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Windswept Yurt
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Windswept Yurt
Type: Holding
Strength: +1
Clan: Unicorn
Action: Sacrifice this holding, select one – each player gains 2 fate or each player gains 2 honor. Refill this province faceup.
“After a week in the saddle, it felt like the Imperial Palace.” – Shinjo Yasamura
Deck: Dynasty
Number: 11
Illustrator: Leanna Crossan
Want to build a deck using this card? Check out the Legend of the Five Rings Deck Builder!
8 Comments
Considering you get to pick when to fire I think there is an argument to pop this for Fate after your opponent passes in the Dynasty phase to maximize your early game board state. If you are going second first turn that makes for a pretty awesome starting board state potentially. In that sense Yurt can be a pretty powerful swarm enabler in the Dynasty phase, which is something that Unicorn was missing. You could also save it for the conflict phase to pop it to enable a Charge!, which again helps you be more aggressive early. The honor option allows for dishonor protection which is relevant if you are bidding in the draw phase aggressively. So either way you look at it this helps support a more aggressive Unicorn build.
The problem with Unicorn is they still have a rather lackluster line up of dynasty characters, but maybe their support pieces will make up for their dynasty characters being under the power curve.
This holding is awesome and x3 in every single Unicorn deck.
Why? The opponent gets the same bonus, so what's the point?
That it's often used when the bonus for the opponent is redundant. Particularly when Unicorn is the one on the way to honor loss, when opponent has passed and 2 extra fate means an extra character that turn or in the middle of a conflict to get an easy Cavalry Reserves.
Even if it was a totally even gain for both players, the Unicorn player with this in their deck gets the benefit of playing with a 37 card deck. The tradeoff being that there are situations where you could pass first in dynasty, but if you trigger the Yurt then you would not be able to. As long as you don't have a ton of holdings, that's unlikely to be a big problem, because if you have enough dynasty choices and using the action on Yurt would be the difference between passing or not, you can always pass first and use the Yurt later for a Charge target (or a candidate for discard and replace at the end of the turn).
Add to that that you can choose a bonus that is more relevant for you right now, such as honor to keep from losing, or more rarely, to win; or Fate when your opponent has passed in dynasty or has tons of Fate already, and it's hard for me to understand anyone not putting this in every Unicorn deck.
The only possible issue if that if you have a whole lot of holdings, you may get stuck with a Yurt, 2 other holdings, and a less-impactful character, where you need to use the Yurt to see another character during dynasty, and that play causes you to lose the Fate from passing first. For me, that risk is easily worth it, unless I was running like 10 Holdings + 3 Keepers, which I don't.
Well, that's the thing, if you use this in Dynasty phase, you've almost certainly surrendered the fate for passing first.
My main experience from this card has been from the other side of the table, where I see the effect go off and think "cheers, that's helped me plenty." The one and only time it was annoying was when I was on the threshold of a dishonour victory, and the game lasted a couple of turns longer for it.
I used it to play surprising Political Rival in Unicrane