Unicorn
Windswept Yurt
This is the first holding for the Unicorn. It has +1 province strength and can be sacrificed to give each player 2 fate or 2 honor. The province then refills face, so although the ability benefits both players, it doesn’t penalize the Unicorn player. This is a bit of a strange addition for the Unicorn as it, in theory, supports an aggressive honor running strategy, something the rest of the Unicorn card pool does not promote. Alternatively, the honor gain can be used to pull back from a dishonor loss, allowing more card draw. In both cases, you’re hoping the honor gain will help you more than it will your opponent.
The other side of this is the extra Fate, everyone likes more Fate so getting an advantage out of this is going to be tricky. During the dynasty phase you can choose to let your opponent pass first, this will allow you to use the extra fate during the dynasty phase while your opponent will have to wait. Alternatively, it can be used as late as possible, only when you have an action you want to use, for example, Cavalry Reserves . This will retain the fate for the most advantageous time for you and not your opponent, it will get the least benefit out of the face-up refill though. Arguably, if this card didn’t have any honor or fate gain and only sacrificed to refill face up it would still be playable as it tightens up the dynasty deck for Unicorn. This will be 3 in every Unicorn deck even if it will take a while to work out how best to use it. It will also offer a strong incentive for Unicorn to splash Crab to get access to Rebuild .
Swift Magistrate
This 3 cost Bushi has 2 military, 2 political, and 1 glory. Despite horse in the picture, this character does not have the Cavalry trait. While attacking, each other character that has fate on it does not count its skill for the resolution of the conflict. Any card that changes the rules of the game is worth paying attention to. The stat line of 2 military and 2 political for 3 fate is poor but at least it is Assassination proof and is useful in either conflict type. That the ability only works on the attack means your opponent gets to see what is going on and choose who to declare. It also means you cannot neuter a defense with just 1 character. The ability works nicely with Charge and Cavalry Reserves where characters are coming in without Fate anyway. It also provides a fun Charge! target which could make a big difference as a surprise arrival. The Magistrate can be sent home and unfortunately without the Cavalry trait, cannot be moved in again with the stronghold.
Neutral
Finger of Jade
The Finger of Jade is a 1 cost attachment with +0 military and +0 political. When a card ability targets the attached character you can sacrifice the Finger to cancel the effects. For decks that have a wide board this isn’t going to offer much, if your opponent can choose from multiple targets they will just choose another target. Decks that have a tall board, ones like Dragon that invest in a ‘super unit’ are going to love this card. Decks like Phoenix who have key characters that they want to keep safe, such as Isawa Kaede or Shiba Tsukune , are also going to like this. The Jade Finger provides amazing protection from kill actions like Noble Sacrifice , and I Can Swim . It also prevents bow and send home actions that might turn the tide of a conflict. Notably, due to the timing this will not stop cards like Way of the Crab or Court Games which have targetting as part of the effect rather than the cost.
Goblin Sneak
Goblin Sneak is a 2 cost conflict character with 1 military, – political, and 0 glory. This is the first Neutral conflict character we’ve seen, so it is worth remembering that there is a limit of 10 conflict characters in the conflict deck. When the Sneak comes into play, he takes 1 fate from your opponent’s pool and places it on itself. The cost of 2 fate for a 1 military and – political character is poor, but you do get to remove 1 of your opponents fate and add it to the Goblin Sneak. If your opponent is on 1 fate, bringing them down to 0 significantly reduces the number of conflict cards they can play. If your Phoenix opponent is on 2 fate and you are about to win an unopposed conflict, dropping this sneak into play will stop them playing Display of Power (also remember that during a conflict when you play a conflict character you can choose to play them into the conflict or at home).
For those new to the game, the Shadowlands trait may not mean a lot but players of the old game are super excited to see this trait on a card. The Shadowlands is the area to the south of the Crab wall. That area is corrupted by evil, it is the home of unnatural monsters that want nothing more than to corrupt and destroy the Samurai of Rokugan. There are some players who will never play Shadowlands cards in their decks no matter how good they are, for fear the story team will see and decide that clan is somehow corrupt. There are also some players who get as many Shadowlands cards into their deck as they can, either because they love the bad guys or because they feel it will make the story more exciting.
Blood of Onnotangu
This is a neutral seeker only fire province with 3 province strength. During conflicts at this province, each player cannot spend fate from their fate pools. When it is attacked the first time, it will come as somewhat of a surprise to the attack, so it is possible they might be expecting to spend some fate to take the province. On the other hand, it will also come as a surprise for the defender as you have no control over which province your opponent attacks (unless it is the last one). As the province strength is 3 rather than the normal 4, it almost comes as a relief to the opponent that they don’t have to spend fate. On subsequent attacks the attack will know they need to spend fate before the attack and can account for the province, essentially negating it. It competes against Night Raid and Meditations on the Tao both of which are more reliable.
Tears of Amaterasu
This void province is Keeper only. It has 4 province strength and has a reaction to gain fate equal to the number of attackers. The reaction is similar to Night Raid which discards cards equal to the number of attacks. Night Raid has mixed popularity as it will often just discard 1 card. As a void province Tears of Amaterasu competes with Pilgrimage and Shameful Display . Shameful is considered by many to be the best province in the game. If this was a Seeker province, Tears could compete to be the second province included, but with such high standards, it is unlikely to be played.
7 Replies to “Imperial Packs – Tears of Amaterasu”
You can choose to not resolve a ring after winning a conflict with Isawa Kaede in it? The wording makes me think I would be forced to resolve the void ring even if only my characters have fate on them.
When there are multiple elements to a ring it actually adds an extra step. The steps would be
a) Choose whether to resolve the ring or not
b) Choose which of the elements on the ring to resolve.
Kaede would replace the b) step so you would still get to choose whether to resolve the ring or not.
So you could choose between resolving the two effects or none, but not just one of them?
Yup.
I think you are too harsh on the Crab holding. It definitely has it use in the current crab decks.
You might be right. The rest of the team are a lot more positive about it, especially in conjunction with Rebuild. As I’m a Dragon player, when I first saw this I was immediately alarmed. Ever since I’ve been talking myself out of worrying about it by reassuring myself that no one will play it so it’s fine 🙂
Near the end of the second episode of the Honorable Mention podcast, Brad Emon and the team discussed the province Blood of Onnotangu. They had some pretty cool ideas on how to run a deck that didn’t use fate to take advantage of this, especially with the Scorpion holdings City of Lies. Worth checking out http://honorablemention.libsyn.com/episode-2-magical-samurai-with-guest-brad-emon