Defenders of the Wall – Crab Pack Review
Today we have Eoin giving his review on the Crab cards in the Defenders of the Wall. Along with some help from Justin covering the non-Crab cards.
…Today we have Eoin giving his review on the Crab cards in the Defenders of the Wall. Along with some help from Justin covering the non-Crab cards.
…Now that we are out of the Dynasty Phase, we need to talk about the Draw Phase. If the Dynasty Phase is about managing fate, then the Draw Phase is about managing honor.
I’ve been carrying out a number of experiments with different opening turns for Crab with the goal of ironing out inconsistencies, and it’s been bearing some fruit. One of the difficulties in L5R is the amount of brain power the game requires, especially over the course of a long tournament, so any automation where decisions are concerned is welcome. I’ve been tinkering with some different mulligan priorities and build strategies. These priorities shift depending on board state, and they do have exceptions, but I’ve found some general guidelines which are helpful in most situations. These aren’t big revelations and I’m not the first player to talk about them. These seem to be common conclusions from across the world that we saw at Worlds, Pax, and Madrid. They do form a solid foundation for new Crab players, and are a key start to this series of Crab Tactica.
A lot of information about the L5R LCG’s competitive scene emerged from the World Championships this past weekend in Minnesota. Among the most surprising revelations was the Crab Clan’s failure to perform at expected levels. Despite decent participation numbers, Crab struggled in the format, with only a single challenger limping to the final cut. Different reasons have been offered as to why Crab failed – from the trollish to the bewildered. After my own series of bruising defeats, I have been trying to analyze what went wrong, and why, and I have a few hypotheses.