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!

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