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[FL] Strategy: The Perfect Moment

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Velo75
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[FL] Strategy: The Perfect Moment Empty [FL] Strategy: The Perfect Moment

Post  panku Thu Jun 16, 2011 4:40 pm

0GC

Reaction: After the
end of an Attack Phase in which you were the Defender: Create an
additional Attack Phase with the previous phase's Attacker as the
Defender. During this Attack Phase, you will not destroy more than one
of the Defender's provinces, and your Personalities may not assign and
will not move unless they are Paragons or Battle Maidens.

"Even during the chaos of battle, there are times when opportunity presents itself"

4FV
-----------------------------

Hopefully Spider gets some decent Paragons to make this viable. As of now any Paragon deck i build is 50% non-paragons so i doubt i can run this. It'll be scary out of Battle Maidens though.


Last edited by panku on Thu Jun 16, 2011 8:14 pm; edited 1 time in total
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Post  Pruto Thu Jun 16, 2011 5:55 pm

old school counterattack... for paragons
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Post  Velo75 Thu Jun 16, 2011 8:09 pm

Lion Paragon is about 35% non-paragon, will test but if its still in my deck come GC time I'll be surprised

makes way more sense for BM, which is generally a uniform deck aside from some power uniques
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Post  Akodo Tealzooka Thu Jun 16, 2011 8:45 pm

Hmm you can attack more than one place but only kill one?

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Post  Velo75 Thu Jun 16, 2011 9:23 pm

sure, but the real question is if anyone can afford a card that is dead against maybe 40% of the environment

not me
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Post  Gosh Fri Jun 17, 2011 6:19 am

With Border Keep xp you can always cycle it out to draw mo betta cards.
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Post  Velo75 Fri Jun 17, 2011 10:47 pm

honestly I hope all military players play BK xp, as I think its ultimately a mistake

in any case, even if I did have that for cycle...it's still a ret, its military meta that is almost completely inflexible in an environment with a high dishonor/honor quotient
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Post  Moto Damasko Sat Jun 18, 2011 2:41 am

Velo75 wrote:honestly I hope all military players play BK xp, as I think its ultimately a mistake

in any case, even if I did have that for cycle...it's still a ret, its military meta that is almost completely inflexible in an environment with a high dishonor/honor quotient

I kind of agree on this. For military your bodies are your weapon... if you run into a road-block middle of the game it'll hurt.
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Post  Velo75 Sat Jun 18, 2011 3:02 am

have you ever been down to 3 provinces and flipped 3 holdings? there's an app for that

but not with BK xp
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Post  Sleep Sat Jun 18, 2011 3:59 am

Velo75 wrote:have you ever been down to 3 provinces and flipped 3 holdings? there's an app for that

but not with BK xp

It has happened to me plenty of times. And only about 50% of the time is my BK still available, either due to having to use it twice first turn, or having used it on a previous turn for a more efficient flip (such as having 4g left over after being able to buy a personality turn two, and having 4 personalities in your provinces... flipping the 3 personalities hoping for 2 2for2's will probably be the difference between winning and losing that game).

And I'm sure that there have been just as many times where I have had a card that is dead vs a certain matchup (such as ret vs control, shameful and cowardly vs scorpion dishonor, overwhelming pressure vs naked lion, etc etc) that I would have LOVED to flush to see more relevent cards. The strength of BK xp is that it lets you run those "iffy" cards, because you have an out for them now. Unlike certain lion players *cough Very Happy cough* who have had access to the amazing cycling power of central castle all arc, other military clans can be bogged down by sometimes very necessary meta choices. Or simply aren't viable BECAUSE they can't afford to run the meta, but also cannot afford not to.

Think of the attachment decks. Kensai decks will usually lose if they either A) Don't see any weapons in the first 2 turns, or B) see 5 or more weapons the first 2 turns. BK xp also helps fix that... turn two of those strategies into possible weapons, or two of those weapons into possible strategies. Hell, in playtesting with my crab commander deck, I didn't draw ANY followers in the first 3 turns, and had a muscle and steel in my hand. Figuring that M&S is pointless without a follower, I might as well pitch it for the chance at a follower or I lose the game. I pitched it and 2 other cards, drawing into 2 strategies and a Taoist Archer. Attached the Taoist which then drew into a Khol Regulars. So I was able to attach two followers and go on to win the game due to BK xp.

I agree that there is a risk in running BK xp, but there is also the advantage of opening up more deck design space with little to no cost of tempo.
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Post  panku Sat Jun 18, 2011 3:09 pm

It all depends on the deck. If your running an attachment based deck, you are less reliant on flipping over personalities.

My Sohei deck double mulligans turn 1 almost every game. It is also reliant on having weapons or negation so it needs to draw cards. BK xp is without a doubt the only way to go in this deck. (pitching 3 weapons, only to get them back with Shinran is fun too)

My breeder deck on the other hand, wants to continue seeing bodies, and the fate selection is very versatile so it would stick with the older BK.

etc.
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Post  Velo75 Sat Jun 18, 2011 5:06 pm

panku wrote:My Sohei deck double mulligans turn 1 almost every game. It is also reliant on having weapons or negation so it needs to draw cards. BK xp is without a doubt the only way to go in this deck. (pitching 3 weapons, only to get them back with Shinran is fun too)

BK xp puts the fate cards at the bottom of your deck, does not discard them
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Post  panku Sat Jun 18, 2011 7:32 pm

Oops. BK xp is still good for the deck regardless.
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