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, turns his Discard Pile into a toolbox, allowing you to, once during each of your Action Phases, shuffle 1 card in any player's Discard Pile into their Deck.
97.223% of the time, you'll target a card in your own Discard Pile, your strongest answer to whatever pathetic nonsense your unworthy opponents are trying to pull.
On occasion, though, you'll shuffle your opponent's weakest card (given the situation) back into their Deck, allowing them the opportunity to Draw the dead weight all over again, slowing their tempo.
This Ability gets even better if you're playing in teams.
Play a Support from your hand at the cost of 1 Action.
When you do, place the card face-up on the field, above your Character Board.
It is now considered 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 the field & under your control, Supports offer continuous effects to aid you in the game.
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.
If a Support fails to specify when you can activate it, you may do so at any point during the game, so long as it's on the field & under your control (unless its effect(s) are somehow negated).
If a Support fails to specify how often you can activate it, you may do so as many times as you see fit, so long as it's on the field & under your control (unless its effect(s) are somehow negated).
While this Support Card is on the Field & under your control, at the end of each of your turns, you'll target an opponent who will afterwards lose 2 Hit Points.
Already, you can see how Seth's arguably both the simplest & most aggressive character in the set (Psychics vs Swordsmen).
While this Support Card is on the Field & under your control, at the end of each of your turns, you'll target an opponent who will afterwards lose 1 Hit Point for every card you drew that turn.
Yes, that includes your Supply Phase.
It's any card you drew that turn for any reason whatsoever.
This is as good a time as any to remind everyone that if more than 1 effect triggers simultaneously, the player taking their turn decides in which order those effects resolve--with the exceptions of your Supports losing a Stamina each, which is ALWAYS the first thing that happens during your turns, & when an opponent RESPONDS to your effects with their own.
Yukari can get out of control fast when paired with many other cards in Seth's deck.
Ramp (gaining extra Attribute points) is good.
In true Seth style, he has some of the simplest ramp imaginable.
While Jason Riggs is on the Field & under your control, at the end of each of your turns, you'll gain an Attribute point (Influence, Knowledge, or Combat).
In the early to mid game, Jason Riggs really helps to stay ahead of your opponents.
In the late game, though, Jason might do little to nothing for you.
Given Seth's fast-punching nature, though, his matches often never see what "late game" looks like.
Spend 1 Action to play an Event from your Hand.
Do what the card says in the order it says.
After its effects resolve, send it to its Discard Pile.
Note: while an Event's effects resolve, that card does not exist anywhere.
It is considered, "In the Aether."
It's no longer considered in your Hand, nor is it yet considered in its Discard Pile (until its effects finish resolving)
This often overlooked Event packs more use than some players realize.
When you Play this Event:
1st, you'll target a number of cards (up to the number of points you have in the Attribute, Influence) in your Discard Pile, & then you'll shuffle those cards into your Deck.
2nd, you'll gain an Action, basically paying you back in full for the Action you spent to Play Inari House in the 1st place.
When you Play an Event from your hand, it isn't in your Discard Pile until after its final effect resolves.
Meaning you can't use Inari House to shuffle Inari House back into your Deck, because it's not in your Discard Pile while it's doing its thing.
Combined with Seth's Ability, Telekinesis, you might never need to Reload your Deck, giving you a powerful leg up on your opponents once they're "forced" to Reload their emptied Deck (you're not required to Reload when you run out of cards).
Once you have Yukari and Angel's Sword on the Field, Inari House gives you the cards you'll need to Draw to cash in on that combo.
Spend 1 Action to Play an Item from your Hand.
To do this, you'll need a number of points in the Attribute, Knowledge
equal to or greater than the Item's level.
When you Play an Item, place it face-up on the Field above your Character Board.
It's now considered "under Your control."
While on the Field & under your control, Items offer continuous effects to aid you in the game.
Unless the Item says otherwise, you do not need to spend an Action to Activate its effect(s) while it's already In Play.
You spend an Action to put it from your Hand onto the field (Play it), but, once it's there, it's typically free to Activate its effects.
Basically, Items prove harder to play than Supports, but they last longer.
If an Item fails to specify when you can activate it, you may do so at any point during the game, so long as it's on the Field & under your control (unless its effect(s) are somehow negated).
If an Item fails to specify how often you can Activate it, you may do so as many times as you see fit, so long as it's on the Field & under your control (unless its effect(s) are somehow negated).
While you control this Level 3 Item on 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 ensure you win the Hit Point race.
While you control this Level 4 Item on the Field, you may, every time you lower an opponent's Hit Points for any reason, Draw up to 2 cards from your Deck, adding them to your Hand.
This can result in massive card draw.
You might think this should be a level 5 Item, given how much card advantage Angel Sword could bring you, but bare in mind that it does less and less the thinner your Deck becomes.
That said, pairing Angel Sword with Yukari can get pretty nuts.
In fact, lets talk about that combination.
So what happens if you ended your turn with both Yukari & Angel's Sword?
Well, Yukari deals damage equal to the number of cards you drew that turn, as is her effect.
Angel's Sword can really inflate that damage.
Then, Angel's Sword would, triggered by Yukari's dealt damage, would trigger, Drawing you up to 2 cards.
This does NOT re-trigger Yukari, whose effect only triggers up to once at the end of each of your turns.
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 the Field & under your control, whenever you damage an opponent's Hit Points, you'll increase that damage 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.
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 the number of points you possess in the Attribute, Knowledge minus 1 point (if you had, say, 3 points in Knowledge, you'd deal 2 points of damage).
If it stopped there, this Event might even seem a tad underwhelming . . . but, of course, it doesn't do that.
No. No. No. . . . no.
After it deals that damage, it does the exact same thing AGAIN.
You can pick different targets for each instant, 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's effect separately.
Meaning Arondight could deal an extra 6 points of damage ON TOP of what Mount Tantrum.
Meaning Angel's Sword might Draw you a total of 4 cards!
If you see Seth investing in Knowledge, have a plan for dealing with it.
Deal with Seth's cards before they deal with you, folks.
"I Play . . . the Race Card!"
(I swear I didn't design this just to make that joke.)
When you Play this Event:
1st, You'll swing at your opponent's Hit Points with damage equal to the number of points you possess in the Attribute, Combat.
2nd, You'll Draw up to 1 card from your Deck and add it to your Hand.
Simple & strong.
Very Seth.
When you Play this Event:
1st, You'll target an opponent, who'll afterwards lose Hit Points equal to the number of points you possess in the Attribute, Combat.
2nd, Gain a point in any of your Attributes (Influence, Knowledge, or Combat).
Token destruction is a special, rare kind of removal.
When you Play this Event:
1st, Destroy a number of tokens equal to or fewer than the number of points you have in the Attribute, Combat.
These can be any kind of token, such as Stamina, Bleed, Relic, Boost, or Shield, & you can mix and match.
2nd, Gain an Attribute point.
Seriously, Seth has ramp locked down.
While Assassinate is an Event that can destroy tokens, it leaves Seth with no source of removal against Items . . .
That's where Spiral District comes in.
When you Play this Event, you'll Destroy a number of Items on the Field, that number being as high as the number of points you possess in the Attribute, Combat.
If you're playing against Seth, & he's investing heavily in Combat, be aware of the risk you're taking if you go heavy on Knowledge.
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