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Charge!
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, -- | Last updated --

Charge!
Type: Event
Cost: 1
Clan: Neutral
Action: During a [Military] conflict, choose a character in one of your provinces – put that character into play in the conflict.
A samurai must always be ready. Ready to fight. And ready, if need be, to die.
Deck: Conflict
Number: 210
Illustrator: Niten
Want to build a deck using this card? Check out the Legend of the Five Rings Deck Builder!
5 Comments
From the article review - http://www.cardgamed...-review-n-r2091
Benjoewoo – 3/5
For the clans that have other options to play characters outside of the dynasty phase, this card is great, possibly auto-include. For everyone else, it’s a high risk-high reward card that gives up efficient dynasty buys for a surprise action, which can be good, but just as likely will be a “cute†move in a game that relies on mitigating variance.
Grendel - 4/5
This will always be a relevant threat, so relevant that your opponent is never surprised by it. Crab can push this card very far with Vanguard Warrior and Reprieve.
nyxnyxnyx - 5/5
This card is nuts. My pick for one of the best conflict cards in the entire Core set. By itself, it’s +X Mil worth of extra strength, depending on what character you get with it. In conjunction with stuff like Good Omen, Vanguard Warrior, For Greater Glory, or Reprieve, you start going into nuts-o territory.
Kingsley - 3/5.
I don't know that Charge is the right play for a lot of decks, given that it's somewhat telegraphed and costs a resource while many other tricks don't, but the potential upside (getting a clan champion or other powerful ability into play) may make it worth it for many. Note that this synergizes well with cards that flip up facedown Dynasty draws - Lion in particular is well suited to play this.
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.
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 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.
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.