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Legend of the Five Rings LCG


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Recent Card Discussion
Charge!
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Today, 07:06 AM by Ignithas

Charge works well with a lot of cards. It's surprisingly effective in Lion and Unicorn, and Dragon can also get good mileage ou tof it (Secluded Temple, Good Omen, Mantra of Fire, Enlightened Warrior/Yokuni, plus possible splash), as well as Crab (rerieve, sacrificial effects, high military characters).
 
It's a key card in many strategies and combinations. Being telegraphed makes it even better, since your opponent doesn't know if you intend to play it or not. So, if he starts to overcommit to play around it, you are already winning by forcing him undesirable choices.

Crane and Scorpion are the only two factions that are not suited to play Charge. In Phoenix and Dragon there are aome powerplays you can do, but the card is a little bit inconsistent. I like it in Lion the most and Crab has some brutal plays due to their 4 cost characters being military focused and some of the best 4 cost cards in the game.

The part about telegraphed doesn't make any sense. Giving your oponent a choice is only good, if he makes the wrong choice more often than not. This is an unlikely scenario when facing skilled players.
Display of Power
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Sep 16 2017 09:39 PM by mplain

The most recent ruling we received from the devs says that you play Display of Power in step 3.2.3, it creates a delayed effect that resolves in step 3.2.6, when the normal ring effect would resolve, canceling it. Then the defender resolves the ring effect, and claims the ring.

Display of Power
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Sep 16 2017 03:54 PM by schlaghund

Can anyone clarify how this card works? It's played as a reaction to losing (unopposed) - after Step 3.2.3 in RR, I assume. But does the player of the card immediately resolve the ring effect and claim it before proceeding to 3.2.4 (or other reactions)? Or is the "cancel the ring effect of that conflict" part of the effect a delayed effect, waiting until 3.2.6 for the cancellation to actually occur (along with the Display of Power's resolution of the ring effect)?

Charge!
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Sep 15 2017 12:54 PM by Hakkor

Charge works well with a lot of cards. It's surprisingly effective in Lion and Unicorn, and Dragon can also get good mileage ou tof it (Secluded Temple, Good Omen, Mantra of Fire, Enlightened Warrior/Yokuni, plus possible splash), as well as Crab (rerieve, sacrificial effects, high military characters).

 

It's a key card in many strategies and combinations. Being telegraphed makes it even better, since your opponent doesn't know if you intend to play it or not. So, if he starts to overcommit to play around it, you are already winning by forcing him undesirable choices.

Kitsuki Investigator
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Sep 13 2017 03:48 PM by RocketPropelledGrenade

This line of reasoning makes no sense.  Traits are something that get better the more you have in a single deck because it allows you to play the trait requiring effects more consistently.  Thematically, sure, he should be a courtier family since the iconic Kitsuki in the lore mostly are, but mechanically he would be much stronger with a different trait like bushi or shugenja (to allow him to equip a spashed Sashimono or count for Cloud the Mind for example.  Having a single courtier doesn't justify running For Shame! or any of the other courtier actions unless you can get a critical mass of that trait.

 

In a core set environment, that's a valid point, but as the card pool expands, the Courtier trait here is likely to prove much more valuable.

Charge!
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Sep 13 2017 03:46 PM by RocketPropelledGrenade

A fair point about cost, but I'd say this is still very much a card Lion likes. Using this to pull in Matsu Beiona can be another great target besides the General, as she can be made to stick around for a couple extra turns if you spent your Dynasty Phase playing Bushi characters. Also, even characters that don't stick around or provide benefits for leaving play can be recurred with Kitsu Spiritcaller.

Charge!
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Sep 13 2017 08:02 AM by Asklepios

Agree with Kingsley, though a low cost curve on Lion can reduce benefit. However Honored General seems like a good play here - it's cheap enough to form the top end of a Lion deck, brings at least 5/3 to the mix, and recoups you an honour when it leaves play.

Kitsuki Investigator
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Sep 12 2017 10:40 PM by Hakkor

The card excells for its good stats and the skill. Which not only picks the best card from your opponent, lets you know what he can or cannot do. Best optimized in the first conflict, defending in politics or doing early probes. Then you can 100% sure play around your opponent's cards the rest of the round. It makes Spies at Court a little redundant, unless you really want clean your opponent's hand.

Kitsuki Investigator
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Sep 12 2017 09:12 PM by ShosuroKiseki

 

 
nyxnyxnyx - 5/5
Courtier trait is extremely relevant for Dragon, considering their lack of Courtiers and the abundance of good effects that require Courtier. 

This line of reasoning makes no sense.  Traits are something that get better the more you have in a single deck because it allows you to play the trait requiring effects more consistently.  Thematically, sure, he should be a courtier family since the iconic Kitsuki in the lore mostly are, but mechanically he would be much stronger with a different trait like bushi or shugenja (to allow him to equip a spashed Sashimono or count for Cloud the Mind for example.  Having a single courtier doesn't justify running For Shame! or any of the other courtier actions unless you can get a critical mass of that trait.

Way of the Dragon
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Sep 12 2017 02:10 AM by Hakkor

http://www.cardgamed...g-thread/page-2

 

The card doesn't need to be bonkers on every character in the deck. It's actually brilliant with at least 4 characters, and saying it's a useless card would be comparable to saying that any cost 2 character should be auto 0x because assasination exists. Curretly, there are way more cards that deal with cost 2 characters than with attachments. Should be evaluated accordingly.

Ascetic Visionary
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Sep 11 2017 02:38 PM by Atrus

The fact that cannot be Poisoned/Pacified is huge.

Levy
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Sep 11 2017 12:21 PM by estyles

Yes, Kingsley and Grendel's comments don't make any sense.

 

At worst, this card shrinks your deck by a card, which is not terrible.  Whether that draw is leading or lagged depends on whether you bid a little higher early in order to draw it (a little riskier, but with 3x, you'll still probably see it frequently), or bid a little higher after you play it to replace it.  At best, this card finishes off a dishonor victory.  Somewhere in the middle - if they give you Fate instead of honor, that's pretty great - I'll take a 2 Fate swing for 1 card any time.

Levy
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Sep 10 2017 10:29 PM by SmoothCriminal15
I find the comparison to Contingency Plan to be crazy. With Contingency Plan, you are using a card AND denying yourself a card draw. That's a 2 card cost for the same benefit. By comparison, I'd rather give my opponent the chance to choose Fate than pay double.
Ascetic Visionary
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Sep 10 2017 09:07 PM by Hakkor

That's one of the best stats for it's cost, and the ability can be played on any character with the tattoed wanderer, which will usually be on the board due to the high rating it's been given. It can also target himself in case of a bowing effect. That makes him a hard hitter just by himself, so he really has no need of attachments, which will usually go on his sidekick.

Mirumoto’s Fury
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Sep 10 2017 08:23 PM by NuFenix

From the article - http://www.cardgamed...ew-dragon-r2110

 

I Fight Dragons – 5/5
Bow effects are good. Cheap bow effects are even better. Cheap bow effects that can hit just about any character for the first few turns are amazing. It is correct to say that this card is obviously less good once you only have 1-2 unrevealed provinces left, but that won’t happen until turn 2-4 anyways and even then this card still has value. In the early game, this card can get you really ahead as you can pay 1 to bow what is likely just a lone attacker and fizzle the entire conflict from your opponent. Thank goodness this card can only be used while defending.
 
Kingsley – 5/5
Another amazing card for many decks. Early in the game this will hit almost any character out there, and late in the game it will still hit a lot of the roster, especially against low-Glory clans such as Crab or Scorpion.
 
Grendel – 5/5
Kind of outshone by TW and Let Go, but it is a really strong effect and shouldn’t ever be forgotten when constructing your 40.
 
Benjoewoo – 5/5
This always bows 0 glory people, and will often always bow 1 glory people. Early game you can bow 4 glory, and often you’ll meet the requirements to bow 2-3 glory people, who are currently relatively rare. Could get worse if clans regularly start playing higher glory stat characters, but that seems unlikely given how much of a drawback that is when dishonored.
 
nyxnyxnyx - 5/5
Reaaaally good, considering you start with 5 unrevealed provinces and the highest Glory value so far is 4. Very easy to find a high-value target with this, especially since the Hotaru/Toturi ruling makes them go on attack more often. 
Indomitable Will
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Sep 10 2017 08:23 PM by NuFenix

From the article - http://www.cardgamed...ew-dragon-r2110

 

I Fight Dragons – 4/5
Indomitable Will is a great card for those situations where you load up a guy with a bunch of attachments and make him huge. Fortunately for Dragon, that situation is literally every game and triggering Indomitable Will essentially doubles the value of those stats. The caveat of winning alone is fair, but not terribly restrictive.
 
Kingsley – 3/5
A somewhat worse Mountain Does Not Fall that can be used on offense, but only applies to one conflict rather than potentially two and requires your guy be fighting alone. This is still a solid choice for many decks, and has some nice synergy with cards like Spyglass, but isn't quite as outstanding.
 
Grendel – 5/5
Being able to participate in more challenges is super valuable. Just don’t force situations for this card to work otherwise you can get blown out.
 
Benjoewoo – 3/5
Right now this card is good because of the voltron strategy. Depending on whether that ends up being the only viable dragon strategy, this card’s value could go up or down. A large issue is you have to win with a single character, so if you only run this, it can be painful. In combination with other, similar options, e.g. sashimono, mountain does not fall, this card is more useful because you’ll have choices.
 
nyxnyxnyx - 3/5
One of the weakest in the ‘cycle’ of 1-cost events that ready/bow/don’t bow. Single participating character requirement is rather tough to fulfill, since you want it to be a single strong character (to reuse) which plays right into opposing shenanigans like For Shame!.
Tranquility
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Sep 10 2017 08:22 PM by NuFenix

From the article - http://www.cardgamed...ew-dragon-r2110

 

I Fight Dragons – 2/5
What? A bad Dragon card? Okay, maybe bad is a tad harsh; but as of right now, the value of an effect like this is extremely silver bullet against Shugenja and some Unicorn characters that can move in mid Conflict. There’s obviously other niche cases where the card is useful, and may even have value as a 1-of to catch people out, but right now this feels like a counter to a potential strategy that doesn’t really exist yet.
 
Kingsley – 1/5
If you really want this effect, play Cloud the Mind instead.
 
Grendel – 2/5
The effect isn’t bad but the environment isn’t there and hopefully the environment will never be there to make this card worthy.
 
Benjoewoo – 1/5
The card stops at least 1 character in every clan in core right now, so it’s unlikely to be guaranteed dead in any match up, but there are just better choices right now. Could get better, but such a passive control ability for ¼ conflicts is unlikely to get too much better unless a good “presence-less” deck comes out.
 
nyxnyxnyx - 1/5
So, so bad. 0-for-1 prohibition effect that doesn’t even turn off passives.
Mantra of Fire
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Sep 10 2017 08:20 PM by NuFenix

From the article - http://www.cardgamed...ew-dragon-r2110

 

I Fight Dragons – 4/5
Let me start by saying that I don’t think Mantra of Fire is great in the core set environment due to a lack of really impactful monks and a few number of monk attachments for there to be great targets for it. That said, I’m rating this card purely on potential future play as we surely will get more monk cards for Dragon to play with and the fire ring will likely always be an impactful ring for opponent’s to pick. The value here is just sick with the right cards to support it.
 
Kingsley – 3/5
This is a weak and conditional card right now, but I gave it a 3/5 in light of its obvious strength later in the game (assuming Monks are expanded on as a theme). The Monks you want to play right now aren't really strong enough to justify this effect, and if this does become good it shouldn't be too hard for opponents to play around, somewhat limiting its potential impact – but under the right circumstances this is Good Omen on steroids.
 
Grendel – 3/5
I think this card is way better than it appears. It is just a theme that hasn’t been played out yet.
 
Benjoewoo – 4/5
If dragon get better monks (likely), and another clan picks Keeper of Fire, this gets a lot better. Putting a fate on your guy and drawing a card are both great. It’s just limited right now because Dragon doesn’t have a lot of monks that work well on defense right now.
 
nyxnyxnyx - 3/5
Text says declares, so this doesn’t work with any of the ring/element swap effects. Fire is a pretty good ring overall, and the presence of this card disincentivizes people from going for Fire, which indirectly protects your high Glory dudes. The kind of card I wish no one played but me, or everyone played but me (like Admit Defeat). Effect itself is pretty strong (nets 1 fate), though it’s not the easiest card to trigger and is easily sitting in hand for multiple turns. If you play the fate-donating effects, this gets slightly better. (or don’t run it anyway but pretend you do!)
Let Go
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Sep 10 2017 08:17 PM by NuFenix

From the article - http://www.cardgamed...ew-dragon-r2110

 

I Fight Dragons – 5/5
Anyone who’s talked with me about splashes knows how I feel about this card. Attachments are very good in this game for value, and every single deck has great attachments that you will probably want to remove. Thanks to a cost of 0, this card almost always goes even (dropping a Fine Katana, Fan, or other free attachment) where it’s merely fine, but once it starts trading for impactful 1 or 2 cost attachments, it starts getting into a real value territory. Do to this card being 0 and being easily splashed by just about anyone, I don’t expect many high cost attachments to be playable without a massive impact to counter-act the risk of hate cards like this. As such, this card is the very definition of a meta-defining card in my opinion.
 
Kingsley – 5/5
I think this card is where it needs to be power-wise – you can't really make it cost one or more because then you're down on net if you use it against various strong zero-cost attachments, most notably Fan/Katana – but I really wish it cost more influence to import, because this is going to be everywhere. If not for this and to a lesser extent Calling in Favors, I think the game would look substantially different.
 
Grendel – 5/5
Not sure if anyone ever told me in 2017 I’d be playing a card game where attachment hate was mainboard.
 
Benjoewoo -- 5/5
You play this because it's 1 of 2 attachment removals in core only, and will likely see continued play as a no cost event barring other attachment hate with greater utility at cost become popular. I don't see that trumping Let Go unless fate production numbers rise more than 1 point, and this card will see play for time to come. Also one of the primary reasons you splash Dragon
 
nyxnyxnyx - 5/5
Worst case, you trade exactly 1-for-1 with an Ornate Fan/Katana. Best case, you absolutely blow someone out because he played Togashi Kazue / Jade Tetsubo / Sashimono. Crazy good card in Core set meta, might change if there comes a day when no one runs attachments and there’s a risk it becomes a dead card in hand.
Way of the Dragon
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Sep 10 2017 08:17 PM by NuFenix

From the article - http://www.cardgamed...ew-dragon-r2110

 

I Fight Dragons – 3/5
Way of the Dragon is a card to watch with every new expansion. Dragon already have some great characters for doubling up on their ability: Yokuni, Raitsugu, Niten Adept, and Agasha Swordsmith. So with time and more characters with great triggered abilities, this card becomes insane. Out of the core set, it’s still very impactful on the characters listed above but isn’t as good do to its cost and half of the “good” targets already having big bulls eyes for Assassination on their backs.
 
Kingsley – 2/5
Way of the Dragon is unfortunately the first Way Of card that I have to pan. While this can be really good on the right target, it's a two fate attachment with low stat bonuses that only works on specific characters. Yes, if you power up Raitsugu with this and other buffs he'll be a boss, but how often will you get to do that – and when you do, will this simply be discarded via Let Go or stolen with Calling in Favors? I play 0x copies of this, which is unfortunate for a card that should be faction-defining.
 
Grendel – 3/5
I expect to eventually be proven wrong with this card as we will eventually see some interaction that just pushes it to over the top.
 
Benjoewoo – 3/5
Because Let Go and Calling in Favors exist and are cheaper and nearly ubiquitous, this card is significantly weaker. Add to that Dragon don’t have a lot of people who can really capitalize on it and you have one of the weaker clan philosophy cards.
 
nyxnyxnyx - 3/5
The only Way that’s an attachment. 2 for 1/1 is terrible, ability doubles up on another ability, so its value greatly depends on what exactly you’re doubling. Out of Dragon, likely targets are Niten Adept, Togashi Yokuni, Agasha Swordsmith (gets worse with multiple triggers!) , and Mirumoto Raitsugu (high stakes if you attach this!), which is pretty alright I guess.
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