A Case for Misaki... No the *other* one
Well, well, well. Look who’s been given the keys to the Kingdom! Turns out, I’ve been given carte blanche to keep churning out more nonsense
whenever I want (and whenever Beard isn’t looking to spray me with the hose)
You guessed it, it’s time for another contributor to this grand
endeavor by me.
Hello, Internet. I’m Lance. And if you haven’t read my
previous post (conveniently found here: https://beardfaux.blogspot.com/2024/06/misaki-is-so-great.html
) this is probably going to be a confusing and frustrating read, so maybe scooch
on over and check that out before reading on here. Or don’t I’m not the boss of
you after all, but don’t say I didn’t warn you.
After my last post I was inundated with feedback like “why
are you like this?” and “oh god shut up about Misaki”, so I decided I should give
the people what they want and talk about Misaki some more.
Bear with me I'll get to a point soon |
This time though it will be different as this time I’m going to dedicate more attention towards discussing her second version; Misaki, Fractured otherwise referred to as Misaki2 or “The Misaki you play when circumstances conspire to make the real Misaki an unviable choice”. Misaki The Lesser, if you will.
Which all sounds like I’m down on her and to an extent I am.
It’s the nature of comparison between two things that unless all things are
perfectly equal, one is going to be better than the other and the nature of the
title versions of masters released in the Madness of Malifaux expansion makes
those comparisons inevitable. So, we’ll dispense with the “all Misaki’s are made
equal” nonsense and accept that if a player is declaring Misaki as crew leader
it because they want to play Misaki 1.
Now I briefly touched on some of the weaknesses of OG Misaki
in my previous post, and I will stress that those weaknesses are not
inconsequential. For an awful long time I simply refused to declare Misaki into
outcasts because they have some keywords that casually counter my entire preferred
playstyle with her and I refused to get the reps in to unlock Fractured. After
all, if I declare Misaki as leader because I want the opportunity to do what
she does best (hit stuff good) why would I want to pivot to a master who doesn’t
even have a melee attack?
Seriously. She has no Melee Attack! What is this hippy nonsense? |
The answer to that is because by not declaring the master with
whom I have the most experience and enjoyment on the off chance that my
opponent might declare a hard counter, I’m already ceding control of the
game to my opponent. And that sucks.
So after literal years of dismissing Misaki2 as trash, I
spent a couple of months playing nothing but her to get a better grasp on what
she does and she and I have come to an uneasy understanding. I’m no longer entirely
dismissive of her capabilities and can pivot to her if I feel I can’t punch my
way out of trouble. Which is honestly, a load off when it comes to master
declaration.
(as an aside, seriously. If you main a keyword, I can’t
stress how important it is to at least feel comfortable with both versions; especially
when they’re as unique from one another as these two)
Now the thing about title masters is that they often have
similar playstyles to their original with some interesting tweaks to make them
suit more specific situations. Misaki2 is almost entirely alien to Misaki1.
They both like having shadow markers on the board and that is just about where
the similarities end. There is a very shaky comparison between having “Oyabun’s
Command” on OG Misaki and “Obey” on Fractured, but that’s a long bow to draw.
And on that note, I guess it’s time to start talking about
the actions that Misaki 2 actually has; Obey, for instance. Yes, with the Malifaux
Burns expansion, ten thunders went from having one obey in-faction to having
three. We all know and love Obey. It’s fun and interactive.
You Love Misaki Fractured |
Look, to be fair Misaki’s Obey is in my opinion, the least
impactful thing on her card.
Before I can explain why, I guess it’s probably more important to explain a couple of her front of card abilities. Quiet. You play Malifaux. You understand that looking at individual aspects of any model without an understanding of how those aspects interlock and synergize with each other is a fool's errand. A FOOL'S ERRAND!
So let’s zoom out and take a holistic view of Misaki.
I guess we start with shadow markers. I mentioned briefly in
yesterdays blog that Misaki2 has a harder time generating shadow markers. What I didn’t mention was that she is probably
even more reliant on Shadow Markers to generate value than her predecessor.
Whilst Misaki 1 can create 2x shadow markers in the start
phase, Misaki 2 is reliant on friendly last blossom (note emphasis as
often you might be tempted to reach out of keyword with Misaki2) models or enemy
models to take a non-charge generated AP or gain fast. It happens more
than you might think, but not as often as you’d like. When these conditions are
met, a shadow marker is dropped base to base with the offending model. There is
unfortunately a 1/activation restriction on this shadow marker generation so it’
s rare to see the board swamped with shadow markers unless you take great pains
to make it so.
Luckily, our fiery Kitsune friend Shang counts as a shadow
marker with Fractured and unlike every other model-that-counts-as-a-marker in
the game that I’m aware of if he would be removed, he takes no damage.
Which is a nice little idiosyncrasy.
Shang to the rescue! |
But why is Fractured so reliant on shadow markers?
Two reasons. The first is that without an appropriately
placed shadow marker she doesn’t get a bonus action which, let me be
crystal clear on this, sucks. I’m unsure that there’s any other master
in the game that comes with such an enormous qualifier just to get their bonus
action and worse her bonus action (whilst good) certainly is nowhere near as impactful
as other master-level bonus actions that have zero cost to their actions. We’ll
get to her bonus action a bit later anyway. The second reason is that when
targeting a model within 3” of a friendly shadow marker she can add a suit of
her choice to the duel and this, this is the strongest thing on her
card.
Now with that understood we can look at her actions again.
Ah, the Obey. Stat 7 Obey is fine if you're looking at it as purely an attack stat, but it still comes with a TN of 14 in a crew with little-to-no native card draw. Against an enemy WP 5 is average so she should be able to win an opposed duel most times, especially as thanks to her front of card she flat out ignore concealment. She can bake in one of her triggers on a friendly to give them a focus and she can bake in the other trigger against enemies to give them an injured.
Interesting timing effect of actions that
generate actions: an action is resolved in it’s entirety (including triggers)
before any generated action occurs, so if Misaki for example obeys a friendly
model to charge an enemy and bakes in her trigger to give a focus, that focus
is put on the model before they take the action meaning it’s there to
use on the obeyed action. Also just in case one of the kids in the back missed
it, an obeyed action is a generated action for the purposes of generating a
shadow marker.
One of my favorite round 1 openings is to obey Ototo to
concentrate whilst baking in a tomes for a free focus, so one of Misaki’s AP
has put 2x focus on Ototo and dropped a shadow marker base to base with him
giving him concealment.
But what do you do with a focused up Ototo turn 1 that’s so good? You target him with Twisting Paths. You know how I was saying Obey was the least impactful thing on Misaki’s card? This is why. Yeah, it can teleport a model to another shadow marker within 8” but most importantly it has a once per turn trigger that can only be declared against friendly last blossom which buries the target. This is how Ototo (or any other big hitting last blossom model) turns into a mini-Misaki1.
Twisting paths, Obey and her bonus action Hidden
Allegiances all combine to give Misaki2, two different avenues of play.
Line of play 1: teleport impactful models to the other side
of the board. This is often reliant on enemy models being kind enough to
generate shadow markers for you, but you can risk it for the biscuit with Jin (one
day we’ll talk about the rest of the keyword I swear)
Line of play 2: kidnap key enemy models forward turn 1 and 2
to have the rest of your keyword gangbang them to death. There’s some cute
things you can do here with my girl Minako Rei too to make sure that at least
some of the damage is irreducible which is neat if/when you have a henchman in
your sights.
Line of play 3: I know I said there were only two but shutup
I’m going somewhere with this. Line of play 3 is to balance the two other lines
of play in whatever way has the most impact on board state.
Line of play 3 is probably why she doesn't entirely click with me. Now those of you who consumed my previous post may remember
me harping on and on about how I am a chaos gremlin who loves playing by the
seat of his pants and yolo-ing my way to near losses and sometimes if I’m
really on my A-game a draw, but this is probably my number one problem with
Misaki Fractured, the Emo Oyabun: She is a finesse master, and not a
particularly straight forward one at that.
This fine lady doesn’t even have a melee attack (which you need
to remember for some schemes that require models to be engaging enemies to
score- don’t be me. Be smart.) which probably leads me to her third and final
attack action, the misunderstood Ink-Tipped Dart. 12” range stat 6, 1/3/5 damage
and you can build in the suit to stagger and deal an extra point of damage to
take that damage track to the lofty heights of 2/4/6. Why am I writing about
the damage track? Because it doesn’t matter. When you are taking this
action it is not because you want to hurt an opponent (but it helps and if you
happen to flip the moderate/severe it’s a bonus) it’s because you want to
generate a shadow marker base to base with that opponent, 12” up the board. From
there, the opponent has concealment that you handily ignore for the purposes of
twisting paths it forward, back, sideways, sex appeal or peppermint (thank-you Sir
Terry). It also might be something you’re generating so you actually get to
have a bonus action.
Which will lead us to Hidden Allegiances. It’s a good
bonus action. Again, I have to reiterate it’s far too restrictive for what it
does (especially considering some of the other egregious nonsense that came out
at the same time) but anything that moves an opponents model uncontested is a
strong ability.
Placed here... For reasons |
After flipping a 5, Misaki can push a non-master enemy model
within 3’ of a shadow marker up to 3” and then drop a scheme marker in base
contact with it. It doesn’t sound soul-breaking, but again the opponent doesn’t
get a choice. If they have a beater about to close with your lines you can push
it 3” back and drop a scheme in their back line. If there’s a mid-range support
model you’d like to start getting ready to kidnap you can push them front-line.
If there’s a front-line model you want to isolate, you can do that too.
Like I’ve tried to explain numerous times to my wife,
three inches is a lot. (yes, that was a cheap joke we’ve all made a hundred
times but I am a Traditionalist Damnit!)
Whilst we’re discussing bad jokes, let’s look at Misaki2’s
big weaknesses. First of all, stats. Somewhere during her fall to madness
Misaki has gone from being probably tied for the best Master defensive stats in
the game at Def 6, WP 7 to a fairly mediocre Def 5, WP6. She’s lost extended
reach and replaced it with the less useful Disguised rule, and she’s lost the
ability to disappear into the safety of shadows after diving in to murder a model
and replaced it with gaining a shielded whenever a shadow marker is dropped
within 8” of her. What I am saying is compared to her predecessor, this lady is
infinitely more vulnerable to murder. Also, every single means she has of
moving threatening enemy models away (Obey, Twisting Paths, Hidden Allegiances)
are restricted to non-master. Misaki1 murders enemy masters. Misaki2 cannot affect
them in any way, even to save herself.
So that’s the long and the short of it. I’ve discussed
previously how Misaki1 feels to play and it’s good. To me, Misaki2 is…
not so good. But she’s playable. Especially in this gaining grounds where an
uncontested scheme marker drop is not an inconsequential side-effect of moving
a model.
So I can’t help but feel that this post was nowhere near as
glip and enthusiastic as my previous one and that’s partly because I only have
so much juice in the tank but also because writing about fun models is fun and
writing about precise models is less so.
Nevertheless I hope someone somewhere got something
meaningful out of my ramblings, and despite my misgivings about her I
especially hope that some folk who have previously been dissuaded from giving
her a go try her out and get some reps in. Maybe someone will unlock some hitherto
undiscovered value engine with her that suddenly turns her into a meta-defining
machine.
Prove me wrong, Internet.
Lance, out.
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