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Ekat Degen vs a European Gauntlet

Ekat Leader

Tomoe Sangoe
Ren
Miyato and Ota
Torsten Vakt
Yevgeni

Motion to Delay
Stand Your Ground
Shifting Tides
Leshiye of the Wood 
The Boar's Guile 

1x Grandfather's Hammer 
1x Strength of Ten
1x Severing Arc
1x Blood Like Winter 
2x Relentless 
2x Justice Served Cold
2x Mireli Sabre
2x Borets
2x Indom Will
2x Strong Hands
2x Greed
2x Matushka's Command
2x Razrushitel
2x Stubborn
2x Sunder
2x Lodestone
2x Point of Order
2x Bravado
2x Unsanctioned Duel
2x Sabre
2x Sturdy Shield
2x Astute

Helloooo Everyone!

I am still trying to figure out how good this Ekat Degen list is. So, I’m sending it through a European Gauntlet on stream https://www.twitch.tv/tomsepicgaming!
Link to list, breakdown, and conversation: https://discord.com/channels/643518732999589892/1520654758300356608

We will be facing off against Diantre (E. Zonneveld), the European 2026 champion this Sunday July 5th starting at 06:15am CDT. She will be playing her Kaspar Pacifist Deck below. Link to list, breakdown, and conversation: https://discord.com/channels/643518732999589892/1519121911282405416

Diantre will be streaming her side as well at: https://www.twitch.tv/diantre__

Faction: Eisen
Leader: Kaspar Dietrich
Approach Deck
Rosine Friese
Otto Streit
Philip Hase
Edeline Trinken
Hans Offenheim
Through Thick and Thin
Marooned
Midnight Shipment 
Armed and Marshalled
Song of Eisen
 
Faction Deck
Ambitious x1
Dark Gift x1
Kaiser Schnurrbart x1
Cross of the Martyrs x1
Opulence x2
Seek Each Devil x2
Last Word x2
Fight Through the Pain x2
Harpoon x2
Leather Spaulders x2
Appealing to the People x2
Vantage Point x2
Hexenjagd x2
Press the Advantage x2
Hidden Corridors x2
Regroup x2
Stratege x2
Well Equipped x2
Commanding x2
Uppman’s Jacket x2
Throwing Knife x2
Lodestone x2

On Sat July 18th, starting at 11:00am CDT (day set, time tentative), we will have a double header (order undecided) against both
Flukeytuba (S. McLeish) on Give’em the clamps! (The Don)
Link to list, breakdown, and conversation: https://discord.com/channels/643518732999589892/1341760332917510164

and Bighammer (D. Laing) on his Soline deck.
Link to list, breakdown, and conversation: https://discord.com/channels/643518732999589892/1519123076351131791

Faction: Vodacce
Leader: The Don
Approach Deck
Benci Bommarito 
Sibella Scarpa
Desideria Colomberia
Servo Scarpa
Vittoria Anselmo
Let's haggle
No Mercy
Blood Money
Crash the Party
Plans Within Plans

Faction Deck
Unyielding Loyalty x1
Buratino x1
Dante x1
Angelo x1
Alice x1
Stiletto x2
Murder x2
Pack Tactics x2
Worldly x2
Rattle the Rigging x2
Unsanctioned Duel x2
Pull x2
Relentless x2
Bleed Out x2
Objection x2
Loadstone x2
Fates Whisper x1
Upman’s Jacket x2
Rough ‘Em Up x2
Bravos x2
Quick Reflexes x2
Pressure x2
Veronica's Guile x2
Leader: Soline “El Gato”
Approach Deck
“Prima” Rosa
Iñigo Rococo
Sanjay
“Madre” Dolores
Iago Carlos de Soldano
Proper Study
Shifting Blame
The Cat’s Embargo
Meeting of Minds
Castillan Caper
 
Faction Deck

Adaptable x1
Ambitious x1
Ciphered Tome x1
Wily x1
Night of Drinking x2
Improvising x2
Unsanctioned Duel x2
Relentless x2
Raise the Stakes x2
You Cheated! x2
Greed x2
Tend the Wounded x2
Taunt x2
Uppman’s Jacket x2
Carnival x2
Heroic Intervention x2
Panacea x2
Solvente Universal x2
Amour x2
Comforting x2
Hidden Corridors x2
Lodestone x2

To tide you over, we have a saved stream of Baconator (D. Bacon) piloting Rubic’s (J. Ritchie) Angeline deck against us: https://www.twitch.tv/videos/2811197437
Link to the list: https://discord.com/channels/643518732999589892/1519122586456555541
Link to the breakdown and conversation: https://discord.com/channels/643518732999589892/1006361189141446686/1519683685551444059

Leader: Angeline Demone
Approach Deck
Axelle Hubert
Guillén De Murrieta
Grand Merchant Anghos
Horatio Lockwood
Maxime De Lafayette
Let The Sword Decide
No Rest for the Wicked
Shifting Tides
Sworn Swords
Until Morale Improves
 
Faction Deck
Ambitious x1
Honourable x1
Porte Travel x1
Croc de Lion x1
La Voix de sans Voix x1
A Heroic End x1
Tabard of the Fallen Musketeer x1
Legendary Reputation x2
Defending Honor x2
Valiant Spirit x2
Gallant Deeds x2
Pull x2
Come Hither x2
Blood Mark x2
Bloody Entrance x2
Broken Time x2
Comforting x2
Master of Valroux Style x2
Valroux Exemplar x2
Cavalier Hat x2
Corpse Speak x2
Lodestone x2
Mastercrafted Rapier x2
Sabre x2

Looking forward to seeing what happens in these games!

Deck Changes So Far

Based off of feedback from the discord and games played. These are the changes I have made so far. Mostly making it more likely to kill approach characters when they disrespect us and walk in front of our fighters (the absolute nerve).

Decided to finally cut the one-of Collateral Damage even though the Twins can double it. The main reasoning being, we aren’t expecting to have multiple characters stacked up against us often (because murder). [If I do decide to run this list at Gen Con instead of Daniealla: Take No Fair Fights https://www.tomsepicgaming.com/new-daniella-deck-gen-con-contender/ or a new deck I haven’t built yet {or Cesca…}, I will probably shove Collateral Damage back in {although it would take forever to decide what to swap for it}. You’ve been warned.]

-1 Blood Like Winter [currently 1x]
-1 Collateral Damage (THE MEMES, such sadness) [currently 0x]
+1 Relentless [currently 2x]
+1 Justice Served Cold [currently 2x]

Considering trying to jam 1 copy of Matchlock Musket in to have access to another 5-thrust card and another (very expensive) wounding card. I think the cut would have to be one of our two Lodestones to increase our offensive threat distribution.

Standard Reminder of Open Challenges

As always, if you have any interest in getting in any 7th Sea games against me, I am always happy to accept challenges, either on stream or off-stream. Just shoot me a comment on here or a message on Discord. I much prefer scheduling a game then advertising or responding in the Looking for Game channel (because I’m awkward).

Daniella Domination

This is a deck that exists and can day 1 dominate. I will not be running it because I much prefer hybrid decks (and winning day 2+, usually with some violence). Not a fully optimized list, as none of mine are, but gets the job done.

Deck Image, list below

Daniella Dietrich (Leader)

Kaspar Dietrich (Approach)
Philip Hase
Rosine Friese
Schwester Ise
Edeline Trinken

Through Thick and Thin
A Shared Interest
Midnight Shipment
Armed and Marshalled
Until Morale Improves

2x Well Equipped
2x Silver Tongue
2x Appealing to the People
2x Oppulence
2x Press the Advantage
2x Trial of Faith
2x Devotion
2x Lodestone
2x Stratege
2x Seek Each Devil
2x Regroup
2x Hidden Corridors
1x Dark Gift
2x Pull
2x Uppman’s Jacket
2x Harpoon
2x Throwing Knife
1x Last Word
2x Not Today
2x Hexenjagd
2x Commanding

New Daniella Deck Gen Con Contender

Howdy! I have it down to playing either Cesca, Angeline, or Daniella at Gen Con 2026. Here’s the new Daniella list I might play, added to https://www.tomsepicgaming.com/the-everything-you-need-to-know-to-beat-the-current-two-time-7th-sea-city-of-five-sails-champion-series/ with the other decks I’m currently considering.

Image of Decklist included below

Daniella Dietrich (Leader)

Rosine Friese
Terrell Brandt
Phillip Hase
Kaspar Dietrich (Approach)
Tomas E Spielen

Midnight Shipment
The Song of Eisen
Armed and Marshalled
Teeth of the Drachen
Through Thick and Thin

2x Seek Each Devil
2x Hexenjagd
2x Langschwert
1x Stratege
1x Opulence
1x Dark Gift
1x Kaspar’s Panzerhand
2x Move Along
2x Fight Through the Pain
2x Pull
2x Devotion
2x Matchlock Musket
2x Breastplate
2x Unsavory Salve
2x Improvised Weapon (FISH!!!)
2x Regroup
2x Sabre
2x Well-Equipped
2x Yield
2x Appealing to the People
2x Lodestone
2x No More Words

(This list isn’t leaning into it as hard as it can, but watch out for Domination Daniella. It is a very real thing.)

Sanjay’s Various Aggression Levels

Shows the deck lists for 3 Sanjay lists, high aggro, low aggro, and medium aggro/Gen Con and how they overlap. Cleaner lists are included on the images below, here are the crossovers.

All 3 decks run:
The Cat's Embargo, Castillian Caper, and Proper Study

Maximum copies of Improvising, Night of Drinking, Raise the Stakes, Taunt, El Gato's Mask, Adaptable, Concealed Flintlock, and Quick Reflexes. They all also run various amounts of Passionate and Curious.

High Aggro and Low Aggro cross over with a subset of the academic package including Madre Dolores, Iago Carlos De Soldano, and Giacinto with 2 copies of each Panacea, Cats in Every Corner, and Solvente Universal.

High Aggro and Medium Aggro crossover with Maya De La Rioja, and maximum copies of Roll the Bones, Life in the Canals, Unsanctioned Duel, and Ambitious.

Low Aggro and Medium Aggro crossover with Damya Kahina and  maximum copies of Mysta, Amour, and Siesta with Drinking Games, Hop on Board, and Heroic Intervention being either one-of or two-of

Cards unique to a single deck are as follows. For High Aggro, Torvo Espada, Let the Sword Decide, Explosive Ultimatum, Gold Or Steel, The Cat's Glass, Sabre, Bleed Out, Worldly, Main Gauche

For Low Aggro:
Soline El Gato (approach), A Shared Interest, Smuggling Run, Leverage, Rapsodia, Ciphered Tome, Greed

For Medium Aggro
Prima Rosa, Makepeace Botwighte, Inigo Rocoso, When Least Expected, Let's Haggle, Unfortunate, Gallegos Blade, Torres Cloak, You Cheated!, Uppman's Jacket

I convinced myself to replace the Concealed Flintlocks in Low-Aggro Sanjay with Sturdy Shields at the end of writing this article.

*Grumbling* For Low-Aggro Sanjay, wrote myself into replacing
2x Concealed Flintlock with
2x Sturdy Shield
You’ll see below.

High Aggro Sanjay

Sanjay Leader
8 resolve
2 combat
3 finesse
2 influence
5 crew cap
6 panache
leader, villain, Pirate, Duelist, Aragosta

Sanjay's gambled combat cards have +1 riposte

Reaction: When Sanjya's challenge is refused - Collect a Renown from his location.

City Action: Target an opposing character - If their controller has fewer cards in hand than you, Sanjay issues an influence challenge to that character

So, I was building a new aggro Sanjay list after the most recent expansion was finalized and put onto Table Top Simulator. I was trying for maximum milking of Sanjay’s abilities, all of which focus around being in/initiating duels. Figured, okay, why not just maximize his fighting ability? 

Make his challenges as threatening as possible (Sabre, El Gato’s Mask, Raise the Stakes, Unsanctioned Duel) and ramp the non-dash riposte RPT up as high as possible (excluding great cards like Drinking Games in exchange for also great cards like Roll the Bones [yes I said great and compared these two cards *truthful, yet impish glare*]). Better throw in some defensive/hybrid offhands (Concealed Flintlock [which rewards you for gambling] and Main Gauche). No reason not to run Worldly (…although I probably will actually be claiming because Madre…) and Quick Reflexes, and I’ll absolutely include the Castillian staples that give me access to that sweet, sweet average 2/3 ripostable-boosting RPT (Night of Drinking, Improvising). 

Gotta run Panacea as the new-kid in the Castillian staples roster (even if the RPT is slightly below average), which means I’ll need to include Discovery/Alquimia (already have Worldy, but Cats in Every Corner and Solvente Universal come in), and Academics to wield it. Madre, I would appreciate your delicious 3-inf charisma and resolve mending ways. Iago, stand over there and look pretty, I’ll call you when I need you. Oh right! Giacinto! We’ve got space.

We do need to back up a second real quick though. Torvo, have I got the deck for you! Backed it with all the best Castillian RPT (quite threatening now actually) so your city action and stat-line are threatening in a, he might actually survive a duel way?! Maya, my champion, I humbly request your aid again. Got some nerds to hunt.

No way we aren’t running Castillian Caper for that super high initiative. Throw some +1 panache schemes in there (The Cat’s Embargo, Proper Study, Let the Sword Decide-ish), and we care about wounds, so why not try the new Explosive Ultimatum

Taunt, Curious, Adaptable, and Ambitious are just great. Gold or Steel, The Cat’s Glass are just RPT. Life in the Canals … … … emhhhhhhhhhhhhhhh ehhh … sigh, I want to like you, and at 3/3 I think I can. But you’ve hurt me in the past… But I guess I don’t learn … Passionate. Bleed Out for villainous-finishing. (See how I ended on that one! Villainous-finishing indeed. *maniacal giggling* [You rolling your eyes means I win.])

If you know me, obviously there was a toooooon more hemming and hawing as I went, and we’ll touch on that, but first. After finishing this list, I went to look at my last saved Sanjay list used during play-testing, AND IT WAS ALMOST IDENTICAL!!! How did I not have greater insights into potential Sanjay shenanigans than past Tom!?!?!?! Is this the only way to build Sanjay!? All his abilities revolve around combat, so obviously I want the best combat possible right? If I want the best combat possible, don’t I have to run this list almost exactly as is? Maybe swap out some cards others insist I shouldn’t run, but I do because I’m stubborn? Where is the fun in this leader if my deck building is so necessarily proscribed? Where’s the spice?! … *existential brooding* … … … … … … … … … … … … … … … … … … … … … … … . . . .. … .. . … .. . . . . .. .. . 

Image of all of the cards in High Aggro Sanjay laid out.

Decklist: 
Giacinto, 
Madre Dolores, 
Maya De La Rioja, 
Torvo Espada
The Cat's Embargo, 
Castillian Caper, 
Proper Study, 
Let the Sword Decide, 
Explosvie Ultimatum

2 Improvising
2 Night of Drinking
2 Raise the Stakes
2 Taunt
1 Passionate
2 Curious
1 El Gato's Mask
1 Adaptable
2 Concealed Flintlock
2 Quick Reflexes

2 Panacea
2 Cats in Every Corner
2 Solvente Universal
2 Roll the Bones
2 Life in the Canals
2 Unsanctioned Duel
1 Ambitious

2 Gold or Steel
1 The Cat's Glass
2 Sabre
2 Bleed out
2 Worldly
1 Main Gauche
HighAggroSanjay

Hmmmmmmmmmmmm, maybe, Low-Aggro?

What if …? What if, instead of maximizing my fights … I just maximize my survival …? Instead of shunting away as many dash-riposte cards as possible … I reach out to all cards that offer 3+ defense… Sanjay can still get into fights …, but it is more about bodyguarding for his support staff. We can still issue inf challenges, and if we only get a wound or two out of it, still something. We still get the +riposte of gambled cards for cards that become 3 defense with it. We can still potentially draw cards out from our opponent’s hand (Mysta on challenge) and/or get them into Raise the Stakes trouble if they try to dodge our renown collection refusal punishment… Hmmmmmmmmmmmmmmmmmmmmm.

Soline is an interesting Approach character who isn’t seeing much play/conversation. We’ll still run the Academic core of Madre (recruiter), Iago (back-up bodyguard + 2 influence), and Giacinto, but Giacinto is likely our day 3 recruit now instead of Iago. Damya can hang out on the bench for day 5 (with her Giacinto stats which work great for us and strong abilities, which we really did not build into).

The 3 classic Castillain schemes stay. A Shared Interest is excellent day 2+ (and gives 3-parry Leverage some additional gas). Smuggling Run can be interesting with Soline (but likely hangs out with Damya until day 5).

Okay, the major differences we haven’t touched on yet. Ciphered Tome, so so good. Do you know how frustrating it is to play against a Dave-equipped Ciphered Tome? Very, respectfully, very. (Love you Dave!) I didn’t feel we had space for it in the violence list, especially as our main Violencers aren’t academics themselves. Greed and Siesta give us more high defense RPT in addition to excellent effects. Hop on Board and Heroic Intervention give Sanjay more tools to be an absolute pest. Amour, 1-of Drinking Games, and 1-of Rapsodia give us more incredibly powerful effects at the cost of our brutal aggro RPT. We even get to run 2x Passionate!

Image of all of the Low Aggro Sanjay cards laid out

Decklist:
Madre Dolores
Iago Carlos De Soldano
Giacinto
Soline El Gato
Damya Kahina

The Cat's Embargo
Castillian Caper
Proper Study
A Shared Interest
Smuggling Run

2 Improvising
2 Night of Drinking
2 Raise the Stakes
2 Taunt
2 Passionate
2 Curious
1 El Gato's Mask
1 Adaptable
2 Concealed Flintlock pictured although I'm updating the list to 2 Sturdy Shield instead
2 Quick Reflexes

2 Panacea
2 Cats In Every Corner
2 Solvente Universal
2 Leverage
1 Rapsodia
1 Ciphered Tome
2 Greed

1 Mysta
1 Drinking Games
2 Amour
2 Siesta
2 Hop on Board
2 Heroic Intervention
LowAggroSanjay

Dang it Tom! Convincing yourself to replace 2x Concealed Flintlock with 2x Sturdy Shield still farther below.

Gen Con List (Medium Aggro)

As you can see in the list breakdown image at the top of the article, I am amused that my Gen Con-winning list basically happened to be a mashup of these two later lists. It didn’t have access to the academics package yet (which now solidifies my desire to muster 3-inf Madre day 1 for recruiting), so I was able to bring the soul-skewering “Prima” Rosa. (If the opponent discards a card, it is effectively the same thing as recruiting at 3, right? Right?!?!?!? *sobs* [A tear legitimately came to my left eye just then.]) Looks like I can honestly say my body has a physical reaction to not getting maximum recruiting value, but she is sooooooooo goooooood and fun (*grumbling as I realize my brain is going to make me build another updated Sanjay list featuring Rosa back in the lead*). 

Unfortunate and Gallegos Blade were included in attempt to glean even more value from Sanjay’s gambling. You Cheated! was a way for my scoundrels to potentially come to Sanjay’s aid against Eisen/Ussura big thrust challenges. Torres Cloak was there to help Inigo get to 2-Fin (I have better uses for Inigo now).  Uppman’s Jacket was another way to boost Sanjay to 3-inf challenges. Oh yeah, and Makepeace is great. Go Home, you’re drunk (after trouncing them in some Drinking Games).

Image of all of the Medium Aggro / Gen Con Sanjay cards laid out

Decklist:
Prima Rosa
Makepeace Botwighte
Inigo Rocoso
Maya De La Rioja
Damya Kahina
MediumAggroSanjay

Additional Considerations

All of the cards in the decks were included for pretty much the reasons I express for including them in my overarching deck building article: https://www.tomsepicgaming.com/the-everything-you-need-to-know-to-beat-the-current-two-time-7th-sea-city-of-five-sails-champion-series/
(I hadn’t gotten around to writing those yet, so adding after the conclusion of this article too. Ughhhhhhhhhh, haven’t had the time/energy to complete for all cards, posting anyways.)

Other cards I considered:
Research: another way to pay for Panacea, but dash-riposte
Silver Tongue: another 4/2 for low-aggro Sanjay, but I don’t like the effect that much
Carnival: another 3/2 for low-aggro Sanjay, strong anti-merc effect if you get out-initiatived, and can even remove events your opponent was forced to play around. Nothing I’d particularly want to take out for it, but it could swap with Greed (or Passionate)
Honorable: another 3/4 for high-aggro Sanjay, that can issue a 3-threat fin challenge, but only if behind on characters. Good chance this is actually worth including because thugs, Rep Meritee, Kaspar, and theoretically not recruiting more mercs?! Also, only 5 crew cap. (I’d probably put it in but don’t feel like it this moment.)
I Know That Trick: 3/3 for Sanjay that could easily become a 4/4 against fighting decks and/or get access to interesting techniques like Leader Angeline
Relentless: 2/5 for highest-aggro Sanjay, didn’t want Sanjay taking a wound especially when Bleed Out is 0-cost, even though Bleed Out gives a window to heal
Lodestone: always a consideration, but RPT doesn’t work particularly for high-aggro, and low-aggro has a bunch of movement already
Leather Spaulders: 2/4 for either version, but that isn’t a super attractive RPT for either, especially since only 1/3 for everyone else. +1 resolve and a once-a-day wound cancel could be worth it though, especially against leaders Angeline and Cesca
Sturdy Shield: At 0/2/2 instead of -/2/2, there is a very real consideration for running this instead of or in addition to Concealed Flintlock, especially in low-aggro Sanjay (11-dash parry cards in High aggro vs 6-dash parry in low aggro). My hemming and hawing has returned. I don’t think I want 4 copies of both together, because I do want more interesting effects available to me, but it likely should replace Concealed Flintlock in low-aggro, but it is only 3/3 combat card instead of a … 3/4? Yeeeaaahh? Probably replace Concealed Flintlock in low-aggro, especially for the -/3/X cards and Amour… *annoyed* in that I am making more work for myself. Also, removing the option for my opponent to wound Sanjay in exchange for a wound to themself seems worthwhile against someone trying to assassinate him, but maybe that means they can play an extra combat card …. uahhhhhhhhhhhhhhhhhhh. Screw it.

Technical Considerations, but not really for me
Tending the Wounded: another 3/2 for low-aggro Sanjay, but expensive heal
Breastplate: another 3/1 for low-aggro Sanjay
A New Strategy: another 3/4 for high-aggro Sanjay, but MY RENOWN!!!!!!
Harpoon: another 3/4 for high-aggro Sanjay, but it engages so is once per day and competes with Sabre
Confusion: another 3/4 for high-aggro Sanjay, but it costs a card making it harder for us to use his city action, even if it does force someone out to use it on
Sea LegsOpulence: strong effects, but I’d rather have the other bad-RPT cards of Taunt (terrible), Passionate, Life in the Canals, Ambitious, Main Gauche, Rapsodia, Ciphered Tome, Drinking Games, and/or Amour so I don’t have room for terrible-RPT

Conclusion

Cool. I don’t have much more to say. Feel free to ask any questions, provide comments as usual. (My own blog with no ad-revenue so purely if you want to, which is encouraged. Doing things you want to do instead of just what you should do is something I have had to actually strive for. [Which also partially informs my even more unhinged writing style recently, not that I particularly held it back before.])

My god, I am rereading this a few days after writing it, and boy was I in an interesting mood when I wrote this. Had a lot of fun doing so, so let me know how you feel about that style. Positive reinforcement and I will likely unleash it more often, … negative reinforcement might sap some of my energy to write more … (no promises though).

Castille Card by Card Breakdowns

Looking at what I had already written for Castille, I don’t like how I broke them down, so I’m just going to talk about each card individually and not outright tier them, even if my tiers where a bit out of the ordinary. (What this means in practice is that, similar to how I build decks, instead of working off of what I already wrote, I am going to rewrite all of them. I dislike that this is how my brain works, but I’ve learned not to fight it.) [Since I haven’t gotten around to actually finish these, I’m just going to add everything I’ve already written into the main article now.]

  • Taunt: Love this card (and hate it). 1-cost move effect is fair. The fact that this can move an enemy from their home is quite relevant, primarily for murder. The maneuver is basically never worth it, since at best you are trading 1 card for 1 card, terrible if played from hand, especially since the RPT is absolute trash. This is a card I frequently include in Castille, but due to its terrible RPT, it means I have less space for other terrible RPT cards.
  • Roll the Bones: I like this card much more than most people it seems. People compare it unfavorably to Broken Time in Montaigne, but this card can be played by any Castillian regardless of traits. Hitting cards that rely on maneuvers for RPT like Adaptable is rough, but +1 riposte is a big deal. The Scoundrel bonus is just that, a bonus, not a requirement. Good.
  • Robbery: I like this card less than other people. Not a huge fan of the Pirate City Action to equip your trash from your discard pile. Pirate Maneuver is interesting, especially since it can even steal uniques like Grandfather’s Hammer or Crystal Eye, but, it’s a 2/3, meh? It is dash-riposte so neither Sanjay nor Main Gauche can buff it. You could buff the defense with Sturdy Shield or Concealed Flintlock, but still meh. You even need to get into a situation where you could play a combat card to even trigger this, so pure pacifist is probably off the table, although you do have access to both Raise the Stakes and Unsanctioned Duel. Maybe this is worth it against a non-Yevgeni, non-thrust-buffed challenge? Assuming it is a 3-threat challenge coming in, then you would only take 1 wound to steal their attachment. But, if they have a combat based attachment, with a technique that can be used on challenge, they likely already used that technique, so you can’t deny them the use of the technique, and you won’t be able to use that technique that round. It is really hard for me to justify including this card. Torvo though…
  • Carnaval: Very solid. 3/2 RPT is great (especially for Inigo). If your opponent out-initiatives you, you can use this to deny them a merc recruit that they bee-line for. It can even remove an event from play to allow for some unexpected shenanigans. The City Action that requires an en garde performer to engage to make a city location uncontrolled has never seemed particularly worth it.
  • Research: Solid card, best justification for including it now is for Panacea discount. In general though, Castille has plenty of really obnoxious cards that being able to replay one of 3 of your choice will probably be quite annoying for your opponent
  • Nothing Personal: *Wince* Not great. 2/1 RPT, although Torvo and Sanjay can buff it to a 3/2. Spend 1 to wound adversary and potentially make them lose control or take another wound (assuming 3 com which is not Sanjay). Really hard to justify including
  • Night of Drinking: Run these. One of the strongest cards in the game and one of the best reasons to play Castille. I can’t reasonably think of a situation why you wouldn’t want this card. This can even counter maneuvers on combat cards like Broken Time (although you have to announce you are using it before they choose to resolve/pay for said maneuver). Super, super good.
  • Life in the Canals: Hmmmm. Not worth playing from hand. It is just a 2/2 that effectively replaces itself in that scenario. If you can gamble into it though, then it gives +1 card advantage (assuming your combatant can make use of one of the maneuvers). Not having any dashes is quite nice. I want to like it, and I do run it, but I don’t know.
  • It’s Personal: 1/2 RPT is sooooo bad. If you can get the kill with the maneuver’s wound granting you the free claim, that is really, really good especially as it means they can’t chuck another combat card at you, but it is not easy to set up, and with its terrible RPT, your character might die to do it. Tooo situational, and that is coming from someone who loves situational cards. Torvo and Sanjay can buff it, but still
  • Improvising: Odds are, your opponent will have some worthwhile risks to play. The flexibility this card gives can be quite nice, and it can force your opponent into choosing combat cards and or not making plays that could put strong risks into their discard pile for you. Against certain decks, Strega Vodacce for instance, you might be keyword locked out of your opponent’s strongest Risks, and you might not get what you need, so it is a … risk. I have cut this card on multiple occasions, but it also won me a Gen Con. (Stratege is a pretty good card too.)
  • Drinking Games: Engage effects are strong. Leaders will almost always out resolve non-leaders. Soline being able to react move in front of a character after your opponent’s move, then immediately use this, pretty nice. I frequently run this card.
  • Amour: This card. Harumph. Castille’s 2-parry parry-out, so, hard to justify not running in all but the absolute most aggressive decks (and even then). Add that to the fact that this is a 1-cost engage and move home effect, which is really powerful. What’s that you say, but you’re sending your own dude home engaged, and I hear that is really powerful for your opponent, so … how is this good? Well, not all characters are created equal at all times *cough* mercenary Penya. Your one wound from death character (or Soline with reaction into this … *targeted glaring* …) sending an en garde Grandfather’s Hammer equipped Yevgeni home is quite the coup for you. Further, it is a good way to get your at-risk Leader out of the city while providing you value. More directly, this can hit leaders, fighters equipped with multiple attachments and potentially extra challenges in hand, your opponent’s last en garde character who was going to go for the claim, etc.
  • Adaptable: This is the reason you always need to be paying attention when your Castillian-opponent has the initiative. A no-contest claim, that can be used by either leader or any other pirate on a Castillian crew (including mercs), that doesn’t need your performer to be en garde. Disgusting. This card is what makes the Castillian-Domination game so threatening. Even just swinging your opponent’s 2-influence location to your favor is devastating. Run this. The not-first player city action could also be used as a claim, but more fair. It could also be used to throw another challenge. A 1-cost 4/2 RPT combat card is also pretty solid (even if it makes Roll the Bones sad).
  • Unfortunate: This is only equipable when played as your combat card in a duel; which means you are only negating one threat coming in at you while sending 4 threat back. If your adversary dies to that 4-threat, this has no-effect, and if your character dies to do so, that is unfortunate. 
    This can kick your adversary off of various breakpoints though, knocking off Leather Spaulders, downgrading Main Gauche’s technique, preventing Quick Reflexes’ maneuver, knocking an opponent’s restricted hostilities down by 1 in a Fin-duel (for the next round), etc. It can be particularly nasty when trying to assassinate a leader or in response to a defensive deck trying to gain value by gambling into 3/1s. I’m still undecided on this card. I hated it at first, for the first paragraph above, but it intrigues me for the second.
  • Gallegos Blade: questionable
  • The Cat’s Glass: only RPT
  • Solvente Universal: solid
  • Rapsodia: interesting
  • Panacea: fantastic
  • Cats in Every Corner: Panacea fodder, but also potentially a surprise recruit or event
  • Ciphered Tome: amazing
  • Wily: I don’t like it because I don’t run heavy scoundrels often, but 5/5 is good
  • Proper Drama: seems reasonable in a scoundrel deck
  • Passionate: very situational, below average rpt, but can be an on-cost en garde effect, when it hits
  • Curious: 0-cost movement effects are great
  • Torres Cloak: not sure
  • El Gato’s Mask: Sanjay auto-include, reasonable for any fight deck probably
  • You Cheated!: *Sigh* anti-me (Eisen Overwhelming Threat) card is effective
  • Siesta: I like it a lot
  • Raise the Stakes: absolute top-tier card
  • Gold or Steel: for when you want all-aggro
  • Mysta: hmmmm
  • Damya Kahina: seems reasonable
  • Torvo Espada: solid if all-fight
  • “Prima” Rosa: super good
  • Lucas Martinez: unsure
  • Raton: probably not
  • Patricia Moustakas: I still like her, although I haven’t been playing her
  • Lorenzo De Zepeda: intervening with You Cheated + his technique is nasty
  • “Madre” Dolores: excellent
  • Maya De La Rioja: excellent
  • “Padre” Anibal: muuuuuuch better than you think
  • Sanjay (Approach): *Shakes head* and people complain about Rosine
  • Makepeace Botwighte: solid, “you sure you want to engage to claim” *smug*
  • Inigo Rocoso: yeah, crazy strong, possibly problematic, we’ll theoretically get to his deck at some point
  • Soline El Gato (Approach): I like them and want to experiment more
  • Andare De Castillo: seems solid
  • Giacinto: Strong academic, good passive, good ability
  • Iago Carlos De Soldano: Strong academic all-arounder
  • The Cat’s Embargo: hard to justify not running a +1 panache scheme with pretty high init and an upside
  • Shifting Blame: solid
  • Castillian Caper: Montaigne is faster now, get rekt. Still run this in all Castille decks
  • Rumors of the Crimson Roger: Puts 2 renown onto a single location, then gives some Pirate actions, “there you go Patricia…oh no, LESHIYE!!!!!!!!”
  • Proper Study: Another reasonably fast +1 init scheme that can filter to your more important cards, as you see, I’ll run it with no academics. Also Padre
  • When Least Expected: People love them their Lorenzo
  • Explosive Ultimatum: Interesting for a combat capabable deck
  • Meeting of the Minds: Solid

*Sigh* I’d like to get to the rest of these fleshed out at some point, but I threw some fast and dirty thoughts at them.

Oh right:

  • Soline El Gato (Leader): Fantastic. That reaction move speed being able to be used before either your opponent’s action or your action is great. -1 Fin is really nasty, particularly against low-Fin fighters. You Cheated! is just mean with them. 
  • Sanjay (Leader): Hmmmmmm. Super cool idea. Hardest leader to kill. A bit too straight-forward for my taste for longevity of wanting to play. That being said, low-aggro Sanjay enabling the use of interesting Castillian approach characters is interesting. Approach Soline, baby!

(yeah, I can end on a medium ironic use of baby!)

The “Everything You Need to Know to Beat the Current Two-Time 7th Sea : City of Five Sails Champion” Series

Hello! I am the current two-time World (Gen Con) champion of 7th Sea : City of Five Sails, and I want to share my knowledge with anyone interested. I generally tend to approach the game fairly differently from most people, in large part because I adore trying to prove established knowledge wrong, especially my own. Ussura is trash in the core set and only Pacifist is good?! Yevgeni, his hammer, (and some excellent City Deck luck) disagreed at Gen Con 2024. (Wiiiiith, a couple cards from the expansion.)

This article contains my honest opinions, decks, etc. (nothing held back or out-of-bounds to ask about). That being said, I am positive I have not achieved The Ultimate Understandingso I look forward to hearing where people disagree. If there is a consensus on something, you can bet I’ll actively try to disprove it, if possible (or incorporate it). For the person who told me I was wrong to hate on Shifting Tides, it is now playing a vital role in my Ekaterina Degenerate deck!

As a heads up, I use Show/Hide tags to (artificially deflate the size of my articles) keep some of the more **hmm** extraneous? information streamlined out for those desiring. (I’m almost certainly over using them here, but I went waaaaay overboard.)

Decklists

These are the decks I plan to write about. I have not decided on an order for writing them yet, so let me know in the comments, discord, direct message here, etc if there are any decks people want to push to the top of my queue. (Stating one is trash and/or has a lot of problems/sub-optimal choices will be the most effective method):

**Disclaimer**
These are not optimally fine-tuned decks, and many of them rely on very different and contradictory playstyles to extract maximum value. There are certainly some sub-optimal cards and potentially some important omissions. I will be revising all of them as I write about them. That being said, I would consider bringing any of these decks to a tournament as is (at least in this moment before I revise them), not that I recommend doing the same to someone who doesn’t have my same ridiculousness.**

Ussura

Eisen

Montaigne

Castille

Vodacce

General Deck Building Approach

Packages!

These are the general packages of cards I consider when building decks, depending on what I want them to do. Based off of the card pool through Blood and Salt expansion.

(This is where I really went overboard. I ended up starting a breakdown of every card in every faction, and it has been taking me so much longer than anticipated. So, I am going to post one faction at a time, then update this article with them as we go. In addition, I want to include the direct relations after each card as well. For example, all hunter-related cards after Philip Hase, etc.

I did finish my packages by deck archetype though, so including them now.)

For the faction-specific breakdowns and neutrals, I have broken them into three pseudo-tiers:

Effective Auto-Includes for Each Faction/Leader (Sorry Carl!)

For me, all of the cards in this group are hard to justify not including (sometimes I can!). 

Cards in italics are on the edge and/or non-unique one-ofs.

[As with all things, my opinion, feel free to refute and/or challenge me to a (streamed?) game to prove me wrong]

Hard to Justify Cards for Each Faction/Leader

These cards are rarely in my decks. I need very specific reasons to even consider them.

All Other Cards for Each Faction/Leader

A range of power levels but all playable cards.

Eisen

Will be added at a future date

Ussura

Will be added at a future date

Montaigne

Will be added at a future date

Castille

  • Taunt: Love this card (and hate it). 1-cost move effect is fair. The fact that this can move an enemy from their home is quite relevant, primarily for murder. The maneuver is basically never worth it, since at best you are trading 1 card for 1 card, terrible if played from hand, especially since the RPT is absolute trash. This is a card I frequently include in Castille, but due to its terrible RPT, it means I have less space for other terrible RPT cards.
  • Roll the Bones: I like this card much more than most people it seems. People compare it unfavorably to Broken Time in Montaigne, but this card can be played by any Castillian regardless of traits. Hitting cards that rely on maneuvers for RPT like Adaptable is rough, but +1 riposte is a big deal. The Scoundrel bonus is just that, a bonus, not a requirement. Good.
  • Robbery: I like this card less than other people. Not a huge fan of the Pirate City Action to equip your trash from your discard pile. Pirate Maneuver is interesting, especially since it can even steal uniques like Grandfather’s Hammer or Crystal Eye, but, it’s a 2/3, meh? It is dash-riposte so neither Sanjay nor Main Gauche can buff it. You could buff the defense with Sturdy Shield or Concealed Flintlock, but still meh. You even need to get into a situation where you could play a combat card to even trigger this, so pure pacifist is probably off the table, although you do have access to both Raise the Stakes and Unsanctioned Duel. Maybe this is worth it against a non-Yevgeni, non-thrust-buffed challenge? Assuming it is a 3-threat challenge coming in, then you would only take 1 wound to steal their attachment. But, if they have a combat based attachment, with a technique that can be used on challenge, they likely already used that technique, so you can’t deny them the use of the technique, and you won’t be able to use that technique that round. It is really hard for me to justify including this card. Torvo though…
  • Carnaval: Very solid. 3/2 RPT is great (especially for Inigo). If your opponent out-initiatives you, you can use this to deny them a merc recruit that they bee-line for. It can even remove an event from play to allow for some unexpected shenanigans. The City Action that requires an en garde performer to engage to make a city location uncontrolled has never seemed particularly worth it.
  • Research: Solid card, best justification for including it now is for Panacea discount. In general though, Castille has plenty of really obnoxious cards that being able to replay one of 3 of your choice will probably be quite annoying for your opponent
  • Nothing Personal: *Wince* Not great. 2/1 RPT, although Torvo and Sanjay can buff it to a 3/2. Spend 1 to wound adversary and potentially make them lose control or take another wound (assuming 3 com which is not Sanjay). Really hard to justify including
  • Night of Drinking: Run these. One of the strongest cards in the game and one of the best reasons to play Castille. I can’t reasonably think of a situation why you wouldn’t want this card. This can even counter maneuvers on combat cards like Broken Time (although you have to announce you are using it before they choose to resolve/pay for said maneuver). Super, super good.
  • Life in the Canals: Hmmmm. Not worth playing from hand. It is just a 2/2 that effectively replaces itself in that scenario. If you can gamble into it though, then it gives +1 card advantage (assuming your combatant can make use of one of the maneuvers). Not having any dashes is quite nice. I want to like it, and I do run it, but I don’t know.
  • It’s Personal: 1/2 RPT is sooooo bad. If you can get the kill with the maneuver’s wound granting you the free claim, that is really, really good especially as it means they can’t chuck another combat card at you, but it is not easy to set up, and with its terrible RPT, your character might die to do it. Tooo situational, and that is coming from someone who loves situational cards. Torvo and Sanjay can buff it, but still
  • Improvising: Odds are, your opponent will have some worthwhile risks to play. The flexibility this card gives can be quite nice, and it can force your opponent into choosing combat cards and or not making plays that could put strong risks into their discard pile for you. Against certain decks, Strega Vodacce for instance, you might be keyword locked out of your opponent’s strongest Risks, and you might not get what you need, so it is a … risk. I have cut this card on multiple occasions, but it also won me a Gen Con. (Stratege is a pretty good card too.)
  • Drinking Games: Engage effects are strong. Leaders will almost always out resolve non-leaders. Soline being able to react move in front of a character after your opponent’s move, then immediately use this, pretty nice. I frequently run this card.
  • Amour: This card. Harumph. Castille’s 2-parry parry-out, so, hard to justify not running in all but the absolute most aggressive decks (and even then). Add that to the fact that this is a 1-cost engage and move home effect, which is really powerful. What’s that you say, but you’re sending your own dude home engaged, and I hear that is really powerful for your opponent, so … how is this good? Well, not all characters are created equal at all times *cough* mercenary Penya. Your one wound from death character (or Soline with reaction into this … *targeted glaring* …) sending an en garde Grandfather’s Hammer equipped Yevgeni home is quite the coup for you. Further, it is a good way to get your at-risk Leader out of the city while providing you value. More directly, this can hit leaders, fighters equipped with multiple attachments and potentially extra challenges in hand, your opponent’s last en garde character who was going to go for the claim, etc.
  • Adaptable: This is the reason you always need to be paying attention when your Castillian-opponent has the initiative. A no-contest claim, that can be used by either leader or any other pirate on a Castillian crew (including mercs), that doesn’t need your performer to be en garde. Disgusting. This card is what makes the Castillian-Domination game so threatening. Even just swinging your opponent’s 2-influence location to your favor is devastating. Run this. The not-first player city action could also be used as a claim, but more fair. It could also be used to throw another challenge. A 1-cost 4/2 RPT combat card is also pretty solid (even if it makes Roll the Bones sad).
  • Unfortunate: This is only equipable when played as your combat card in a duel; which means you are only negating one threat coming in at you while sending 4 threat back. If your adversary dies to that 4-threat, this has no-effect, and if your character dies to do so, that is unfortunate. 
    This can kick your adversary off of various breakpoints though, knocking off Leather Spaulders, downgrading Main Gauche’s technique, preventing Quick Reflexes’ maneuver, knocking an opponent’s restricted hostilities down by 1 in a Fin-duel (for the next round), etc. It can be particularly nasty when trying to assassinate a leader or in response to a defensive deck trying to gain value by gambling into 3/1s. I’m still undecided on this card. I hated it at first, for the first paragraph above, but it intrigues me for the second.
  • Gallegos Blade: questionable
  • The Cat’s Glass: only RPT
  • Solvente Universal: solid
  • Rapsodia: interesting
  • Panacea: fantastic
  • Cats in Every Corner: Panacea fodder, but also potentially a surprise recruit or event
  • Ciphered Tome: amazing
  • Wily: I don’t like it because I don’t run heavy scoundrels often, but 5/5 is good
  • Proper Drama: seems reasonable in a scoundrel deck
  • Passionate: very situational, below average rpt, but can be an on-cost en garde effect, when it hits
  • Curious: 0-cost movement effects are great
  • Torres Cloak: not sure
  • El Gato’s Mask: Sanjay auto-include, reasonable for any fight deck probably
  • You Cheated!: *Sigh* anti-me (Eisen Overwhelming Threat) card is effective
  • Siesta: I like it a lot
  • Raise the Stakes: absolute top-tier card
  • Gold or Steel: for when you want all-aggro
  • Mysta: hmmmm
  • Damya Kahina: seems reasonable
  • Torvo Espada: solid if all-fight
  • “Prima” Rosa: super good
  • Lucas Martinez: unsure
  • Raton: probably not
  • Patricia Moustakas: I still like her, although I haven’t been playing her
  • Lorenzo De Zepeda: intervening with You Cheated + his technique is nasty
  • “Madre” Dolores: excellent
  • Maya De La Rioja: excellent
  • “Padre” Anibal: muuuuuuch better than you think
  • Sanjay (Approach): *Shakes head* and people complain about Rosine
  • Makepeace Botwighte: solid, “you sure you want to engage to claim” *smug*
  • Inigo Rocoso: yeah, crazy strong, possibly problematic, we’ll theoretically get to his deck at some point
  • Soline El Gato (Approach): I like them and want to experiment more
  • Andare De Castillo: seems solid
  • Giacinto: Strong academic, good passive, good ability
  • Iago Carlos De Soldano: Strong academic all-arounder
  • The Cat’s Embargo: hard to justify not running a +1 panache scheme with pretty high init and an upside
  • Shifting Blame: solid
  • Castillian Caper: Montaigne is faster now, get rekt. Still run this in all Castille decks
  • Rumors of the Crimson Roger: Puts 2 renown onto a single location, then gives some Pirate actions, “there you go Patricia…oh no, LESHIYE!!!!!!!!”
  • Proper Study: Another reasonably fast +1 init scheme that can filter to your more important cards, as you see, I’ll run it with no academics. Also Padre
  • When Least Expected: People love them their Lorenzo
  • Explosive Ultimatum: Interesting for a combat capabable deck
  • Meeting of the Minds: Solid
  • Soline El Gato (Leader): Fantastic. That reaction move speed being able to be used before either your opponent’s action or your action is great. -1 Fin is really nasty, particularly against low-Fin fighters. You Cheated! is just mean with them. 
  • Sanjay (Leader): Hmmmmmm. Super cool idea. Hardest leader to kill. A bit too straight-forward for my taste for longevity of wanting to play. That being said, low-aggro Sanjay enabling the use of interesting Castillian approach characters is interesting. Approach Soline, baby!

Vodacce

Will be added at a future date

When Opposing Characters Must Die

When your characters plan to turn sideways (engage) to send characters to the locker.

Pacifist decks exist, are popular, and are strong. We hunt them.

Including some (but not all) of these cards are necessary to do so.



So, you’re not planning on issuing challenges, packages

Not everyone has transcended violence like us, so we’ll need to defend ourselves.

We also need to make sure we win, before the challenges stack up to our death.



Okay! Now I Just Want to Touch on Cards that Reward you for Hybrid

These are generally cards that provide defense/disruption through the threat of violence. When I refer to hybrid decks, I generally mean anything between all-out violence and all-out pacifism.



RPT Distributions Based off of Desk Archetype

I was going to grab all of the cards again, but nahhhhhh. I wrote a bit of a breakdown on it in the past: https://pineboxentertainment.com/2025/08/27/breakdown-of-rpt-a-players-guide-to-deckbuilding-in-7th-sea-city-of-five-sails/

Basically, if you don’t care about killing enemies in fights, bring all 2+ parry Parry-Outs. If you don’t care about gambling, include more strong, terrible-RPT cards like Opulence.

If you do care about gambling, have a high density of 3+ defense cards (Parry/Riposte).

If you want to make sure enemies die, especially if you don’t expect them to fight back, aside from potentially gambling into low offense cards, bring a bunch of 4+ thrust cards.

If you want to be able to kill decks that fight back, prioritize cards with at least 6 combined offense and defense. 3 Riposte cards, 2 Parry/4 Thrust Cards, etc.

(Temporary) Conclusion

My energy has been depleted for now, but if you are Curious, there will be a Glorious Second Wind at some point. 

Now that I have gotten this initial post out, I have promised to write a different article. After that, we will start going through all of the cards by Faction, then the neutrals. I’d love to pair a deck breakdown with the release of each Faction’s cards breakdown, but I’m not ready to commit to that quite yet. I’ll also see about a regular release schedule.

As always, I am open to challenges over Table Top Simulator for anyone interested. Discord is the most common option: https://ptb.discord.com/invite/EDEnW8HJ? Although can be organized on here, etc. All I ask is that you give me your preferences on the following:



7th Sea : City of Five Sails is an excellent game, and I hope you enjoy!

7th Sea : Champions Show Match

Wednesday, May 28th, 2025 at 6am CDT/12:00 BST
2024 Gen Con champion (Tom Sorenson)
will be fighting it out against the
2025 European Championship champion (Dave Laing)

The match will be live streamed at https://www.twitch.tv/tomsepicgaming using Tabletop Simulator with a recording of the match saved there in videos after the fact

We will be piloting our decks from our respective championships included below
Ussuran Decklist Breakdown
Castillian Finals Match Report

New Leaders Playtest Stream

Hellooooo! I will be battling it out for a game or two against Baconator, the 2nd place finisher from the Gen Con World Championship, Montaigne Main, and high influence banterer today September 17th at 6:30pm CDT on https://www.twitch.tv/tomsepicgaming .

I will be playing the early playtest version of Daniela (above) with playtest Eisen cards, against his early playtest version of Angeline, the new Montaigne leader. Come join in as we make mistakes playing with cards we haven’t fully grasped yet that are still subject to change. My first of two versions doesn’t even run Otto, the madness.

7th Sea Gen Con Matches (+ Stream Announcement)

Hello! I am finally getting around to writing up my notes from my 7th Sea : City of Five Sails Gen Con tournament matches. (It is going slower than I would like, so I am going to start releasing it at least 1 match at a time to keep it coming.) I played Ussura and did quite well (avoiding spoilers in case you do not know the results). Full deck breakdown can be found here: https://www.tomsepicgaming.com/ussuran-grand-admiral-gen-con-2024/ (still want to make some tweaks).

In addition, I played a few games on stream at the tournament, and I am planning on streaming my commentary on those games live this Sunday August 25, 2024 at https://www.twitch.tv/tomsepicgaming 10am CDT, which I’ll record and upload. Feel free to swing by and join me. Happy to answer any questions about the game generally, the streamed games specifically, and/or 7th Sea : City of Five Seas as a whole where I can. Possibly open up chat to challenge me over Tabletop Simulator between each streamed game and/or at the end.

In the meantime, community manager Carl and Montaigne banterer extraordinaire Baconator stream most Tuesdays (including tonight 8/20/24) at https://www.twitch.tv/pineboxentertainment starting around 6, 6:30pm CDT. Come join me and subscribe to see more 7th Seas content tonight and going forward, in addition to helping unlock more twitch perks for them!

Round 1 vs Castille (Stephen Holder “Sixkillz”)

As the first game of the tournament where I didn’t remember to take notes to help my now-self write this, it is the game I remember the least. That being said, it had a memorable ending.

Day 1

Opponent recruits Maya. I recruit Torsten. They get into a fight and somehow Maya walked away with only 1 wound to Torsten’s two?! I apparently blocked how that happened out of my memory, so let’s just say it was intentional to get Torsten to his 2 wound ability threshold. *As another reminder to myself, since I always forget and had to ask, if Torsten plays a combat card that will result in him having 2 wounds on him after resolving it, he does not get the +1 thrust until his next combat card.*

Soline manages to pick up a Burnished Cuirass. Yevgeni equips Hammer and claims, oh yeah. Hammer Yevgeni claim op. In all honesty though, as explained in the accompanying deck breakdown, I primarily use Yevgeni as a bully, sending him to the juiciest location preemptively, to intimidate my opponent into not sending anyone there. And, sometimes that works, and no one shows up. Thankfully, 1 influence is all you need to claim and get bit of Renown. This is frequently better than trying to force a fight day 1, as it leaves you your resources for day 2 when you are stronger.

Day 2

Ekaterina and Yevgeni go out into the city. Sixkillz walks a character or two in front of Ekaterina at the Docks. Not wanting violence, Ekaterina tactically retreats to the Forums, but Soline moves to meet her. Torsten does not appreciate people hunting Ekaterina, so he moves to the Forums as her bodyguard. Soline, unperturbed challenges Ekaterina, and 0-Finesse Torsten intervenes.

Combat card 1, Sunder (with Yevgeni discount), get rid of that Burnished Cuirass and send 5 (thanks to the earlier 2 wounds on him). Torsten takes 1, Soline takes 2.

Combat card 2, Sunder. Torsten takes 1, Soline takes 2.

Combat card 3, Strong Hands. Torsten takes 1 and sends Soline to the Locker.

Game 1: Ussuran Assassination victory

Round 2 vs Castille (Tim Aldridge)

This game was streamed, I will commentate it on 8/25/24 and add a link afterwards.

Round 3 vs Vodacce (Nick Pruitt)

Yevgeni smash … a trap?

Round 4 vs Montaigne (Derek Bacon “Baconator”)

Oh boy was I greedy day 1

Round 5 vs Castille (Dustin Horn)

Consistently closest game of the tournament, streamed

Quaterfinals?

Semifinals?

Finals?

Ussuran Grand Admiral : Gen Con 2024

Record: 7-1
5 Assassinations, 1 Economic on time, 1 Economic on concession
Assassinated 1 time

This is not explicitly an Assassination deck (although it certainly does).

Decklist from Gen Con 2024 Ussuran Grand Admiral, deck list below

The overall goal of this list is to utilize Yevgeni’s 4 fist and 12 resolve to send enemy non-leader characters to the locker, in order to create an overwhelming advantage for pursing an Economic/Assassination victory. It is supported by ridiculously powerful Ussuran cards.

Decklist

Approach

Leader
Yevgeni (Sorcerer)

Characters
Ekaterina Ilyanava
Torsten Vakt
Elina Georginova (Sorcerer)
Miyato and Ota (Tooth and Claw)
Ved’Ma (Sorcerer)

Schemes
Midnight Shipment
Let’s Haggle
Winter’s Winds (Tooth and Claw)
The Boar’s Guile
Leshiye of the Wood

Faction

Ussuran (29 | 25 core | 4 Tooth and Claw)
2x Indomitable Will
2x Iron and Velvet
2x Matushka’s Command (Sorcery)
2x Matushka’s Efficiency (Sorcery)
2x Mireli Sabre
2x Mireli’s Revision
2x Predatory Pursuit
2x Razrushitel
2x Strong Hands
2x Stubborn
2x Sunder

1x Blood like Winter (Tooth and Claw)
1x Grandfather’s Hammer (Unique)
1x Justice Served Cold (Tooth and Claw)
1x Matushka’s Sight (Sorcery)
1x Strength of Ten (Unique)
1x Ussuran Intrigue (Tooth and Claw)
1x Voice of the Gods (Sorcery, Tooth and Claw)

Neutral (11 | 9 core | 2 Tooth and Claw)
2x Appealing to the People
2x Bleed Out
2x Pull (Sorcery)
2x Throwing Knife

1x Collateral Damage (Tooth and Claw)
1x Matchlock Musket
1x Relentless (Tooth and Claw)

Deck Explanation

Yevgeni is an absurdly powerful leader, when you play to his strengths. Add to that the versatile trio of Ekaterina, Torsten, and Elina with a bunch of high-impact cards, and you’ve got a terrifying deck.

I’ve talked about “overwhelming threat” / “efficient combat” in more detail in my Eisen Full Strategic Breakdown, but I’ll provide a brief recap restate it here because it is the cornerstone of this deck too (who was I kidding, humph brief).

Overwhelming Thrust

  1. Wounds don’t matter unless they kill
  2. Restricted hostilities limits the number of wounds per round *super important*
  3. Sending 2/3 threat above restricted hostilities effectively negates opposing defense
  4. Minimizing the rounds of combat (currently) minimizes the wounds you take

So, we’ve got 4 Fist, 12 Resolve Yevgeni. If he challenges a 4 Resolve character, they will immediately die if they refuse (plus he has his once per day en garding Reaction).

Further, if they attempt to duel back, the first combat card Yevgeni plays should always be able to finish them off, as long as it has ideally 4+ base thrust/Ripsote (although 3 + the 1 from Yevgeni is likely sufficient). Therefore, unless they are playing a Lethal card like Heroic End or Rough ‘Em Up, you can’t take more than twice their restricted hostilities, max.

Based on this, if you challenge a 2 Fist character, you’ll at worst trade 4 health to send the challenged character to the locker. I even encourage you to play 0-defense, 5-thrust Matchlock Musket to take their initial 2 max damage and secure the kill. Then you can play a high defense, low-thrust card to potentially soften their final attack.

On the other hand, if you try to minimize the wounds you take by playing high-defense, low-thrust cards throughout (Appealing to the people, Tending the Wounded), especially against Montaigne, your opponent might be able to either chip more damage through over multiple rounds and/or safely parry out/take the hit. (It also severely weakens the killing potential of your 3 or less fist characters.)

So, be the Boar. Be brutal.

Pacifist Meta Acknowledgement

Pacifist, parry-out meta posits: that’s fine, I’ll play/gamble into a card with only parry (Hidden Corridors) which will end the duel (no threat) and keep my character alive with 1 Resolve. Since wounds don’t matter unless they kill, I got my opponent to expend their leader for no effect at minimal to no cost. I can use this tempo advantage to win, before they can issue my character a second challenge to finish them off.

To counter this, we bring multiple ways to deal 1 extra point of damage outside of combat: Razrushitel, Predatory Pursuit, Bleed Out, Relentless, and even Matchlock Musket as an expensive final option. What if, however, they played a 2-parry parry-out (The Pressure is On), their character has 5-Resolve, or you’re initiating a challenge with a 3-Fist Character (Torsten, Carmella)? In all of these situations, their character is left with 2+ Resolve meaning we can’t reliably finish them off.

Pacifist Meta Counter

To counter this, we need to send more threat in the challenge, to neutralize their parry-out’s effectiveness. The best in-faction option is Grandfather’s Hammer on Yevgeni. Since you can activate the +2 thrust technique on the challenge, you can issue a challenge with 6 threat. Even the strongest 2-parry parry-outs will only block the excess thrust, still resulting in the immediate death of the challenged, 4-Resolve character. It can also crush through the plethora of 2 defense cards that do send back threat, making that the only return-threat you will have to deal with this duel. Nasty.

Syrenth Hand is similarly ridiculous from the City deck. The +1 Fist means you are issuing a challenge sending 5 threat (instead of 4, enabling you to 1-shot 5-Resolve characters), AND you can take a wound to negate 2 parry on their combat card. To survive that challenge they need some combination of Riposte, tons of parry, and/or high Resolve. Even a Not Today will result in them taking 3 damage AND going home engaged, sending no threat back.

Eager Blade, Mirelli’s Sabre, and Throwing Knife are lesser versions of the above that still enable us to, at minimum, get our challenged opponent into Bleed Out range.

Pacifist Response

If this seems as overwhelming as it should, how can you counter it? Well, if you can survive the initial duel, healing effects like Triage, Madre, Twist of the Arcana, already-equipped Dark Gift, etc can get you out of Bleed Out Range, in the 1-action window you get between the duel, and getting finished off.

This window can be bypassed by the new Relentless but Quick Reflexes can stop either (as can cancelling effects like A Night of Drinking). I initially didn’t think spending 2+ cards to heal a wound was worth it, but if the meta shifts to challenge + Bleed Out effects, 2 cards to effectively recruit/muster a character already in the City is absolutely worth it (especially since the rest of their wounds don’t matter).

How do you survive getting challenged by a Grandfather’s Hammer or Syrenth Hand Yevgeni though? You don’t. Hope they don’t see them. Otherwise, avoid/engage Yevgeni at all costs, throw bait in front of him, and/or capitalize on the 1-action window to claim/etc between him moving into your location and smashing you.

Fight Back?

What if you get tired of Yevgeni bullying you and want to bring the fight to him? Good choice, as challenging him is one of the best counters.

I keep saying wounds don’t matter, and they don’t because they are a resource (like Health in Magic the Gathering), but if you run out/low of that resource, you either outright lose or at minimum lose access to one of the strongest aspects of your deck. If your opponent is able to inflict 8+ wounds onto Yevgeni, he’s just a 4-Resolve character, and we know how easy those are to kill. Yevgeni can either be attacked directly by bulky, big-fist bruisers or by the agile and/or devious.

If your Langschwert-equipped 5-Resolve character is able to challenge Yevgeni, you likely do 2 or 3 wounds on the challenge, another 2 to 3 wounds with your first combat card (since Yev can only do a max of 4 damage unless boosted even if he drops the 7 thrust Strength of Ten), and another 2 to 3 wounds as you die to Yevgeni’s second combat card (assuming you are also sending overwhelming threat). If one character gets 6 wounds onto Yevgeni, your next one threatens assassination.

But why fight Yevgeni head on. Make him cry with a Veronica’s Guile Influence challenge. Have him stumble over himself with an official Guild Challenge. Or even turn the tables on him by yelling out “You Cheated!” If you can force a fight in any other attribute, you strip away his terrifying 4-Restricted Hostilities. A 6-thrust Matchlock Musket can be shrugged off when it can do a max of 1 wound. In most circumstances, Yevgeni is forced to refuse and take his 3+ wound lumps, cutting into his killing resources and threatening the integrity of his strategy as a whole.

RPT Considerations

Unlike my Kaspar/Otto Eisen deck that reliably draws 2 more cards a turn than this, and is more than happy to play combat cards from hand, Yevgeni’s 5 Panache severely limits that option. Thankfully for Ussura, they have above-average RPT cards, plenty with 4 Ripsote/Thrust (offense/O) and frequently attached to 2 Riposte/Parry (defense/D). However, relying on Gambling for aggressive cards means we want to dramatically limit any sub-par aggressive gambling cards from our deck, unless they are spectacular. 

So, no Opulence, Not Today, or any of the 3 or less offense cards tied to 2 or less defense where we can help it. 1 defense 4 offense is much better for us than 2D/3O (hell, even 0/0/4s are better than -/2/3). If we were ever to gamble into 2 poor offensive options we risk our quarry surviving Yevgeni’s first combat card and either getting away or inflicting another round of wounds.

2x Sunder was specifically included for the RPT, although the effect was repeatedly … used (was going to say helpful but not sure how many times my opponent survived a Sunder duel). Great RPT card I was happy to play again and again, would not cut (unless displaced by future expansion cards).

1x Matchlock Musket was also specifically included for the straight 5 thrust RPT. I had it at 2, but my last cut was dropping the 2nd copy for a 1x Voice of the Gods to experiment with it (first time playing this specific list was round 1 of Gen Con). My thought was that the 4 thrust +1 from Yev/Torsten was probably sufficient, and the card had potential to do cool things. Also, I wasn’t planning on equipping Musket frequently as it is super cost inefficient to do 1-wound. Voice of the Gods was played, can trigger Elina’s or Ved’Ma’s Reaction, and Elina’s action can stand her back up after it, but I’m not sold on it. Musket stays until something better drops.

2x Appealing to the People was included because spending 2 cards to En Garde a character is strong, but I also wanted a couple more high defense cards, for blunting final attacks without sending me home or ending duels if unluckily gambled into. Never played it for its action, but I was pleased with its blunting of wounds.

2x Iron and Velvet was one of the toughest decision points for me. Not only is it bad RPT, but it also doesn’t play nice with the overwhelmingly powerful Hammer or Hand (or underwhelming Sabre). Its effect to issue a duel either without engaging or while engaged is gross though. I could not resist my greed to run it, and it performed great, frequently played by Torsten/Carmella. Would not cut. (Also amazing flavor text.) 2x Throwing Knife was also included as a way to push an extra challenge-thrust that self-destroys allowing Iron and Velvet and/or Hammer equip afterwards (Eager Blade working similarly). Never actually threw a knife, still testing.

1x Strength of Ten: 3 defense, 4 to 7 offense. Potential Assassination action use. Unlikely to cut.

2x Mireli’s Revision, while technically not included for its own RPT, although 4 defense or auto wound are nothing to sniff at, its inclusion does help offset other RPT concerns. I want this card for its Reaction. I want to be able to shoo away a Not Today to kill a character or a Heroic End to save my own, since I can’t afford to run my own Not Todays. This card is precious and should be treated as such. If playing it won’t basically guarantee a kill, hold it. If your opponent is playing an Assassination deck, particularly Vodacce, if they aren’t dropping Rough ‘Em Up or equivalent, it (probably) isn’t the time. I consider it core and don’t want to cut it.

Remaining Faction Card Choices

1x Grandfather’s Hammer: +2 thrust on challenge deletes 4-Resolve characters. Absolutely worth playing as a 2-cost card and a major reason to play Ussura, will never cut. It’s a good thing it’s unique because it is oppressive, but that also means it can’t be Shoddy Craftmanshipped. It has a reaction but it seems incredibly unlikely I’ll trigger it since Yevgeni doesn’t need lethal, and I’m unlikely to equip it to anyone else. Only use case I can see is as the final card towards a leader Assassination or maybe to set up a follow up Iron and Velvet.

2x Mirelli’s Sabre I really didn’t want to include this card. Turns off Iron and Velvet, and its main purpose is to send an extra challenge threat, ignoring the +1 parry, and effectively being a half-as-good Langschwert, meh. But, half as good Langschwert is still good enough to make the cut for now, and it is better than not drawing the Hammer. Acceptable RPT too, but not what I’m looking for.

1x Justice Served Cold, anti-brute tech. I actively want to recruit mercs and/or prevent my opponent from recruiting mercs, so that side is less relevant. I wouldn’t want to draw more than 1 in a match, and I don’t need to draw it, but it can be incredibly powerful, bad RPT as well, since Maneuver isn’t likely to fire.

2x Predatory Pursuit and 2x Razrushitel both help enable me to smash an avoidant character and/or inflict the final wound on them. Can also be used for general movement, in theory. Razrushitel has an option to expend the performer to send the target home, but the cost for the effect seems incredibly unlikely to be worth it, at least in this deck. Maybe Penya would do it, but it seems like lost potential most of the time. Both desirable RPT, core to the deck, won’t get cut.

2x Matushka’s Efficiency, 2x Stubborn, 2x Pull are all additional ways to keep or get characters where they need to be. Stubborn being a reaction is incredibly powerful because if you move onto a location to attack someone, and they spend their action to try to move you away, you react, stay, and then may immediately attack. Pull and Matushka’s Efficiency are both sorceries so they can trigger Elina’s Reaction. Importantly, Matushka’s Efficiency is not a City Action, so you can send an engaged character like Carmela or Ekaterina back into the city from Home. Similarly, Pull can pluck an engaged character from your opponent’s home. Pull can also target your own characters to potentially bypass counters like Blood Like Winter. Core cards, will never get cut.

Pull + Predatory Pursuit is also one of my favorite combos in the game. Pull forces your opponent to move from a location. Predatory Pursuit lets you move your character with them and deal a damage. A magic corpseboard ride, if you will. (And I did: https://www.tomsepicgaming.com/a-magic-corpseboard-ride/). If I ever manage to get Strength of Ten, Pull, Predatory Pursuit, into Iron and Velvet, I could happily retire my Ussuran pursuits.

2x Bleed Out and 1x Relentless finish off characters 1 wound from death. Both desirable RPT. I was a bit hesitant to include multiple Relentless as wounds can be relevant, but I definitely wanted at least 1 to instill the fear of relentless into my opponents, more on that later. Only played each card once, but with how unpopular combat currently is, Relentless is really nice, especially as a way to try to push Torsten to his second wound. Might up Relentless to 2-of, and it can hit Leaders.

1x Collateral Damage as a cute, high-setup-required card included to synergize with Miyato and Ota. Since Miyato and Ota can duplicate a maneuver, this could be used to finish off/Assassinate a character that thinks it is safe at 2 wounds remaining. It can be put back on top of the deck too, as a Flourish, but this would very clearly telegraph my intent, probably forcing my opponent to refuse the duel/parry out…although, it they intervene, they can’t refuse… Bad RPT but it stays for the dream, never played. It could also theoretically pick off a brute, but if they had a brute at a location, it is probably intervening in this duel.

1x Matushka’s Sight is another sorcery to trigger Elina, and it can be used to stack any non-approach deck (errata to prevent discarding Approach Characters/Schemes). This is particularly powerful to stack an opponent’s next 2 gambles, or your own, or the city deck. I originally saw this and wanted to use it to help dig to Hammer, but it was not worth it. Reasonable RPT as well. This could get the axe as Elina’s Reaction wasn’t used once during the tournament although it was triggered multiple times. Ekaterina was generally enough Renown movement/interaction by herself. I like it though, and it was originally at 2x, but probably won’t go back.

1x Blood Like Winter because I don’t necessarily want to draw 2 of it; It is fairly limited in what it can counter, and it has subpar RPT. However, as a Reaction counter to something that might engage or move Yevgeni, similar to Stubborn, it can be really nasty when it goes off and lets me immediately turn sideways to challenge afterwards. More on the one-of’s later.

1x Ussuran Intrigue was never played. The effect is so niche and small even with Ekaterina and Elina to self trigger, that it should probably be cut. I can definitely imagine situations where it could clutch, but it probably isn’t worth the deck slot when there are so many other powerful cards.

2x Matushka’s Command is included as one of the most feared Ussuran cards. It is our 2-parry Parry-Out, and that is the only way I used it in the tournament, but its effect can be a major blowout. The ability to engage all other characters at a location and/or send them home is enormous. If there is a major stack at a location of enemy characters, you could engage 2+ for just 2 cards and a self-engage/send home. I’ve used this in the past to engage down multiple enemies and have Yevgeni flee home when being hunted. It is just explosive and forces the opponent to play around it. Core card, will never get cut.

2x Strong Hands is one of the most powerful cards in the deck. Our strategy is to remove enemy characters to restrict enemy actions as much as possible. Force them to commit early to what they want to do, while keeping our options open. As a claim action that neither requires engaging nor relies on Influence, we can force our opponent to expend a lot of resources to fight over a location and barely claim it, only for us to over-claim it with nothing but expended characters. It is both back-breaking and soul-crushing when saved until the critical moment, mmmmmmmm delicious. Core card, will never get cut. (Great RPT too.)

2x Indomitable Will is the other Economic Victory powerhouse. Being able to stroll Yevgeni or even 6-Resolve Torsten into a location and claim it, without needing any stat-advantage, while preventing reclaiming, is nice. Stubborn and Blood Like Winter also help to keep you on it, letting you lock down a 3+ Renown location. The location does need to be unclaimed, so you can’t wait too long when they start stacking characters onto a location, but if you are able to wait until they overcommited, ahhhhhh, so sweet. Thinking about playing Ussura just gets my devious/sadistic side so happy, and I love that for me. Core card, will never get cut. (Another 3 defense card if we’ve killed enough characters to lock down the economic victory.) This can also make a Day 1 Domination victory much harder for your opponent, if they start committing but leave you an opening.

One Of’s Philosophy

Not including 2 uniques, I am running 8 cards as 1-ofs. I primarily include cards as a 1x instead of a 2x if

  1. I actively don’t want to see more than 1 in a given game
  2. It isn’t core to the deck’s strategy

For quick reference these are: Blood Like Winter, Justice Served Cold, Matushka’s Sight, Ussuran Intrigue, Voice of the Gods, Collateral Damage, Matchlock Musket, and Relentless.

Some of these I would consider going up to 2x, but most of them are highly situational/niche. Even if I might want to play more than 1 copy in a given game, the odds that that situation would arrive multiple times (or even once) are exceedingly low. That being said, if the situation does arrive, being able to do it once can be game deciding.

Further, one of’s can increase the cognitive load on my opponent without negatively impacting our own. Since there aren’t a lot of ways to draw additional cards during High Drama, you don’t have to think about what cards you might draw. You can figure out your general strategy and contingencies for each day and work through them based on the cards in hand. Your opponent; however, has to consider whether or not they want to play around all of your potential niche answers. If they don’t, they might get blown out be a very specific interaction. If they do, and you don’t have the answer, they might not take a line that could have seriously benefited them.

Relentless is one of my favorite one of’s (although I could see myself going up to 2). I love the fear it instills. Unless you know my decklist, seeing one, implies that I’m likely to run a second, which means you can’t freely refuse/end duels with 1 health remaining. Knowing this, you might continue a duel to try to throw a little bit of extra threat, when I needed you to continue or else I couldn’t finish off your character. Even just gambling into/past Relentless puts that fear/doubt into my opponent, which can also cause them to hyper-fixate on that possibility to potentially overlook the other possibility that loses them the game.

Similarly, I was complimented on how open and deliberate I am about making sure my opponent knows all of my possible actions on the board, and how I let the vast majority of moves be taken back. I swear that isn’t to add to my opponent’s cognitive load … probably. Prooooobably. (In all honesty though, it’s more fun that way.) All of my characters also have incredibly impactful abilities as do my schemes.

Cards Not Included (Briefly)

Most Ussuran Faction cards are great. Borets is just bad. Just kill them with a better RPT card, and they can’t use techniques/maneuvers. Or have a stronger effect in hand.

My Fight, Alone isn’t good enough as a 3O/3D or heal a wound, that is also conditional.

Temnota is reasonable as 0-cost +1 Resolve, that can also enable sorceries from unexpected locations, and/or pitch attachments I don’t want, while having fair RPT. But unless I’m not running Yevgeni, I don’t want to get rid of Syrneth Hand nor Eager Blade, and the rest are meh except probably Captain’s Coat. Nothing wrong with the card, but I want other cards more.

Approach Deck

The core three characters are Ekaterina Ilyanava, Torsten Vakt, and Elina Georginova. Day 1 muster is Ekaterina if there’s a Merc I want, otherwise Torsten. Day 2 muster is the other. Day 3 Muster is Elina. Ved’ma | Miyato and Ota get sent straight to the Locker because I’m already at Crew Cap by then with a merc recruited.

Ekaterina Ilyanava is a 3-Influence character and Ussura’s recruiter. She also has two ridiculous abilities. With Yevgeni and Torsten taking out enemy characters and/or intervening to protect Ekaterina, she is usually pretty safe to sit on a location after and opponent moves to it. If they commit above 3 Influence to claim it, Ekaterina strips a Renown from it, and then poofs another Renown to a different location.

She can also go to a location without committing to it. As long as there is at least 1 Renown there (since moving it is part of the cost), she can get her 3 Renown wherever it is needed to either block or issue a claim. That’s right, neither of her abilities cause her to engage/nor require her to be en garde. She caused my opponent’s so much hassle at Gen Con, and it was glorious. Probably my favorite character in the game to play, and I am looking forward to seeing what she does as a leader.

Torsten Vakt is our 6-Resolve, 2-Influence, 3-Fist, bruiser that can cancel a Sorcery targeting him and who turns into a mini-Yevgeni after taking 2 wounds. Since I repeatedly forget this, if you have enough threat coming in that you would take 2 wounds in a duel, your passive does not trigger until your next combat card. For example, if you have 0 wounds, 4 threat coming in and you play Sunder 2/0/2, you will only push 4 threat back, not 5.

Anyways, his statline is just bonkers. Arguable better stats than the leader Odette (since the 4 Finesse is usually irrelevant outside of Guild Triskilion). While the difference between 5 and 6 resolve is magnitudes less important than the difference between 4 and 5, it is still nice, especially with Indomitable Will. 2 Influence is so nice on a bruiser too, to help protect against claims. In the pacifist meta, if you can get 2 wounds on him, it is definitely worth it to make him a bit more aggressive, especially since he likely won’t get another 4.

Elina Georginova is our swiss army knife. She is another sorcerer to utilize all of our powerful sorceries. Her City action to free move and possibly en garde is terrifying. And her City Reaction to move around Renown was great when I played her in the past. (I did not resolve it once at Gen Con, although I triggered it a couple times.) At only 2 Fist and 1 Influence, she isn’t great at either killing or controlling locations, but she inflicts considerable cognitive load onto the opponent and can do very tricky things. I was also surprised to see her getting into multiple fights for value.

Miyato and Ota were included as an additional 5-Resolve, 3-Fist bruiser, but in actuality because I really wanted to try to copy Collateral Damage Assassinate someone. (Double direct wound with Mireli’s Revision was also tempting.) My plan was to bring them in if I felt like I needed another bruiser and/or if I carried a Collateral Damage over from a previous hand. I believe I mustered them once without sending them directly to the locker.

One final potential use of their second technique, aside from setting up a gamble, is to get a Flourish you want to redraw back on top of your deck. If you don’t gamble into it, you are guaranteeing you redraw it (outside of shenanigans). Flourishes in deck being Mireli’s Revision, Collateral Damage, Sunder (great RPT), and Justice Served Cold. I stand by the decision to include them, but I would cut them if a new 5-Resolve 3-Fist Bruiser came along. The – Influence makes them very dangerous to muster early against Domination decks.

Ved’ma was included because I wanted another back-up sorcerer and another back-up 3 influence character. She was never mustered without going straight to the Locker. She’s great with Matushka’s Command or Voice of the Gods, but I would easily replace her with a character I liked more in the future.

Midnight Shipment and Let’s Haggle are my signature schemes. They are both very high initiative to get me first crack at the mercenaries in the city. So one or the other is usually my opening scheme. Midnight Shipment’s City Action move is also so crazy strong, I really don’t understand why more people don’t play it. It does get much worse if two people play it on the same day though, so maybe stay away y’all. Let’s Haggle also has the Grand Bazaar equip scam; It lets me send Yevgeni out immediately to guard a merc or other city card at a non-Docks location, and if anyone tries to go to the Docks, I can vacuum the attachment I want off of it by sacrificing the -1 cost discount.

The Boar’s Guile and Winter’s Winds are my two +1 Panache schemes if there is nothing in the city I actively want to fight over. I usually put The Boar’s Guile effect onto the non-leader character that either is a bit harder to kill, or more important to kill. Winter Winds is great if I am going to be at crew cap either this or next round making me not want to recruit a merc. Engaging played Brutes and/or the Reputation Meritee muster are quite nice as well.

Leshiye of the Wood is a solid scheme if I want to funnel the activity into only 2 locations (for violence) and/or protect against domination victories. It can also delete a dangerous card for my opponent that I don’t necessarily want, like Guild Triskilion. One thing I had not thought of going into the tournament was how nasty it is against Castille’s Docks-centric scheme, or even Midnight Shipment/Let’s Haggle for that matter.

Deck Strategy

Day 1

Muster Ekaterina with either Midnight Shipment or Let’s Haggle day 1 if there is a merc we want. Otherwise, generally muster Torsten with either of the above if there is an attachment we want otherwise one of the +1 panache schemes, if against Vodacce/Montaigne, probably Winter Winds, otherwise probably Boar’s Guile targeting their non-leader. Leshiye is a possibility against Vodacce/Castille to deny possible Day 1 domination and/or increase likelihood of a fight.

Immediately send Ekaterina to the Merc we want or Yevgeni to the attachment we want. If opponent moves to threaten recruit/equip, immediately recruit/equip, otherwise it can wait.

From there, try to challenge the opponent’s non-leader character if they commit, and you can do so safely without opening yourself up to a day 1 loss to Domination. This is a fairly reactive day for us, as it is when we are weakest. If your opponent passes without committing their character’s engages or many cards in hand, it is probably right to accept the pass even if Yevgeni is en garde at home, as long as we got our Recruit/Equip and denied them to our opponent. This is generally true even if the opponent has a location or two claimed. We can come back from a Renown deficit, but not a Domination.

Cards to be particularly aware of

Against Castile:
Adaptable if they are going first, strong way to dominate day 1 with Soline
Nothing we can do about the rest, and they aren’t too impactful day 1.
– That being said, also “Padre” Anibel (character) since his en garde effect + a movement card threatens day 1 domination.
– As can Patricia Moustakas (character), although it seems much less likely.

Against Vodacce:
Pack Tactics, arguably the best card in the game at turn 1 Domination, since it doesn’t require an engage nor a character to start at that location
Alcee, a potential 3rd character to claim a location. Due to the Don’s +1 influence, she actually has an influence of 2
Bravos, more of an issue on later turns, but can let a thug come back from the discard pile (Alcee), to turn on Pack Tactics or another claim at that location.
Veronica’s Guile, if you aren’t sending a bonus threat, this Parry Out can safely send your challenging character home, potentially enabling an otherwise blocked claim. Due to this card, if you have Iron and Velvet and want to use it Day 1, use it first while your character is en garde, so you can still move them back out from Home if necessary.
Objection, this can cancel an attempt to reclaim a location from a Domination victory, especially if they do it with Pack Tactics or some other means that theoretically lets you reclaim it on board.
Plans Within Plans (Scheme), if they claim on top of you, this + a movement card can enable day 1 domination.
Cirilo Naucriparos (Character), not domination related, but this can let them recruit a big merc for only 1 cost. It does turn it to a brute though. In general, if you can catch your opponent with 2+ brutes in play, getting both players to pass will force them to discard all put 1. On second thought, not actually that great a card since it only provides a 1-discount on recruit vs a 3 Influence character specifically for 5 cost mercs, more of a trap for them it seems.
Vittoria Anselmo (Character), assuming they still have their 1 or 2 starting brutes in hand, you can’t rely on smashing Vittoria if you need her out of the way.

Against Montaigne:
Reputation Meritee (scheme), there isn’t much you can do about this, they will almost certainly muster a bonus character.

Against Eisen:
– Generally speaking, try not to let them challenge you
– There are convoluted ways for them to turn 1 Domination, but probably not worth them trying
– Denying them the merc in the city and forcing them to use Kaspar’s Action is great for you and also prevents the possible recruit from city, prepare, recruit from Action

Against Ussura:
– The Yevgeni that challenges wins, as long as you are both running aggressive RPT cards, with weapons potentially changing the math

Day 2

Assuming we don’t lose day 1 to Domination, and that we grabbed the only available merc or an offensive attachment, we go into Day 2 with an advantage. With that advantage and the disruptive combo of Ekaterina/Torsten, we can start aggressively bullying/hunting.

For schemes it is fairly similar to day 1; however, important to note, if we got a Merc day 1, get a merc day 2, and none of our characters have died by start of day 3, our day 3 muster will put us over Yevgeni’s 5 Crew Cap. So, rushing to recruit a second merc day 2 is much less valuable, which makes Winter’s Winds more valuable. It also highlights Yevgeni’s role as a bully, especially when winning the initiative.

Bullying

Most decks, particularly right now with minimal combat capability, really, really don’t want Yevgeni fighting. If Yevgeni moves to a location, they are highly disincentivized to go to that location and get smashed. This if further exacerbated by the fact that if we move there first, anyone that moves into that location afterwards will be ceding the very next action to Yevgeni turning sideways on them. They have no opportunity to use/play an action to preemptively engage Yevgeni (Amore). We exploit this, hard.

If there is a merc/attachment/location with the majority of renown on it that we don’t want our opponent to have, Yevgeni goes there, menacingly. Anyone that follows is almost guaranteed to die or peace out (Not Today). We don’t particularly care which character that is either. As long as we are reducing their crew numbers, we are strangling them of potential plays/influence. In the vast majority of my games, Day 2 onwards, I favor this “fight me” mindset, while Ekaterina and Torsten terrorize the other locations. Further, if my opponent engages all of their characters and has minimal cards in hand, Yevgeni can always turn sideways to chal…claim? That 1-Influence is sufficient to claim that 2+ uncontested Renown. Or, if it isn’t safe to disarm the bully by expending/claiming, we can always let the Renown ride into the next day and do it again with a potentially even greater character advantage.

Or, we can use our movement cards at this point, once our opponent is more committed, engaged, and with less options, to pounce onto vulnerable characters. Everyone not-engaged on the other side of the city, let’s Pull the engaged Odette on over to Yevgeni. 2 engaged characters adjacent to Yevgeni with minimal chance of them swooping in to claim our bullied location, Matushka’s Effeciency on over to say Hi! Even just engaging to walk over and drop a Yevgeni Iron and Velvet will likely gain us greater advantage going into day 3.

Hunting

The other way to utilize Yevgeni is as a Hunter. Wait until a juicy character or two moves to a location. Drop the Yevgeni there and give them 1 action to pacify him with an engage and/or move effect (or claim or recruit). If you move into a location with only 1 character, it is probably correct for them to move away, but we do have Predatory Pursuit for that. If they try to move you, we have Stubborn and/or Blood Like Winter, the latter being able to stop risks targeting your character as well. In general though, if they move a vulnerable character to a minimally valuable location, especially early, it is probably a trap to defang Yevgeni (possibly even if they go to a valuable location unprotected).

A vulnerable/questionable move could also be a sacrifice to attempt to win this day. If they claim the location, and we spend our action attacking, we need another character (or Strong Hands) to reclaim it. This could still result in us getting Dominated or falling too far behind in Renown. Further, moving into a character opens up the possibility of them challenging Yevgeni, either as an Eisen Bruiser or as a non-fist fighter. Playing the hunter role, especially early in the day, is risky.

Additional Cards to be Aware of

Day 2 has greater possibilities of big Renown and/or character swings which makes cards more worth playing. In addition to the cards above, here are a few more cards that can cause consternation:

All movement cards: Come Hither, Hidden Corridors, Pull, Sea Legs
All en garding cards: Appealing to the People
Anti-Merc Tech: Paid Off, Marooned (scheme) both of these cards can be played around by using your mercs as bullies though. Get them to key places first, so your opponent has to move into them, so you get first action after they do, before either of these can be triggered. Until Morale Improves is similar.

Against Castille:
Amour, especially when initiated by Penya
Drinking Games, watch for them stacking a bunch of characters at a location, although Yevgeni usually can’t be drunk under the table.
Improvising, this is a tricky one because it can be any of your events. Due to the existence of this card, you should consider adjusting your gambles to not put powerful Risks into your discard where possible (generally not worth too much gameplay warping though). The only cards they can hit against us, since they don’t have sorcerers and can’t use reactions, are Appealing to the People, Indomitable Will, Strong Hands, Justice Served Cold, Bleed Out, Razrushitel (one of our best for them), or Iron and Velvet. Most of these cards aren’t great for Castille thankfully
Night of Drinking, the best counter card, although importantly, it can’t hit our sorceries which are really powerful.
Taunt, movement card which can target our characters at Home
You Cheated, the bane of our Fist-based combat existence, especially with Soline’s -1 Feet. Importantly, this is a Scoundrel only effect, so watch out for Scoundrels. Not much we can do about it though, so we generally have to charge right into it.

Against Vodacce:
– Brutes in general to intervene in our duels
Rough ‘Em Up can be a particularly scary combat card especially if our opponent is stacking Red Hands, like brutes. Particularly nasty with
Ambush if Yevgeni starts to get low on health or to target fire down Ekaterina
Unyielding Loyalty another cancel for targeted effects if can pitch/sac a red hand/thug
Veronica’s Guile (action), the maneuver is really good and beloved by pacifist decks, but that action has caught me off-guard a few times as one of those ways to fight Yevgeni away from his 4 Fist, watch out
Pull the Strand, I don’t know if I’ve seen anyone run it, but it seems good for claiming a location you thought was locked down
The Pressure is On, beware preemptively claimed locations.

Against Montaigne:
Generally know that they can issue a lot of challenges, have impactful attachments, and have above average RPT that has both good Defense and Offense. Musketeers can stack and Jean Urbain Parry, so try to kill before that happens. Bastien can dance the Musketeers, but super squishy. Only two real cards needing remembering
A Heroic End, great card for turning a low-fist character into an unexpected threat
Battle of Wits an Influence challenge

Against Eisen:
Lots of movement options and don’t forget their guns can wound. The guns also represent possible
Last Word, excellent enemy movement card.
Strategee, which can let 2 characters move together, even from home
Regroup, movement
Move Along a challenge that doesn’t require engaging, particularly nasty against our en garde non-fighters like Ekaterina
Press the Advantage is also strong against Ekaterina/Elina. It’s expensive, but it’s worth it in the right circumstances, and Ekaterina is frequently that
Well-Equipped another en garding card, specifically for an equipped character
Trial of Faith can unexpectedly disrupt or push through a claim

Against Ussura:
You’re running all of the cards you should be scared of.

Day 3

Elina recruit. She may seem unassuming, but having the movement, renown movement, and extra sorcerer is so great, easily makes up for the lower Influence and Fist when paired with the rest of the crew. This will usually complete your 5-person crew when you include the merc you likely recruited Day 1 or Day 2, so you are at your strongest on Day 3. From here on out, you rely on either winning or killing characters to prevent your opponent from over-taking you in character advantage.

That being said, there isn’t really any game play changes or extra cards to worry about beyond what I mentioned day 2. The main difference is you need to make sure you are claiming renown by this point, but you should have enough bullies, claimers (primarily Ekaterina and Elina), and manipulation to make this happen. Torsten generally fills either a hunter, bodyguard, bully, or claimer role as needed. (Yevgeni is the better hunter with 4-Fist, but he is our point bully most of the time.)

Day 4+

Not too common to get past day 3 without the game being effectively decided by your aggression. But, if you do, there are a few additional considerations. If you are at crew cap, your core 5 are likely still better than Ved’ma or Miyato and Ota (especially if your merc is Carmella). When reaching day 4+, I frequently found myself doing the required muster and then just sending that character straight to the Locker to preserve my others. Due to the low crew cap, you can also afford to be even more aggressive with trading your characters, since you’ll lose them to crew cap otherwise.

With regard to schemes, thinking about which of them you want to play on Day 5 is about as important as which one you are playing on Day 4. Leshiye is a weird beast in this regard. Generally speaking, Domination isn’t a victory condition I want to actively pursue as Yevgeni with only 5 characters and not a ton of influence.

As you near the time limit, it is important to be aware of how tie breakers work. When time is called,

  1. You finish any in progress actions, like a duel
  2. Go straight to Plunder
    1. Check for Dominance Victory
    2. Collect Renown from controlled locations and effects like A Boar’s Guile
    3. Check for Economic Victory
    4. Check for Tie Breaks in order until no longer tied
      1. Player with the most renown wins
      2. Player who controls the most locations wins
      3. Player with the most Influence across all of their characters/attachments in play wins
      4. Player whose Leader has the fewest wounds wins
      5. Draw

Due to this, if you know end of time is approaching, don’t slow play if you are in the lead (or behind for that matter), but do prioritize claiming locations earlier than you might have otherwise. Generally, I leave claiming locations until late in each day, after exhausting my opponent’s resources and becoming fairly certain they can’t claim them back. With time fast approaching though, if you have an overwhelming character advantage, with an almost certain win if time was not a factor, that means nothing if you don’t claim the location(s) you need, to have the Renown or Location claimed advantage.

Running tournaments are a time and resource intensive endeavor that affects a significant number of people, and time limits are a necessary part of that. I for one greatly appreciate Pine Box Entertainment for putting them on, and they are so much fun to be a part of, best part of Gen Con/Gamehole Con (which I will be at in 2024 as well). So thank you everyone at Pine Box Entertainment and everyone else that helps put them on and/or provides prize support (so much cool prize support). Also thank you to the community for being a lot of fun to play/talk about 7th Seas : City of Five Sails with.

Conclusion

Ussura is (currently) my favorite faction to play, but Eisen still (currently) has my heart. I hope this helps to show how powerful Ussura can be, and I actively do not think they are underpowered (nor is combat, specifically when overwhelming thrust is leveraged).

I will happily provide my thoughts on any specific questions regarding this or my other decks, why I made certain card choices vs others, what I think of the evolving meta etc., either in the comments below, in the official Pine Box Discord https://ptb.discord.com/invite/b6UduBwK?utm_source=Discord%20Widget&utm_medium=Connect (especially if I’m @ed since I frequently get behind: tomsepicgaming), or through direct discord messages when available. Great game and I look forward to continuing to explore other factions in future tournaments and writing about them (or at least the build of them I’m most drawn to).

Also, I still plan on recording information about the individual games from the tournament (especially the streamed games) which I will add link(s) to, but this is both long and delayed enough as is.

A Magic Corpseboard Ride

Elina entered the Grand Bazaar, looking to track down the Object of Wonder people had been whispering about for Yevgeni.  She saw Terrell rapidly approaching, with Matchlock Musket and Kaspar’s Panzerhand tied to his waist with twine, ready to be thrown out and retrieved in case of conflict. Clearly he intended to coerce her to move along, but she just watched him draw near, expressionless. As he came to a halt she continued to stare for a moment longer, drawing her strength, before looking to the South-East.

******

Meanwhile, at the Docks, Yevgeni was lying around. He had just punched Otto in the face after the arrogant academic accepted his manly duel. However, Otto told Yevgeni he was done with him, so Yevgeni settled in for a nap.

Suddenly, Otto was yanked into the air by his midsection, but Yevgeni with reflexes like Boar, grabbed onto his leg. “Oh no you don’t! Crafty Otto,” Yevgeni said as he knocked him out with a final punch to the gut. Yevgeni pulled himself further on top of the speeding Otto to finish his nap.

******

Confused at the lack of visible action from Elina and her constant stare to the South-East, Terrell began to look in that direction as well. He could just make out something in the direction of the docks. As he squinted, the object seemed to be rapidly growing in size. It looked like a bear on top of a plywood board. No, not a bear, it was the Boar! Yevgeni himself was hurtling towards them, lying down, gesticulating his arms up and down as if getting ready for a fisticuffs match. As he and his transport neared the ground, Yevgeni rolled off and sucker-punched Terrell. From the ground, Yevgeni kept up his fighting posture waiting for Terrell to retaliate.

As the two men fought with fist and thrown attachments, Elina scanned the crowd looking for a lead to her original goal.