The Final Countdown! (Last Blossom Closing Arguments)
They say tragedy comes in threes. They also say that the
best time to write a blog post is when you’re sleep deprived and functioning on
little more than caffeine and reserves of willpower you never knew you possessed.
Lastly they say something about a little knowledge being a dangerous thing and but
not half as dangerous as a lot of ignorance.
Seeing as ignorance is my specialty let’s start there
Hi Internet. I’m Lance. You may know me from such additions
to this grand endeavour such as Misaki is so great (found here: https://beardfaux.blogspot.com/2024/06/misaki-is-so-great.html)
and a case for Misaki (found here: https://beardfaux.blogspot.com/2024/06/a-case-for-misaki-no-other-one.html)
which all sounds a bit like I’m a one-trick pony with very little interesting
to say about anyone other than Misaki. Well, I’m here today to prove that
assumption wrong.
Today, we’re going to discuss Misaki’s crew (and inevitably
how both Misaki’s interact with them, so maybe I am a one trick pony, but shut up
my thing is different). The thing I think most of you can take away from this
though, is that it is my intention that this third blog entry about Best Girl Ninja
Queen will be that this should be my final input on the subject of Last
Blossom.
The last two articles have touched on a lot of the reasons I
love Misaki but from the outside looking in, Malifaux as a game system may as
well be “Rube Goldberg, the Miniature Game” and as such looking at any one
aspect of the game in a vacuum doesn’t really accurately do justice to how
something plays or feels. So I’m going to clumsily attempt to sum up the rest
of the keyword to maybe give some of the meandering ramblings I’ve expelled
from my brain over the last two articles the tiniest glimmer of context.
Now because reading full keyword breakdowns probably doesn’t sound particularly
engaging I’m going to try break this up as elegantly as possible. I won’t necessarily
be touching on every rule on every model’s card, just the things I feel are
relevant about each model along with how/why I’ve used them in the past along
with how their functionality may differ dependent on whether or not you declare
Misaki or Fractured.
However before we get into that, we’re going to briefly
mention three very special friends of mine, Assassin, Charge through and
extended reach. Yes, Last Blossom has not one but three signature rules
that can be found peppered throughout the keyword in various combinations on
the front of Last Blossom’s cards.
Seeing as it’s already been discussed in my previous
articles I may as well re-summarize the wonders of Charge through. Simply put,
charge through allows a charging model to add a positive to the damage flip
from any successful attack generated by the charge action. Why is this important?
Well it means you don’t have to waste AP concentrating to get a straight damage
flip, but it also means if you have invested in concentrates (or other means of generating focus) you can
start cheating damage flips against masters or henchmen who will be (mostly)
unable to stone you to a negative flip which is certainly not
irrelevant.
One of my friends (Azahul who has a great article that can
be found here: https://beardfaux.blogspot.com/2024/06/on-theme-mechanics-and-why-story-matters.html)
once said of the “assassin” special rule that it just encourages players to
play the way they should be playing and he wasn’t wrong. A model with Assassin
gains fast after killing an enemy model that has not yet activated. As Azahul
rightly pointed out, in a game with alternating activations, killing
unactivated models is already a rewarding maneuver, but models with assassin that
engage in the activity are not only rewarded with activation control and the
tears of their opponent, but they’re also rewarded with an extra action. For FREE!
Incidentally, outside of the value assassin offers it also
makes Last Blossom models with it more resistant to tar-pit tactics as killing
a tar-pit model that hasn’t activated just generates an extra AP anyway.
Finally, we have the bastard red-headed step-child of Last
Blossom: Extended Reach. It isn’t really a keyword special rule as it’s
found smattered throughout Ten thunders and a few other factions (even the
filthy Guild players get it now. Blech), but Last Blossom has the most instances
of it within the one keyword so I’m claiming it as ours. Long story short,
Extended reach means no attacks at the end of charge pushes. It’s not a bad
defensive rule but it isn’t game defining and it’s easy enough for most
opponents to play around. Somewhat ironically the keyword that most hates
playing against extended reach is Last Blossom, seeing as when denied
the charge, they don’t get the advantage of Charge Through and without access
to Charge Through the damage output of the crew is middling at best.
So with that covered I guess we can start talking about the
individual models and just like every list starts with a totem, so we’ll start
by discussing our resident kitsune, Shang (not to be confused with Zheng who is
a big stone cat)
Shang is a squishy squishy insignificant totem with the channeled
healing ability (important tech for unburying your models in certain matchups),
an ok shockwave and an extremely mediocre melee attack (which is fine; if he’s
fighting something’s gone wrong or you’re making a big brain play). Being made
of fire, Shang has the flameborn rule which sometimes comes up. He does come with
the Assassin rule which after four years of playing I don’t think I’ve ever had
come up with him (see above re: mediocre attacks). Best part of Shang is that
he’s speed 6 which allows him to get his insignificant burning ass into significant
positions. He also comes with Arcane reservoir which is a huge boon to a
keyword that is so card hungry but that also makes him a fairly high target
priority for savvy opponents; especially considering he is so god damn easy to
kill.
With Misaki the first he adds extra means of unburying her.
She can either pretend he’s a shadow marker and if she does so, he takes 2
damage and heals her for 2 or he uses his channeled healing on her, pitches a
card and she unburies base to base with him. Channeled healing is usually my preferred
means of unburying Misaki. It allows me to keep my generated shadow markers on
the table for more important things and doesn’t affect Misaki’s speed at all.
Misaki Fractured modifies him slightly. Rather than one
model pretending he’s a shadow marker and doing damage to him if he’s treated
as such, everyone pretends he’s a shadow marker and any affect that
would remove a shadow marker does no such thing. Because he’s a fast boy this
really opens up some whacky movement shenanigans from any of your keyword who
get to unbury next to a shadow marker or teleport to one.
Now that we’ve discussed the totem it’s important to
remember that the objectively correct way to format a list is Master, Totem,
Henchmen, Enforcers, Minions (I’m looking at you Pete @ RQW), and so that’s how
we’ll structure the rest of this article with some extra space at the end
dedicated to discussing some of my common out of keyword/versatile tech picks.
If a model summons other models they’ll be discussed with that model.
Interestingly at time of writing I believe Last Blossom is
tied with swampfiend for the most henchmen in-keyword and has more keyword
models than Oni (the thunders summoning keyword)
Banying. Banying Banying Banying. This blog is being written
in June 2024 and there isn’t a hint of a nerf or errata anywhere on the
horizon. The box just came out 2 (ish?) months ago, and thunders players
everywhere are playing in the god damned sprinklers with this motherfucker.
First of all Banying doesn’t come with any of the
three front of card rules I foolishly and incorrectly stated above are represented
at least once on each Last Blossom model (I’m not going to edit it though. I’m
already showing my whole ass to the internet as it is). He’s 5’s across the
board but he’s a monk so has Chi which is a whole assed mechanic that would
take it’s own article to fully go through. Let’s just summarize it with when he
wants to be he’s any stat +2 which is a pretty big swing. He comes with a 6”
teleport bonus action to a shadow marker that only requires a 6 of any suit, and
a teleport defensive trigger that makes him surprisingly mobile (and in my
opinion makes the poor torukage obsolete- see later in article). He can
generate extra shadow markers and can also turn dropped shadow/friendly scheme
markers into sunless selves (will cover them momentarily). On top of all of
that he’s got some wicked good triggers on his attack actions from shadow pin
to unworthy of her attention and his henchman status coupled with chi and his
defensive trigger ensures your opponent can’t do anything to stop him from
doing whatever the hell he wants to do which is usually score points.
-
Sunless Selves are Banying’s mindless and
insignificant pet summons and at first glance they’re a whole lot of nothing. They
can’t even activate the turn they’re summoned. However friendly models can
count them as being shadow markers (important) and Banying can do his
melee attack through them. Unworthy of her attention is one of the strongest triggers
in Malifaux, but it has always been held in check by being on relatively mediocre
models and having the requirement of a shadow marker being within 3” of an
enemy. It was hard to pull off. This whole package makes it easy to get off
meaning with high enough tomes in hand, Banying can easily draw 2 cards and
generate 2 pass tokens during his activation whilst also putting some damage on
opponents models. Finally the piece de resistance is that these absolute munted
pieces of shit are Shadow Connor McLeod’s of the Shadow Clan McLeod and they cannot
die. They have no health and only die after activating or being removed as a
shadow marker (which the opponent cannot do).
Except. you know. Made of Shadow |
With Misaki Fractured Banying gets even more functional as
thanks to Shang counting as a shadow marker it’s very easy to get maximum distance
out of his ninja vanish ability, and makes him way harder to pin down.
Anyway now that I’ve gotten that little rant out of the way
it’s time to look at the more classic members of the Last Blossom Crew.
Minako Rei is a fast summoning henchman with a defensive
mechanic that punishes opponents who try to hit her and miss. The end result is
inevitably no-one tries to hit her unless they have the card in hand to
successfully do so (or they’ve managed to deny her triggers). Minako comes with
both Assassin and charge through but her damage track is only worthwhile on
severe or if she’s gotten her defensive trigger off.
Its probably worth describing the defensive trigger in
further detail because it’s very relevant. If an opponent attacks her and
misses, they have an upgrade placed on them. This upgrade means three things.
Firstly, any damage done to Minako by enemy models is also done to the enemy
model with the upgrade on them. Secondly an enemy model with the upgrade that
dies turns into a friendly Wanyudo summon. Thirdly Minako’s melee attack has a built
in trigger to make all damage to a target irreducible as long as they have the
upgrade attached. All things considered, it’s a very bad idea for an opponent
to attack Minako unless they have the cards to guarantee a hit.
The other way Minako Summons is she can remove a scrap or a
corpse marker, and using 10/12 tomes (dependant on what kind of marker she’s
removing to summon a Katashiro. In a world before Banying was discarding cards,
there was an interesting piece of Skornergy around Minako Rei and her bonus
action as Equality of Fate is only relevant if you have less cards than your
opponent and because Shang increases hand size to 7 it meant that in order for
Minako to get a bonus action you had to spend cards hot and fast. Banying has
changed that so it’s quite likely she’ll get her bonus action.
-
Katashiro are the combat schemers Minako
summons. They’re technically Oni models which means they have the flicker
mechanic (another complicated mechanic but the TL;DR is they can get a token
for positive flips but too many tokens and they exploderate) with a free 5”
teleport bonus action, a means of stripping conditions with a value and an okay
attack. The 5” teleport is big reason to summon these guys. The turn after they’re
summoned they make for amazing scheme runners and they can hold their own
against other scheme runners but crumple (like paper HA!) against even the most
modest beaters
-
Wanyudo are a neat bonus thing that sometimes
happens if your opponent is really silly or you are really good. They’re a very
fast combat schemer with a lot of fire synergy.
Minako doesn’t shine with Misaki but she operates entirely
as one would expect. With Misaki Fractured however you can take advantage of
Misaki’s obey on an enemy model to force an opponent to attack (and fail to
hit) Minako guaranteeing Minako’s upgrade goes into play and that Minako gets
free irreducible damage against that model. The few times I’ve managed to force
a wanyudo summon into play; this is the way in which it was done.
Fast? Who cares? Summoning models? Cliché. Punching and
being punched in return? NICE
ototo punching ototo |
It’s Ototo! This. Man. Is. A. Liability!
Def and WP 4 armour 1 and the biggest god damn thwackin
stick you ever did see! Look, he’s a henchman with armour 1 so he can take a
hit. He’s got charge through and assassin. He’s the only min 3 damage dealer in
the keyword. With crit strike on his stick he can go up to a min 5. He’s truly
terrifying at under half health thanks to grit frantic and native hard to kill
and bonus action juggernaut gives him the opportunity to yo-yo his health
around that middle level. There isn’t much else to say about him as he’s one of
those deliciously straight forward models, but due to low stats I recommend keeping
him at home anytime you’re likely to encounter control effects.
Yamaziko is our last and least henchman. She comes with
extended reach and charge through. She’s speed 4 but thanks to nimble she has
three different bonus actions to chose from. Either nimble walk, finesse or
great teacher. Generally if I’m taking Yamaziko it’s for one of 2 things; the
great teacher aura or Master tactician. Master tactician is a hell of a drug if
an opponent has overextended their master turn 1 before schemes can be
declared. However great teacher really turns minions up as positive flips to
all duels (all duels, not just opposed) is very impactful in some matchups.
Yamaziko allows vanilla Misaki to run a surprisingly
efficient gunline and the best part is positive flips are more likely to
generate severes in the discard pile to shuffle back into the deck with abandon
honour.
As near as I can tell she doesn’t add anything special with
Misaki, Fractured however it’s worth noting that like Banying, Yamaziko has the
unworthy of her attention trigger on her melee attack and it’s even baked in
natively. However Yamaziko’s attack stat is only 5 so she has trouble landing
it sometimes.
Well well well it looks like we’ve (finally) run out of
henchmen to discuss. Phew. Now in the enforcer roster we have the wide
selection of Jin Baccara and… Jin Baccara (and technically Shang but we’ve
covered him). That might sound disappointing but let’s face it we’d rather have
one really really really great enforcer to hire than several mediocre ones.
But what does Jin do?
Jin wins games.
There's a reason Jin rhymes with Win |
He generates a pass token whenever buried or in concealment and he can start the game buried. He can unbury by placing base to base with an enemy minion and yeeting it back to it’s deployment. He’s got 2 bonus actions (ambush and dispose of evidence) one of which lets him deny opponent scoring to draw a card, the other of which costs a card to move him into a potentially scoring position. His melee attack ignores armour and has a ram built in for crit strike (like hidden blades everywhere) and his ranged attack generates a shadow marker to open new threat vectors for the rest of your crew. He’s just pure value. He comes with Assassin too.
He doesn’t add a great deal to normal Misaki beyond
activation control, scoring potential and opening up new threat vectors (as if
that wasn’t enough), but Misaki Fractured can bury her own models which means
Jin can keep yeeting opponent minions back to their deployment zone every time
he activates.
Alright gang this one is getting long and it’s about to get
longer. It’s Minion time! Let’s try get through these super fast without my
usual level of wit and charm.
Wokou Raiders. These guys have charge through and gain fast
when they activate next to a scheme marker. They’re combat schemers with
nothing exceptional about them and at 8 stones I’ve struggled to find room for unexceptional
in my list building (I’m aiming to change that but right now I don’t have much
to say). Combat finesse and bullet proof are fine defensive abilities but they’re
very vulnerable to just getting dead regardless.
Katanaka Crime Bosses. Remember when I said Ototo was the
only min 3 in the crew? I lied. These guys have a big ol min 3 stick that comes
with extended reach and charge through. They’re slow (spd 4) with a big ol
base. Thankfully they have a bonus action teleport which changes the speed
maths a little, especially considering they’re on a 40mm base. If I am taking
these guys they are being enhanced by an upgrade. I’m either taking stealth on
them so they can’t be shot and can’t be charged thanks to extended reach, or I’m
taking masked agent so they can teleport other models around with their successful
6” charge threat *and* getting co-ordinated attack trigger off which is not
insignificant in a crew that has Ototo. These guys have unworthy of her
attention on their melee attack which is once again extremely nice if it
goes off. All things said though in the game of Malifaux as it currently is I
don’t find much use for them simply because extended reach aside they’re pretty
easy to remove.
Katanaka snipers. I despise binary statements about the
game. I feel like it reduces what is a complicated and nuanced beautiful game
down to a gross simplification. However I’ll break my own rule just this once:
These guys are bad. There are 2 redeeming features on their card, the first of
which is the unworthy of her attention trigger on their sniper rifle and the
second is that they have “from the shadows” deployment and it is the second
reason only why I think they should ever be in contention. They’re stat 5
across the board, even on their gun. They have no defensive rules but they’ve
got Assassin if they ever hit and kill a model which is of course never. From
the Shadows means they can go out and control a marker on a far flank from turn
1, but the problem is even the most mediocre combat schemer on a flank will
kill one quite trivially.
Thunder Archers. There goes my heroes, watch them as they
thunder! Why are they good? They’re monks. Bitches gots chi. A stat 8 gun that
ignores friendly fire, cover and concealment is not nothing. They have a bonus
action to give their gun blast with a trigger to get them free concentrate.
These guys have assassin and they are the models that I have triggered assassin
on the most more so than any other model in the keyword. Disrespect at your
peril. They’re relatively easily countered by engaging them because they don’t
have an engagement and can’t shoot whilst engaged, but both Misaki’s have ways
of disengaging them.
Torakage. Once upon a time these guys were our go-to fast
schemer model thanks in no small part to their bonus action “ninja Vanish”. Now
that Banying also has Ninja vanish with a higher stat *and* the option to spend
chi whilst also being a henchman who is exceedingly difficult to kill, I fear
that Torakage are no longer relevant. They have stealth, Assasin and Charge
through but average stats and damage means they’re not winning any flanks
reliably.
Right so somehow Palapatine survived and this article is
longer than my other two Misaki articles combined. So much for Brevity.
And we’re not done!
We’ve got to talk honourable mentions:
First the kunoichi. Kunoichi (from Qi and Gong) add much
needed focus generation to the crew, whilst also tossing shurikens at your own
models to get more cards in discard for abandon honour. She may as well be a
Last Blossom Model.
Secondly, Sensei Yu (from monk). Sigh. Sensei Yu adds nothing
special to Last Blossom. But he adds a hell of a lot to Banying, or Banying adds
a hell of a lot to him, one or the other. Anyway this is dull and boring
gameplay but Yu makes Banying fast with a bonus action and then punches a
sunless self twice to draw cards. YAWN. (seriously cannot wait for this
horseshit to no longer feel like mandatory gameplay)
Thirdly, the Shadow Effigy; this guy is a specific choice
for Misaki, Fractured. He provides a concealment aura to proc some of Misaki’s
effects, he has an action that generates another action on a last blossom model
to generate a shadow marker to fuel more of Misaki’s effects and turn 3 you can
turn him into an emissary with the upgrade when Misaki 2’s beaters are starting
to run out of steam.
Anyway believe it or not I have tried my gosh darned best to
keep this relatively interesting, informative and (lol) brief.
However I can say with medium certainty that this is
probably all of my thoughts on Last Blossom and the various ways in which you
can build a crew.
As always thanks for reading, and maybe one day I’ll care about another crew enough to add more nonsense to this blog but until then Lance, out.
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