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CCG Training Dojo => Colonial Dojo => Legacy => Wątek zaczęty przez: kempy w 2016-09-07, 19:23

Tytuł: Legacy - jak rozpocząć?
Wiadomość wysłana przez: kempy w 2016-09-07, 19:23
Ciekawy artykuł wprowadzający w świat Legacy L5R.

https://www.facebook.com/notes/the-obsidian-hand-discussion-group/abuse-the-box-and-break-the-game-kweks-guide-of-starting-with-legacy/200393387006307

by Kwek

To be honest, getting in to the Legacy Environment of L5R is not an easy thing. Putting aside that L5R is not an entry level game for players, lots of research and tinkering needs to be added on this format.

Before the closing of the CCG line, people that know me will hear me say LE/EEgacy (Lotus and Emperor); with that, my initial advice to players that are interested in the format will be to start with those two arcs. The power level of decks there is what you'd atleast expect from the environment.

After which, my second advice will be to do research on their clan. Find out which arc they dominated; get a decklist from there; finally, upgrade it with older or newer cards. The Oracle of the Void website is a fantastic resource, letting you search for specific words that will help you shape your deck.

Finally, know the match-ups you'll be up against and prepare for the proper metagame.

There will also be the advice: Cards that give you an exemption to what the rules allow you - is always something worth looking to break - or bend to its breaking point at least.

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Below is a list of what to look out for (in my opinion) based on experience and friendly banter with other players.


I. Card Draw is King; Superior Economy is Queen.

Card Draw wins games; this holds true in L5R as well. Whether its drawing from your Fate Deck or getting additional flips on your provinces, this at the end gives any player an advantage - consistency in a game that deals with variables.

Notable examples that were abused previously:
1. High House of Light: gives you a 100% draw rate of the fate cards you need.
2. Shrine of the Spirits: can net you almost 50% of your Dynasty flips on your first turn w/ 200% (2x) the Fate draw per turn.
* Both cards start in play 100% every game.

"Tutoring" or searching for cards is also a form of card draw. It trumps the concept of RNG (Random Number Generator) in your 1 out of 40 ratio, and lets you get that 1 card when you need it.

Superior Strategist will always be one of the cards that comes to mind, it has minimal cost (presence of an unbowed tactician and using up the tactical keyword) and has tempo control. *see II. Tempo Control aka Option Denial

Other notable examples: Kaede Sensei, Seclusion, Imperial Gift, Supply Lines, Accepting the Choice, Peace - to name a few.

Superior Economy on the otherhand, lets you play cards early that were designed to be only accessible at a later part in the game. This accelerates the power level of the game. This can be with the abundance of available resources, or the lack of necessity of it. Card effects that give you stuff for free is what you'll probably look out for.

Foothold of the Mad, Heart of the Shinomen Forest, The Palace of Otosan Uchi, The Great Walls of Kaiu, and The Dark Path of Shadow lets you net free holdings or usually expensive ones at a discount. Another notable example of how an old mechanic was abused would be Gold-Splitting/Pooling and Yoritomo Sensei.

Another way to approach this, is to fully optimize your deck's gold to cost ratio. Most players are familiar with LSD (Lion Speed Decks). This decktype functions with minimal Gold but still produce a consistent output of personalities. Most decks that do this are blitz-swarm by nature.

Kyuden Kitsune and House of Black Lion (banned) are two known propagators of this decktype outside LSD.


II. Tempo Control / Option Denial

The game of L5R has that feeling of "back and forth;" you have the action sequence where the active player takes his action, then it is passed to the opponent, and so on. Tempo Control is basically not allowing your opponent to take his action/counter-action. Plainly put, denying your opponent to take actions against you.

Rise from the Ashes (banned), Naval (engage ability), Crushing Attack, Deadly Ground, Night Battle, Storms of War, Temple Grounds, Nerve Strike, and Kitsuki Kaagi's Journal are a few examples of this.

Cards that mention "cannot," or those that imposes a cost that cannot be paid is something you'll be looking out for.

Persistent negation also virtually shuts down opponent's cards. Moto Chagatai exp4 is a prime example of this.

Redirection is also a means for Tempo Control; making your opponent waste their actions by changing the target of their actions to a less threatening target. Redirection also goes around cards that say they can't be negated; Delay is also another mechanic that goes around the same constriction (normally this mechanic is inherent to the Crab Clan).

A slight mix of Option Denial and redirection is Moto Gaheris. Another special example would be Shiro Matsu; this virtually denies Open control options.

Getting additional (Battle) actions and cards that affect multiple targets also gives Tempo Control.

Another way of Tempo Control is to manage what comes in play (Board Control). You have a variation from economic warfare to open personality control (removal).

A deck without personalities that imposes an additional cost for personalities - retains its play tempo, but hampers the opposing deck. A consistent removal of personalities makes sure that your opponent will have no one to attack or perform actions with. Rampant Plague and Wasting Disease are some all-time favorites.

Finally, there are also cards that hamper tempo in the possibility of option denial. You have classic cards like Return of Fu Leng and The Hidden Emperor; both denies the player to reach their win condition at the cost of tempo (Dynasty card draw/flow).


III. Battle Attrition

As mentioned in II. Tempo Control aka Option Denial, Board Control is a strong mechanic to look out for. On battle, this ensures you that the opposing player will not have force to beat your army. Yes - Kill Everything!

a. Point and Shoot
Cards that destroy opposing cards without any cost. Bowing a personality to kill another causes a force swing; in instances, this has caused armies to lose. On the other hand, actions with a Gold Cost can cause you tempo on your Dynasty Phase.

b. Send-Home (preferably with bowing)
No presence in the battle limits what opponents can play; therefore controlling tempo. However, units sent home are still in play and can therefore launch a counterattack.

c. Bowing
Presence by itself is a dangerous thing; however, a bowed personality does not contribute force (unless stated - i.e: Elite keyword) or perform non-tireless actions. Destroying a bowed unit in resolution is also rewarding making sure that there is less cards on your opponent's field (Board Control)

d. Force Reduction
The notion of "Stronger than Steel" is one of my personal mantras in L5R. Having superior force does not guarantee winning a battle, nor lessening it; however, setups can done to make this a viable mechanic. Again, you don't want your opponent to have presence to ensure Tempo Control.


IV. Metagame

"Meta the player, not the cards," this is something I'd normally say to people. For Legacy, because of the card diversity, this still holds a bit of water. In that trail of thought, for the Metagame in Legacy, you'd need to take a broader approach.

You can start by planning your meta against win conditions you are weak against, general card types, and lastly - cards that are either key cards to problem decks, or those that work against you.

Events are strong in general; Regions are annoying (Fields of Phyrric Victory); Free card (0 Gold Cost) can swing the game (Kamis); Look at Spells, Items, Followers, and Ancestors as attachments in general.

Hantei Sensei lets you shut down a few key cards at the price of your opponent getting back at you. Norikazu Sensei shuts down decks that are Event intensive (mostly faceless). A well-timed Interference can win you the game against Ninja. Simply playing Shadowlands Horde gives you an edge in a Slander centric environment. Shoju Sensei can kill off an unprepared honor-running deck.

* * *

I hope this helps people out there interested in the format. Here's an old article to also help you get started:
http://www.strangeassembly.com/2013/gates-of-chaos-decklists-1

UTZ!