Life's too short to waste time NOT winning Duelists of Darkwana.
Seth shares your impatient pain.
That's why he does everything at hyper speed.
He gains Attribute points quickly.
He draws cards quickly.
He deals damage quickly.
Much to the disappointment of the ladies, he does everything quickly.
Seriously, we need to test this guy for Duelists of Darkwana enhancing drugs.
Seth is hands-down the easiest-to-learn character in Psychics vs Swordsmen.
His cards and Ability are pretty straightforward & powerful enough to set off airbags.
If you love simplicity at the cost of sneakiness, Seth's the character for you.
His ability is nothing to joke about, at least not to its face.
Up to once during each of Seth's Action Phases, he can place 1 card from ANY discard pile on top of its deck.
98.6% of the time, he'll uses this Ability to obnoxiously reuse his best cards (given the situation), turning his discard pile into such an efficient toolbox, he rarely requires reloading his deck.
The other 1.4% of the time, he's putting his opponent's WORST card atop their deck, forcing them to draw it (rather than a better card) during their Supply Phase.
Fighting Seth is like fighting a hurricane filled with disembodied fists.
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 is on the field & under your control, at the end of each of your turns, you'll target an opponent, & that opponent will lose 3 Hit Points.
While the damage is light, it's as straightforward as you can get.
That's 100% Seth.
While this Support is on the field & under your control, at the end of each of your turns, you'll target an opponent, & that opponent will lose Hit Points equal to twice the number of cards you drew that turn.
While this isn't as simple as Olivia, Yukari can deal menacing damage . . . if you build the right engine.
Note that a card or Ability that allows you to "add" a card(s) to your hand does not count as "drawing" a card.
While this Support is on the field & under your control, you'll gain 1 additional point in the Attribute of your choice at the end of your turn(s).
Sorry, but you still cannot have more than 5 points in any 1 Attribute.
Getting this card out means leveling Seth's Attributes earlier, helping you win the damage-per-Action-taken race.
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)
When you play this Event, you'll shuffle, from your discard pile into your deck, a number of card equal to or fewer than (could be zero) the number of points you have in the Attribute Influence.
Then, you'll gain 1 Action, which makes Inari House free to play, sort of.
While you must have an Action available to play this card from your hand, you get something of a rebate, giving you back your spent Action after this card resolves.
Note that a card exists "in the aether" while it's effects resolve, meaning that Inari House isn't in your discard pile while this is happening, MEANING you can't use Inari House to shuffle Inari House back into your deck.
Nice try, though.
Combined with Seth's ability, you might never have to Reload while playing as Seth.
This card also helps you to charge the Support card, Yukari, especially with the Item card, Angel's Sword.
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 the effect(s) of an Item 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).
Basically, Items prove harder to play than Supports, but they can 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 this level 3 Item is on the field & under your control, once per turn (EVERY player's turn), when you would lose any amount of Hit Points, lessen that amount by the number of Items you control (on the field), including Bokken.
If you get all 3 of Seth's Items on the field, you could block up to 3 points of damage (in a single instance) every turn.
You might've wondered, "What if I have Bokken and 1 other Item on the field, and an opponent swings at my Hit Points with 1 point of damage TWICE? Can I block both, since I can block up to 2 points of damage?"
No. Stop being greedy. The card clearly says, "Once per turn."
That means you block damage (up to the number of Items you control on the field) ONCE per turn, meaning that in this aforementioned, hypothetical damage-dealing bit of nonsense we've made up in our heads, you would only prevent that 1st instance of damage, even though it's only for a single point, & that 2nd instance would hurt your Hit Points.
Now, if your opponent swung at your Hit Points once for 2 points of damage, & you controlled Bokken & a 2nd Item on the field, you would block both points of would-be damage.
If the damage is greater than the number of Items you control, subtract the number of Items from the amount of damage you would take.
If you controlled Bokken and 2 other Items on the field, & an opponent swung at you for 5 points of damage, you would lose 2 Hit Points (5-3=2).
You might've also wondered, "Okay, so if I'm about take damage for the first time on a particular turn, do I have the option to wait to Activate Bokken later?"
You do, but there's often little guarantee you'll have more damage to block during that same turn.
Typically, you'll only consider waiting to activate Bokken when you KNOW more damage is coming & you NEED to block that later wave at all cost (if, for example, a 2nd instance of damage will somehow activate a card on the field that the 1st wave wouldn't).
99.9995% of the time, use Bokken to block the 1st instance of damage against your hit points every turn.
While this level 4 Item is on the field & under your control, whenever you deal damage to an opponent's Hit Points, draw 2 cards from your deck (if you have any cards in your deck).
Seth deals damage often, so you can get a lot of opportunities to take advantage of Angel's Sword.
You can also combine Angel's Sword with the Support, Yukari to deal massive amounts of damage.
Add on the Item card, Arondight, & you can nuke your opponents from space!
However, Seth's Ability, Telekinesis, discourages him from reloading his deck.
This means Angel's Sword will likely lose value the more heavily Seth relies on Telekinesis.
You can't have everything, pumpkin.
While this level 5 Item is on the field & under your control, whenever you deal damage to an opponent's Hit Points, add 4 points to that damage.
This is a definite Seth card.
It's straightforward & piles on damage.
This card would increase the damage dealt by Olivia to 5 points at the end of each of your turns!
That's just 1 example of how quickly Arondight gets out of hand.
Here we witness the majestic majesty of Seth's soul-sucking nuke.
When you play this Event, you'll target an opponent, who then loses Hit Points equal to the number of points you have in the Attribute, Knowledge, minus 1 point.
Then, you'll do it again.
Since these are separate instances of damage, you MAY pick different targets each time, which is great while dealing with multiple opponents.
Also, Mount Tantrum's effects serve as separate instances of damage.
That means Mount Tantrum activates Angel's Sword twice, even if you hit the same opponent with both barrels of Mount Tantrum's gun (imagine what Yuakri could do for you then).
It means Arondight will increase BOTH instances of damage by 3 points.
It means this card kicks both cheeks of the ass.
When you activate this card, you'll target an opponent, who will then lose Hit Points equal to the number of points you have in the Attribute, Combat.
Then, you'll draw 1 card (unless you have zero cards in your deck).
Ah! The beautiful simplicity of Seth's deck.
Like so many of Seth's cards, Intense Study proves straightforward & easy to use.
When you activate this Event, you'll target an opponent, who will lose Hit Points equal to the number of points you have in the Attribute, Combat.
Then, you'll gain 1 point in any 1 of your 3 Attributes.
Remember, you cannot have more than 5 points in 1 Attribute.
Every deck need some "removal," & here's 1 such card in Seth's deck.
When you activate this card, you'll target & remove up to X Tokens, where X equals the number of points you have in the Attribute, Combat. These can be ANY Tokens, such as Bleed, Stamina, or Shield Tokens.
It can even be a combination of these!
While this card doesn't provide any answers against pesky Items, it's 1 of the few cards that deals with Bleed and Shield Tokens.
But wait! There's more!
Assassinate ALSO gives Seth 1 point in any 1 of your 3 Attributes.
Remember, you cannot have more than 5 points in 1 Attribute.
Seth's deck offers a 2nd removal card.
Unlike Assassinate, this one, Spiral District, can affect Items.
In fact, it ONLY affects Items . . . by removing (destroying and sending them to their discard pile(s)) a number of such Items (equal to or fewer than the number of points you possess in the Attribute, Combat) from the field.
That's just what Seth does.
He beats you up and takes your things.
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