Welcome to the first issue of Superior Tactics, a weekly Legend of the Five
Rings strategy column. This column will focus primarily upon single card
strategies, but look for occasional articles on a wide range of strategic
elements. I hope for Superior Tactics to be a group effort -- I doubt I
can produce quality articles every week, nor can I represent all points of
view or spot all of the cards which deserve consideration. If you would
like to write an article for Superior Tactics, contact me with a subject
proposal by email at webcomment2020@trevorstone.org or peruse the submission
guidelines at To start things off with a bang, I've written about one of the Unicorn
Clan's most interesting Personalities. I urge people interested in
submitting articles not to be daunted by the length of this piece, I just
had a lot to say.
While the Unicorn attract fame for their horse-based attack philosophy of
"go where the enemy ain't," Iuchi Karasu, a shugenja on foot, uses
different methods to ensure the stones find the right place on the board.
The enigmatic doomseeker's trinity of versions present a triad of methods
for controlling the movement of troops.
When Imperial Edition came unto the world, Iuchi Karasu joined three other
Unicorn shugenja to form the second most powerful clan of Spell-slingers.
At the time, however, even the Phoenix magic masters were hard pressed to
construct a winning strategy and little of the Unicorn magic potential
became kinetic. As time went on, Unicorn continued to receive shugenja,
but their magic has largely gone untapped, pony players preferring province
popping practice.
The original Karasu comes out cheap from either Unicorn stronghold and
sports a three personal honor. Why, then, should a Unicorn player use him
instead of the Unicorn's famous high-force first-turn furies (Kamoko and
Goshi) or numerous Personalities of purity (the aforementioned pair, Otaku
Tetsuko, Otaku Xien-Chi) who all at least have cavalry? First, Karasu
allows Spell casting. With many Kiho currently in frequent use, Karasu
allows Unicorn access to Chasing Osano-wo, Flee the Darkness, Banish All
Shadows, Walking the Way, and a host of other Kiho and Spells for which
Karasu's inability to ride with his clansmen presents no obstacle.
Furthermore, since cavalry isn't as big an advantage on defense, Karasu may
be just the frood to lay down an Entrapping Terrain, cast Earthquake or
Fist of the Earth, or Block some Supply Lines while his mates recover from
the previous day's raid.
The Unicorns, however, have several other shugenja who can fill such a role
just as easily. Iuchi Katta, Horiuchi Shoan, and Iuchi Shahai all lack an
honor requirement. Iuchi Daiu has higher chi and lower cost. None of
Karasu's peers, however, have his interesting ability. Normally, to move
Followers from one Personality to another, both involved Personalities must
bow, taking the two and any Followers in question out of commission for a
full round. Karasu allows the transport of a Follower for the low cost of
a single bowed 2F Personality. (Warstained Fields does the same thing, but
can't cast Kiho. And prevents the use of useful Regions.) By and large,
Followers are played on an acceptable Personality when originally played,
but often they find themselves with a suboptimal leader to avoid falling
into the discard pile. Karasu can move the Imperial Honor Guard from Toku
to Takuan, a Spirit Guide to the Personality who just received the Wasting
Disease or some other friendly present, or an unbowed Courier to Isawa
Osugi. Play a Follower on Seppun Hotaitaka for the rebate, then move it
off to balance unit force. Give experienced Shinjo Yokatsu a free
Follower, then spread the wealth. This odd-situational use, however, does
not usually warrant the use of Karasu. Instead of drawing a Personality to
whom a Follower happily attaches, Karasu showed his masked face.
Unlike the conventional method of attachment transferal, Iuchi Karasu
possesses an Open ability, allowing him to move Followers in battle or on
an opponent's turn. Iuchi Katta, leading a unit of Heavy Cavalry, could
cast Chasing Osano-wo on Otaku Xien-Chi, but this would normally prevent
the Follower's four force from contributing to the army's force total.
Enter Karasu who does his mysterious dance and ZIP! the Heavy Cavalry
appears on an unbowed Personality. Karasu targets the Follower and the
Personality to whom it will be moved, but not the current controller, since
a Follower is never controlled by more than one Personality. This would be
an ideal way to recover from the Imperial Favor or a Block Supply lines,
but both send the whole unit home bowed, so without someone like Toku
experienced 2, fetching the Follower back won't help much beyond setting up
for Stand Against the Waves. Test of Might, Show Me Your Stance, and Stand
or Run all leave the Followers unbowed, however.
Karasu can be more devious still, especially with infantry armies. Early
in the game's life, players recognized the power in ability to reposition
troops after the defender has assigned her units. Karasu allows an attack
on multiple provinces where prudence might dictate one to focus on a single
target. Based on the defense, Karasu allows one army to keep enough force
to destroy the province, but moves the critical Follower (who has, perhaps,
been pumped up by Yasuki Nokatsu experienced or other force boosters) to
the battle which has a result in doubt. Or perhaps you'd like Hiruma
Zunguri and his Imperial Palace Guard to stick around and deter any
possible Counterattacks. But you're a few force down once everyone's said
their piece (and you've your Philosopher). Iuchi Karasu steps to the
rescue, spiriting the guard into the fight. By and large, this is
something of a party trick, but I've won games thanks to Karasu's quick
delivery of a Berserkers to a unit which rode with the speed of cavalry a
moment before.
Weighing in with three personal honor and and seven gold cost, the
nonexperienced Karasu almost warrants consideration for the Sacred Temples
of the Phoenix, but since he provides neither honor nor an ability
particularly useful for most Phoenix decks, his inclusion is unlikely in
most circumstances. Joining Isawa Natsune, Asako Yasu, and Isawa Mitori in
the exclusive category of nonunique shugenja with greater than two personal
honor, Karasu may be worthy of a spot in a Shiba Phoenix deck, but again,
such players tend to opt for cheaper folks with similar stats (many are the
ranks of 2F/2C/2PH/4G shugenja).
The experienced Karasu, similar in brute numbers and theme to his early
works, presents a new face of "here, there, and everywhere." Unlike Way of
Deception (which has special wording), the swapping Personalities are both
considered to move, so Karasu won't get someone out of an Ambush or
your Zunguri into an attacking army, but he's helpful nonetheless. Karasu
again allows last minute assignment decisions, swapping a clan champion for
a small spud to win a battle or save the champion from a lost cause.
Karasu holds the advantage over the shifty Yogo Shidachi in that he can
move bowed units around -- he easily switches the bowed Tsuruchi for the
towering Yoritomo. He pulls out the Crab Oni who unfortunately met the
knuckled end of a Fist of the Earth in favor of a fresh one. He moves Toku
the Favor Boy into a losing battle in favor of a critical Personality who
met with some unfortunate action cards. Karasu's eight gold cost, however,
leads me to recommend Yogo Shidachi for most decks concerned with the ways
of water.
The latest incarnation of the man in the iron mask (which changed color yet
again) quickly gained a spot on Rokugan's Most Wanted list, shared with the
likes of Isawa Tsuke and experienced 3 Bayushi Kachiko. He therefore may
warrant Kitsuki Kaagi's Journal or Mikio experienced as a protective
measure. The Doomseeker essentially keeps your opponent's most dangerous
Personality "stapled," preventing him from entering battle. Since Karasu
doesn't need to bow to perform his action, he can keep one Personality out
of battle for an entire run around the table. Or, if that Personality bows
or otherwise becomes indisposed, Karasu can point elsewhere during the
following turn and still be unbowed in case he needs to defend, though that
places a most valuable asset at risk.
Simple are most tactical considerations for this card -- select a burly
fellow with a clan sword, a shugenja with The Fires that Cleanse, or
Togashi Rinjin against a weenie horde. Methods to deal with Karasu,
however, prove a bit more subtle and more in demand. The easiest type of
solution deals with Karasu himself. His three chi proves him excellent
bait for Kolat Masters and Assassins or any of the numerous cards your
neighborhood bloodspeaker carries. An Egg of P'an Ku or Ninja Shapeshifter
will procure an eye for an eye, while Kitsuki Kaagi's Journal will keep
your big slab in action. A pair of small shugenja can set Karasu at a
stalemate with Counterspell or even Summon Faeries while Resist Magic may
throw a monkeywrench in delicately calculated plans. Way of Deception (but
none of the other musical chairs cards) will put your star in battle.
Another trick is to attach a large item or Follower after Karasu has
selected his victim, getting the best out of a bad situation.
Unfortunately, neither the Ring of Air nor Shinjo Technique will redirect
Karasu's malice, as poetically just as that would be. Playing with Karasu
himself may prove the best method to avoid Karasu's wrath and will give
your opponent a taste of her own attempted medicine.
One obscure combo involves the experienced 2 Karasu and Oni no Mizu.
Target a Personality with Karasu during battle. Target yours if you'd like
to take out an undefended province or your opponent's if you want him to
stay put. Then use Oni no Mizu to switch unit positions between battles.
The Personality stapled by Karasu must stay put, however. So if you swap
with an empty battle, the Personality finds himself facing a defenseless
province. Add Fortified Infantry and other movement prevention tools for a
larger effect.
The experienced 2 Iuchi Karasu receives by far the most fame, but the wise
see uses for each aspect of this mysterious Personality rescued from
death's door by Kuni Yori. Perhaps the most interesting character in the
Unicorn clan, perhaps the most annoying Personality in the game, expect
someone to seek doom in an area near you. Are you prepared?
Superior Tactics accepts submissions. See the
submission guidelines for more info.
Iuchi Karasu - Uncommon Personality (IE, EE, OE) - 2F - 3C - 4HR - 7G - 3PH
Unicorn Clan Shugenja
Open: Bow to move a Follower from one Personality you control and attach it
to another Personality you control.
Iuchi Karasu - Uncommon Personality (TotV) - 3F - 3C - 4HR - 8G - 3PH
Unicorn Clan Shugenja * Experienced * Unique
Battle: Switch the locations (between Provinces and/or unassigned at your
fief) of any two of your units. You may target bowed Personalities with
this action. You may perform this action once per turn.
Iuchi Karasu - Uncommon Personality (HE5) - 4F - 3C - 3HR - 11G - 3PH
Unicorn Clan Doomseeker * Shugenja * Experienced 2 * Unique
Open: Once per turn, target a Personality in play. That Personality may
not assign or move into a battle this turn.
Card text copyright FRPG, 1995-2000.
Article text copyright Trevor Stone, 2000.
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