UFS has come a long
way since the earliest days of the game, especially in regard to damage
reduction. It used to be that you had to take some damage from a throw, Tira
was guaranteed to hit you, and there was little or nothing to be done about
massive damage pumps like Reckless and Gyulkus, aside from Yoga
Mastery of course.
Not anymore.
The competitive UFS
environment has been flooded with all kinds of different types of damage
mitigation in recent sets, and I expect more and more of them to see play,
especially in the post-rotation format. Even now, it is only prudent to pack a
few of these excellent cards in your decks if you can, and will help you
survive something ridiculous with relative ease, like say a 20+ damage Bird
of Prey that conveniently follows a Start Over/Infiltrating. Those
are always fun, right?
There are a couple
different types of damage redux effects available, and they can fall into
several 4 distinct categories - partial damage reduction, complete damage
reduction, damage bonus negation and vitality gain. Let's go through these and
see what's available in each category, for now and the foreseeable future:
Partial Damage
Reduction (PDR):
This is the most common form of damage redux out there, and the one you see
most of time in today's environment. This either a static effect that
consistently reduces damage to a minimum of 1, like Loner, The
Strongest Fighter, Gekiro, or something equivalent. It also refers
to effects that shave off damage by a certain amount, even if the effect has
the potential to reduce the damage totally. For example, even though an Evil
Shunned may normally reduce a Kubi Ori to zero damage, it still
falls under PDR in my tally since the amount the damage is reduced by is fixed.
PDR effects and
abilities are seen in all walks of tournament caliber decks already; whether
it's Awakening frustrating your offensive output, or Tendon Strength
dropping nearly everything you take by -2, or the obvious Battle Disc System
using Clones, Echoing Roar, and Forsaken to mock your
attacks, or Mortal Strike minimizing something by -3 and gaining you a
card off of it. PDRs help take the sting out of big attacks, especially throws,
and allow for much longer rates of survival if played correctly because they
can make saving blocks for specific attacks that much easier. The costs for
most of these effects is negligible and easy to pay - usually a commit, or
maybe one momentum, and you're good to go.
Compiling a complete
list of notable PDRs would take forever; as I already mentioned, they are by
far the most common kinds of damage shavers out there. But aside from the ones
mentioned above, you can surely plan on seeing the following cards out in force
at your next tournament - A Worthy Death, Nagase's Blog, Nagase Spiral, Born
to Hunt, Cute and Innocent, Shotokan Style, Caliostro Rush, Sealed Away and
many many more. I also include "as you take damage" or "before
you take damage" effects such as Seal of Virtue and Superhero
Blood Transfusion in this class as well.
Complete Damage
Reduction (CDR): CDR
effects are much rarer, and certainly more desirable, as per they're name you
will be able to completely avoid taking any damage at all. I like that scarcity
of these effects as a general design principle, otherwise the game would become
interminably slow, but at the same time...I do think we should have more.
Still, the few that are out there are well worth playing and usually have two
uses as well.
Reversal is obviously the
earliest and most significant CDR, as it sends the entire attack (warts and
all) back to the owner and usually wins games. Backflip, although it has
a limit, also reduces the attack to 0 within it's given parameters and that's
the reason why it's still so highly coveted. You don't want your opponent to
gain any momentum if you can avoid it. Dodge Step is an incredible card,
one that doesn't see enough play in my opinion. It allows you to take
absolutely nothing from a lethal attack AND draw a card, and it has the static
anti-discard text as well, what!!! So good yet it's barely ever used. This is
going to change in a big way come February. Finally, we have the just released Tiger
Style, a fantastic card with a relatively easy 2 momentum cost and the most
efficient option for dealing with Absurd Strength shenanigans, as unlike
some of the other cards there is no block required to make it work. Yes they
get the momentum anyway but all those crazy superfast face smashers roll over
and die to this card - haha to you, Kasumi-Suzaku.
Damage Bonus Negation
(DBN):
This is the category that we've seen expand rapidly in the last two sets.
Whereas before there were only stock negation answers in YM, Pieces of Eight
and Seal of Cessation, now there is a whole boatload of damage
bonus-specific negators. Rigorous Training, aside from its primary use,
excels as a cheap one-shot DBN with its action side. Two more permanent
solutions are Stone Mail and Spiritual Center, both of which
should quickly become staples if they haven't already. Having witnessed Stone
Mail in action within a brilliantly designed local Earth/Water Twelve deck, I
can safely say that there is no reason not to run this card. What seems like an
initially steep investment of one card per cancellation eventually becomes a
bargain when those Hammers and Way of the Mightiest are staring you in
the face. I love SC even more, despite the fact that you can only use it once
per turn. Otherwise, it's nearly an exact replacement for the rotating Compasstionate
Heroism, with a +2H block thrown in for the slightly higher difficulty -
not to mention more resources in which to work with.
While it's important
to note that none of these cards prevent or modify the original damage output,
the increasing number of cheap and effective damage boosts warrants the need
for these cards to be maindeck material. After all, even the most conservative
Life deck can surprise you with a Fierce Competitor-assisted throw or a Concealed
Shallow Swipe. Better to prepared for that eventuality than be caught
off-guard, no?
Vitality Gain (VG): While not
technically a method of damage prevention, it is basically used as such and now
there are numerous ways to gain vitality and offset damage being dealt to you. Chief
Hold reigns supreme in this category, and it's a terrific way to survive
something large, as long as it won't be lethal. One of the my personal
favorites, Ninja Computer Geek, is brutal in conjunction with BDS and
can make dealing even the slightest bit of a dent in your overall vitality a
major pain. Armored Defense is another old staple and a classic that's
thankfully been watermarked; in addition to it's primary duties as ward of
loops and recycling everywhere, it functions as decent vitality gain for Order
in particular. Psychic Teleport, oft-neglected, fulfills much the same
function as does The Eternal Psychic Idol, neither of which stay in the
post-rotation metagame. Nobility and Pride and Full Moon are two
John Talbain cards that really make lifegain a viable strategy for survival for
the forseeable future.
The large amount of
VG cards have also led to STG creating answers - Containing the Power is
one, and the much-maligned Samurai Showdown another. Still, I don't
think it's quite enough to actively discourage use of it if the PDR/CDR/DBN
trifecta is not available in your particular resource.
While I certainly
haven't covered everything, I do think I've given enough examples to illustrate
my point - pushing damage through ain't what it used to be. While some of my
peers have expressed dismay at the power level of some of these options, I
would rather have it too far in the favor of damage mitigation than the opposite.
A slower game is a healthier game. As always, I hope this has been a helpful
little piece and for any questions/comments/criticisms, feel free to PM me on
the STG boards or contact me via email at
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Next week
I'll discuss deckout as a legitimate victory condition, it should be fun. Till
next time...
-Vik
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