Unknown Information and Nuu

With the release of Part the Mistveil, I’ve been on a little bit of a Nuu, Alluring Desire spree. Through all the deck conceptualizing, brewing, and playtesting, one concept has been on my mind as a big contributor to Nuu’s power: the power of unknown information.
What Do You Mean by Unknown Information?
Unknown information is less relevant in Flesh and Blood compared to other card games, as Flesh and Blood hinges on maximizing the value of each hand you draw to maximize redrawing to intellect. However, the arsenal and how you use the hand in any given assault is still hidden. This is where one can manipulate the effectiveness of your opponent’s blocks.
This is important as a lot of incidental value can be manipulated by devaluing your opponent’s blocks. This could be goading an opponent’s armor or improper block, baiting over-blocks on an innocuous threat, or an opponent holding onto blocks for on hit effects… that never come. Here are a couple of examples of using unknown information to your advantage.
Using Unknown Information
Goading Armor
The first example involves making your opponent use armor in inopportune situations so they can’t be used against future attacks. Most strong FAB players are very wary on using their armor, trying to maximize each point of value garnered from it, perhaps to avoid evasive attacks or answer critical breakpoints.
Thus, using breakpointed attacks whenever possible to draw armor opens the opponent to more vicious attacks later on. A common example is the use of Mounting Anger
A more complex method of goading armor involves threatening an opponent with potential threats. The most common example is using Breaking Scales
Attack Reactions
The second example mostly revolves around threats of attack reactions
Secondly, the reaction step is a critical point whereby unknown information can be very powerful. Traditionally versus Dawnblade
Traditionally, the answer to prevent a Dawnblade
Follow-Up Attacks
The last example is threatening potential follow-up attacks. Often players save their blocking cards to maximize their effectiveness, often to negate on hit effects. One example is threatening powerful chain finishers. Snatch
However, other less obvious examples are present. Against Kayo, Armed and Dangerous
On the contrary, gaining go again on an attack otherwise expected can cause an opponent to be unprepared for an attack. This can be done via the usage of Snapdragon Scalers
Relevance in Nuu’s Strength
The Assassin class uses all of these three to their maximum effect. Our newest Assassin, Nuu, Alluring Desire
Firstly, her dagger Beckoning Mistblade
Also, between her attack reactions and Mask of Recurring Nightmares
Nuu’s Beckoning Mistblade
Lastly, Nuu has access to the powerful Undertow Stilettos
These effects in sum allow for Nuu to punch far above her weight, taking down far more powerful foes with her disruption and deception.
Not Having It
Threatening/Bluffing
Now, while the above dilemmas you present your opponent might seem powerful, not every hand in Flesh and Blood lines up perfectly. What’s important with unknown information is you don’t need to actually have the punish every time. A formidable opponent will know what you’re capable of through the nature of your blocks, how you have played your turn out so far either on the turn and throughout the game, guessing what you have in hand. However, it’s possible to misrepresent what you could have.
No matter how weathered a player is, pitching a blue for Command and Conquer
Playing around Unknown Information
Proactive Play
So how do we deal with unknown information? The best way, as with all things in Flesh and Blood, is to hit cards out of your opponents hand. Ambiguity is most powerful when an opponent has a large hand, and as you force blocks either via efficiency or on hit effects, what a player can threaten can be narrowed down. And while it’s possible for an opponent to grip their hand through their assault, if you had dealt massive damage to an opponent to keep their hand, regardless of how they punish you, you might have won the turn cycle. A Dorinthea Ironsong
This is also the case for decks which win out via pure efficiency. If your deck or hand can ignore whatever possible interaction an opponent has, you can avoid the interaction game altogether to enact your game plan, forcing your opponent into answering you instead. The best answer to Nuu’s trickery is not to prevent it, but to find a way to hit her harder.
Risk Management
Another method is risk management. As the game plays out, one player will have the upper hand. If you’re on the back foot, the leeway you have to avoid blowouts from your opponent is strained, hence the best play is to play to your outs and pray they don’t have the punish. There’s no use playing around a Pummel
This also applies when you’re ahead. When you’re ahead, you can take safer lines to prevent an opponent from blowing you out from the other angle. Keep your opponent on the ropes and convert your advantage into a win. This can be done via blocking out further to maintain life advantages, to prioritizing defensive tools to prevent an opponent from mounting a comeback.
Reactive Tools
Lastly, defensive tools often give players the opportunity to interact with an opponent’s information. Saving defensive tools such as defense reactions or Snag
Conclusion
I hope this article has given you ideas on how to approach the mind game aspect of Flesh and Blood, and that you are enjoying Part the Mistveil as I have. Practice your poker face, and go have some fun!
Further Reading:
How to Win a Flesh and Blood Mirror Match