets and Ladders). Counting up the damage is dizzying, and the -1 damage to Uniques can really goof up your opponents when they remember it too late. |
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Blanket
of Darkness One of the Monarchs best cards, Blanket of Darkness goes in almost every deck. This card can play back its cost very quickly by using it to Smoke your opponents' characters without serious damage to your own. You want to hold back on declaring the Blanket effect -- often you can breeze through on attacks because no one will intercept because of this card, allowing you to use the Blanket on defense to save your characters and sites some damage. |
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| Counterfeit
Heart The only reason to play this card is in a Molten Heart deck. While it is of some use protecting your valuable Molten Heart, the real advantage of Counterfeit Heart is that it will generate power. |
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Fanaticism I hate to say it, but this card is just plain boring. It almost forces you to ignore 66% percent of all Monarch cards when making a deck. It also forces you into the "Discerning Fire wrecks you" designator trap. I still try to sneak 1 in a Monarch/other faction deck when I can, but the all Monarch Fanaticism deck is about a boring as they get. |
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| Feeding the Fires This is the card that accelerates the Fire deck and gives it some additional comeback. I love throwing away Fire Acolytes with it -- just send them in to attack solo -- either you are going to slowly build up damage on their site, or you are going to pay 1 power to get 2 later. Feeding the Fires is a card that has a psychological effect, especially in dueling -- opponent's often will make bad plays just to avoid letting you gain a counter. A must with the Fire King, it actually allows you to play him without having to wait turns to accumulate power. Of course the most obvious use is remove 1 counter to pay for a two-target Discerning Fire. SS gives us two new Fire thugs that are going to love this Edge. |
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| Ice
Totem 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. |
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| Molten
Heart While this card is very expensive, both in resources and power, it does have two useful abilities. First, it generates power, lots of power. With the three other Triumvirate Edges (Counterfeit Heart, Gorilla Warfare and Soul of the Dragon), you have a potential of 4 power a turn. The trick is having all the resources and power to get them into play. Molten Heart has an often overlooked ability that forces opponents to place new and seized sites in their front row, which can benefit both Anomaly Spirit and Spawn of the New Flesh. |
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Obsidian
Eye There are two ways to use the Obsidian Eye -- hosing your opponents or getting our limitations on your own cards. For example, you could play with Mother of Corruption, and once you've got her with the Obsidian Eye, you've got a whopping 5-for-13 with no drawbacks. Of course, using against your opponents is more fun, as you can reduce the most power of characters to mewling fools. |
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Spirit
Pole You can pretty much ignore the second ability on Sprit Pole -- even at minus one cost, the Pagodas are still not a bargain (well, the old ones at least), seeing that they will only slow you down until you get this Edge out. But, the first ability of being able to replay States from your Smoked pile makes up for this. Pump-Action Shotguns go great on your Butterfly Knights, while Amulet of the Turtle and Ice Diadem go great on your hitters. If you are playing Hand, don't overlook Fortune of the Turtle -- this gives you a way to protect your hitters. Watch out for Underworld Trackers, as they just love Spirit Poles! |
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The Book of Wrath Too bad this has the Thunder designator, or it would go in every Monarch deck. You are still going to see it in a bunch, but it will be the decks forgoing the amazing Fanaticism (unless Thunder is your sub-faction). Timing is key with this card -- wait until a character is going to be smoked within a scene, then turn the Book to add it's effect to the same scene. In a four player game, expect this to get you about 2 power every 3 turns as long as you play aggressively, which is a reasonable return. Of course, The Book of Wrath has a huge Discerning Fire target on it. This has been a solid power generator for us, getting just under 1 per turn. A must for your Thunder theme who have a hard time getting Magic for Pocket Demons. Also real solid in the good stuff deck, and honestly, I get more power from this than from the Legacy. |
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| The
Inner Fire While this card is going to be a mainstay of the Fire-Chi deck, it's still okay in a Monarch deck with a couple of Fire hitters because of it's negligible cost. Sure, Chi resources, whatever -- play your goofy Chi cards. What makes the card good is the Mentor protection. I can't count how many times the Fire King has betrayed me to work for the Ascended. Now with the Inner Fire, it's time for some payback. |
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| The
Legacy The Monarchs are now the only faction without a foundation site, and this looks to be a variation on providing a somewhat similar card. If you are uber-lucky, this card can generate 1 power a turn, but honestly, if you get 1 power every two turns, you are doing well. This is the anti-Fanaticism card, and it's best friend might just be the Fire and Darkness Pavilion, since it triggers twice. |
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| Darkness
Pagoda (Netherworld) Gaining power is always cool, but it's going to take you a long time to gain back the power you've invested in the Darkness Pagoda. You need to Smoke three interceptors to about break even. Of course, you will find that your opponents won't be letting you gain power by avoiding interceptions when you have this Site in play. You power is probably better spend on a Blade of Darkness. |
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| Darkness Pagoda
(Netherworld 2) How can you not love the new Darkness Pagoda? It's pretty much got the old ability of gaining power when you smoke interceptors, and it's got a very powerful new ability. The ability to sacrifice not only allows to get a little extra use out of characters that were going to die anyways, it lets you shift your darkness around -- say there in a 3 Body site defended by T2 -- you are taking it with only 2 Darkness Priestess. Note that only the character receiving the +2 Fighting has to be Darkness, the character being sacrificed can be any, so this is yet another use for Tortured Memories. |
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| Fire
and Darkness Pavilion While the main use for this site is getting out Triumvirate cards in a Molten Heart deck, at 8 Body its a solid non-Feng Shui site. You need to avoid turning it's Toughness: 2 vs. Netherworld cards into a disadvantage -- most Monarch cards have the Netherworld designator, and you may have trouble with this site if an opponent seizes it. This card and The Legacy were made for each other. |
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| Fire
Pagoda (Netherworld) Two so-so abilities does not make a good site, and such is the case with Fire Pagoda. It does give you access to Magic if you are trying to play a theme Fire deck, but you really are better off with Darkness Priestesses. Of course, it is cool getting a preview of opponents' hands, as they should have four or less cards on quite a few turns (unless they are packing Resistance Squads). |
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| Fire
Pagoda (Netherworld 2) This site fits in really well with the funky Fire Chi theme. If you haven't figured it out, the Fire Pagoda is a free Confucian Stability for your Fire Characters, which is pretty darn good. Well, not a full Confucian, but almost as good -- turn this baby and the Fire King will be the only survivor of your opponent's Neutron Bomb. |
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| Ice
Pagoda (Netherworld) Perhaps the most reasonable of the Pagodas, the Ice Pagoda is still overpriced for it's ability. Killing Rain and Burn, Baby, Burn! can be offset by this card, letting your sites heal. While Ice Pagoda also heals characters, Floating Restaurant will probably get you more healing on the character you need (or site). |
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| Ice Pagoda
(Netherworld 2) Good good good. Sacred Heart Hospital with a few timing restrictions. Expect to see a lot of this card in the future. The ignore tech resources is an unreliable ability to build a deck around, and Ice Commandos are a much better choice. This is another reason why you don't want to play Fanaticism -- Ice Pagoda is just too good not to go in every Monarch deck. |
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| Ice
Pavilion Wow! Another Ice healing card! What will they ever think of next? Regeneration is nice, but you need to have some moderate sized characters with some damage on them to make it work It's okay at 7 Body, so it's not overly vulnerable. I'm thinking that the expected use of this is in the Dra/Mon Red Wedding deck, where you can drop a Brawl right before your turn starts and shrug it off. I know it's a playable card, and I really should dust a few off, but you run into the Monarch rigid designator problem when playing this Ice card. You also have to consider similar (and more immediate effects) like Sacred Heart Hospital and Ice Totem. |
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Sacred Wigwam Michael Stadermann writes in: My Reply: To which Michael Stadermann replied: To which I reply: Simon
Johnston writes in:
Alistair Hutton writes in: My Reply: |
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| The
Thunder Dome "Two men enter - one man leave!" The Dome is a Secret HQ with 2 less Body, so it's livable on its own. You might play it outside a Thunder Faceoff deck, but probably not, since you can just play the aforementioned Secret HQ. I might consider Thunder Dome if I were trying to make the Legacy work for me since so many of the Thunder cards don't get you anywhere in a splash. In the Faceoff deck, The Thunder Dome is going to be one of your key cards. It's going to let you fetch and replay your faceoffs when you need them, and not have them clogging your hand as much. Another site to consider if you're trying to go for the extreme-Thunder-Faceoff deck deck is the original Thunder Pagoda -- you get an additional Fanaticism, and the limitation of only one attack per turn isn't so bad if you are doing most of your combat via faceoff. Thunder-Faceoff jank. Good jank, but jank none-the less. |
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| Thunder
Pagoda (Netherworld) Thunder Pagoda is very difficulty to play with, and is strictly for fun only. The first that that will make you cry is that this card negates the special ability of the best Thunder character, Butterfly Knight. The real dilemma comes in deciding what to target for your one and only attack. You may be forced into taking a site with an overwhelming force, leaving your opponent free to build an army of characters to swoop right back. |
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| Thunder Pagoda
(Netherworld 2) This is the worst of the new Pagodas -- it doesn't have any defensive ability, and just does a couple of extra damage, and isn't going to save your characters from being smoked by damage at the end of the turn. Also, there is no surprise factor since you have to use it when you declare the attack. |
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Tomb of Itzcoliuhqui In my eyes, this is one of the few stand out cards in the set. Edges have always been part of the Four Monarchs, and now they get solid card to assist in that specialty. There are just too many crazy pairings (basically, everyone by the Dragons, who are edge-hatin' playa's). The Tomb is a Feng Shui site, so it comes with all the ups and downs of having a printed-cost FSS. Who knows, maybe it's time to dust off those Counterfeit Hearts...2FT is still too new to see how good overall this is, but I'm trying to make it work. You have to avoid overloading your deck with edges though, which is the first response when starting with this card. Also, it's a mid-game card, especially if you got two factions going. |
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