Here's your white-belt, starter character.
That's not to say he's a pushover.
Seth comes out of the gate swinging hard for very large amounts of scaling damage.
His ability, Telekinesis, allows him to spend an action to shuffle a card from his discard pile into his deck and afterwards draw a card.
There's really not much more to say.
Seth is simple, which makes him easy to play . . . but easy to predict.
Cocky and wearing a chip on his shoulder, Seth quickly made a name for himself when he applied to the Inari Clan.
This kitsune-human half-breed possesses powerful telekinesis . . . which seems mysteriously unrelated to kitsune magic.
Orphaned by his parents, he seeks a stage upon which he can prove his worth.
He trains beside Olivia and Tenko, under House Mother Yuakri.
Eventually, he finds another mentor in Rebecca's father, Jason Riggs.
As a member of the border guard, Riggs monitors portals between worlds.
Riggs sees potential in Seth, and offers to teach him swordsmanship, a subject that greatly interests Seth.
Eventually, Seth will learn the horrible identity of his father.
Click the link below.
Play a Support from your hand at the cost of 1 action.
When you do, place the card face-up on your side of the field, above your character board.
This puts the card both "in play" and "under your control."
Next, place a number of Stamina tokens on that Support equal to the number of points
you have in Influence at that exact moment.
While on your side of the field, Supports offer continuous effects to aid you.
Unless the Support says otherwise, you do not need to spend an action to activate the effect(s) of a Support already in play (you spend an action to put it from your hand onto the field, but, once it's there, it's typically free to activate its effects).
At the start of your turn(s), remove 1 Stamina from every Support you control.
The instant a Support has no Stamina, destroy and send it to its discard pile.
Like Items, Supports have an orange trigger box above their text box and next to the label that tells you the card's "type" (Event, Support, or Item).
While this Support is on your side of the field, you will, at the end your turn, attack an opponent's hit points for 2 points.
Combine this with his Items, and you can quickly put the game out of your opponents' reach.
While this Support is on your side of the field, you will, at the end of your turn, target an opponent.
That opponent will lose hit points equal to the number of cards you drew that turn.
Yes, that includes the card you drew during your draw phase.
No, this does not include the 3 cards in your opening hand.
Like Olivia, this pairs well with Seth's Items.
Ramp (gaining extra Attributes) is good.
In true Seth style, he has the simplest, repetitive ramp imaginable.
While Jason Riggs is on your side of the field, you will, at the end of each of your turn, gain an attribute.
In the early to mid game, Jason Riggs helps you stay ahead of your opponents.
The longer the game goes, the less this Support does for you.
Given Seth's fast-punching nature, though, his matches often never see what a "late game" looks like.
Still, if you reload (which Seth rarely does, given his ability), Jason Riggs is a good card to banish, as it's probably already done its fine work.
Spend 1 action to play an Event from your hand.
Do what the card says in the order it's written.
While an Event's effects resolve, that card does not exist anywhere.
It is considered, "in the aether," no longer in your hand, on the field, in a deck or discard pile, or on a hot date with your mom.
Only after its effects resolve, will a played Event enter its discard pile.
(art work and title coming soon)
When you play this Event, you may, up to as many times as points you have in Influence, shuffle a card in a discard pile into its deck.
Afterwards, you gain an action.
This 1st part helps you draw what you want.
That might seem redundant, given Seth's ability, but doing it multiple times for "free" (so to speak, considering the extra action this card gives you) is far better than once at the cost of an action (which is what Seth's ability gives you, though his ability places a card from your discard pile on top of your deck, rather than shuffling that card into it).
You can also use this card to shuffle cards your opponent probably doesn't want, given the circumstance, back into their deck.
You can pick different cards in different discard piles.
If you have 3 points in Influence, and you play this card, you could, as an example, shuffle 2 cards from your discard pile into your deck and 1 card from an opponent's discard pile back into their deck.
This Event's 2nd effect essentially gives you a 100% rebate on the action you spent to play it, making this card "sort of free" to play.
Only sort of, though.
You still need to an action to spend playing this card, you'll just get that action back when you're done.
Spend 1 action to play an Item from your hand.
To do this, you'll need a number of points in Knowledge equal to or greater than the Item's level.
When you play an Item, place it face-up on your side of the field above your character board.
It's now considered "under Your control" and "in play."
While on your side of the field, Items offer continuous effects to aid you.
Unless an Item already in play says otherwise, you do not need to spend any actions to activate its effect(s).
Like Supports, Items have an orange trigger box above their text box and next to the label that tells you the card's "type" (Event, Support, or Item).
(art work coming soon)
While this Level 3 Item is on your side of the field, up to once during EVERY player's turn, whenever you would lose hit points, lower that damage by the number of Items you control (Bokken counts itself).
Yeah, Seth can parry.
Ignoring 1 to 3 points of damage every turn is a great way to stay in the game.
Note, if you're opponent throws damage at you, you can choose to take it, rather than activate Bokken's effect.
There's little reason to do this, though.
While this Level 4 Item is on your side of the field, you may, every time you lower an opponent's hit points, draw up to 2 cards.
This can result in massive card draw, which can power-up his Support, Yukari.
You might think this should be a level 5 Item, given how much card-advantage Angel's Sword could bring, but keep in mind that it does less and less the thinner your deck becomes.
That said, pairing Angel Sword with Yukari can get nuts.
In fact, lets talk about that combination.
So what happens if you end your turn with both Yukari & Angel's Sword on your side of the field?
Yukari deals damage equal to the number of cards you drew that turn, and Angel's Sword can really inflate that damage by drawing you cards BEFORE the end of your turn, raising the total amount of damage Yukari eventually deals.
Then, Angel's Sword, triggered by Yukari's damage, would trigger again, drawing you up to 2 more cards.
This does NOT re-trigger Yukari, whose effect only triggers up to ONCE at the end of each of your turn.
Everybody got that?
Ever wonder what you opponent looks like sobbing uncontrollably in the fetal position?
Find out with Arondight.
As long as this Level 5 Item is on your side of the field, raise all your attacks by 3 points.
Your opponents are on a serious, unforgiving clock once Arondight comes down.
If you're playing against Seth, & you notice he's investing a lot of points in Knowledge, you better get some removal handy and sit on it, because you'll want to blow this Item up the second it shows its ugly face.
Deal with Seth's cards before they deal with you, folks.
When you play this Event, you'll deal damage equal to your Knowledge.
Afterwards, gain an attribute.
Remember to perform your card effects in the order their written.
"I Play . . . the Race Card!"
(I swear I didn't design this just to make that joke)
When you play this Event, swing at your opponent's hit points with damage equal to your Combat.
Afterwards, draw up to 1 card.
Simple & strong.
Very Seth.
Did I say Seth was a great character for beginners?
What I MEANT to say was that Seth's a great character for violent sickos.
When you play this Event, you'll target an opponent, who'll lose hit points equal to your Combat minus 1 point (if you had, say, 3 points in Combat, you'll deal 2 points of damage).
If it stopped there, this Event might seem a meh-flavored . . . but it doesn't.
No. No. No. . . . noooo.
After it deals that damage, it does the exact same thing AGAIN.
You MAY pick a different target for this second wave of damage, making this a great card against multiple opponents.
Also, if you control a card on the field that triggers whenever you deal damage (such as Angel's Sword or Arondight), each of these 2 instances of damage will trigger that card separately.
Meaning Arondight could deal an extra 6 points of damage ON TOP of what Mount Tantrum's already dishing out.
Meaning Angel's Sword might draw you 4 cards.
If an effect would block 1 of your attacks (not negate Mount Tantrum, itself), it would only block 1 of this card's swings.
Token destruction is important, and Seth has the most explosive in terms of how many he can remove with a single card.
The downside is that this card does nothing else, making it useless in a situation with no tokens worth destroying.
When you play this Event, you'll destroy a number of tokens equal to or fewer than TWICE the number of points you have in Combat.
Remember that, with token destruction, you can mix and match your targets, blowing up any combination of Stamina, Bleed, Relic, and/or Shield tokens.
And Seth go Burr.
While Assassinate is a token-destroying Event, Spiral District destroys a number of Items on the field.
That number can be as high as the number of points you possess in Combat.
If you're playing against Seth, & he's investing heavily in Combat, be aware that he can deal easily with Items.
Considering Spiral District and Assassination, it might be best to invest in Combat if you see Seth doing likewise.