{"id":2900,"date":"2023-12-12T06:30:30","date_gmt":"2023-12-12T10:30:30","guid":{"rendered":"https:\/\/fabrec.gg\/articles\/?p=2900"},"modified":"2023-12-21T19:44:59","modified_gmt":"2023-12-21T23:44:59","slug":"the-rise-and-fall-of-talents-in-flesh-and-blood","status":"publish","type":"post","link":"https:\/\/fabrec.gg\/articles\/the-rise-and-fall-of-talents-in-flesh-and-blood\/","title":{"rendered":"The Rise and Fall of Talents in Flesh and Blood"},"content":{"rendered":"<h6 style=\"text-align: right;\">(<span class=\"edhrecp__link side-by-side\"><a class=\"edhrecp__link-a\" content=\"Invoke Azvolai\"href=\"#\" target=\"_blank\">Invoke Azvolai<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> | <a href=\"https:\/\/federicomusetti.com\/\" target=\"_blank\" rel=\"noopener\">Art by Federico Musetti<\/a>)<\/h6>\n<p><i><span style=\"font-weight: 400;\">Flesh and Blood<\/span><\/i><span style=\"font-weight: 400;\"> brings visceral, gladiatorial combat to the tabletop. Players choose their hero, select their equipment loadout, and bring an arsenal of attacks, actions, spells, and maneuvers to survive.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Set in the world of Rathe, heroes come in all different flavors.<\/span><\/p>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Rhinar, Reckless Rampage\"><\/div><div class=\"edhrecp__card-container\" name=\"Dash I\/O\"><\/div><div class=\"edhrecp__card-container\" name=\"Dromai, Ash Artist\"><\/div><\/div>\n<p><span style=\"font-weight: 400;\">Before <\/span><a href=\"https:\/\/fabtcg.com\/products\/booster-set\/monarch\/\" target=\"_blank\" rel=\"noopener\"><i><span style=\"font-weight: 400;\">Monarch<\/span><\/i><\/a><span style=\"font-weight: 400;\">, the first 13 heroes had access to an ever-growing generic card pool and their class&#8217;s suite of cards. For example, Rhinar used Brute and generic cards.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Then <em>Monarch<\/em><\/span> <span style=\"font-weight: 400;\">brought an extra element to deck construction and declared it to be the game&#8217;s future &#8211; talents. In <\/span><a href=\"https:\/\/fabtcg.com\/articles\/hidden-talents\/\" target=\"_blank\" rel=\"noopener\"><span style=\"font-weight: 400;\">this mothership article<\/span><\/a><span style=\"font-weight: 400;\">, <\/span><i><span style=\"font-weight: 400;\">Flesh and Blood <\/span><\/i><span style=\"font-weight: 400;\">creator James White said that talents &#8220;reveal the &#8216;completeness&#8217; of the game.&#8221;<\/span><\/p>\n<h2><span style=\"font-weight: 400;\">What Are Talents?<\/span><\/h2>\n<p><span style=\"font-weight: 400;\">Talents represent the unique regional qualities of heroes and add an extra layer of distinctive design to many heroes in <\/span><i><span style=\"font-weight: 400;\">Flesh and Blood<\/span><\/i><span style=\"font-weight: 400;\">.<\/span><\/p>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Levia, Shadowborn Abomination\"><\/div><div class=\"edhrecp__card-container\" name=\"Endless Maw red\"><\/div><div class=\"edhrecp__card-container\" name=\"Soul Harvest\"><\/div><\/div>\n<p><span style=\"font-weight: 400;\">Here&#8217;s how James introduced the world to <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Levia, Shadowborn Abomination\"href=\"#\" target=\"_blank\">Levia, Shadowborn Abomination<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>, and talents:<\/span><span style=\"font-weight: 400;\"><br \/>\n<\/span><\/p>\n<blockquote>\n<h4><span style=\"font-weight: 400;\">It simply became obvious that the world we needed to build to house our heroes and their stories would be comprised of 8 regions, each with its own identity, culture, motivations, agenda, and talent&#8230; How do we make a Brute from somewhere else in Rathe, say the Demonastery, feel different to a Brute from the Savage Lands other than just aesthetics? By giving them cards and mechanics that only heroes with the talent unique to that region can use!<\/span><\/h4>\n<\/blockquote>\n<p><span style=\"font-weight: 400;\">So far, we&#8217;ve seen the following talents:<\/span><\/p>\n<ul>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Solona &#8211; Light<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Demonestary &#8211; Shadow<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Volcor &#8211; Draconic<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Aria &#8211; Elemental (Earth, Ice, Lightning)<\/span><\/li>\n<\/ul>\n<p><span style=\"font-weight: 400;\">I&#8217;d be remiss to not mention what could be a talent seen anywhere in Rathe: Royal. And, of course, we can&#8217;t forget about the <\/span><a href=\"https:\/\/fabrec.gg\/articles\/the-mysteries-of-the-mechanologist-class\/\" target=\"_blank\" rel=\"noopener\"><span style=\"font-weight: 400;\">mysteries of Mechanologists<\/span><\/a><span style=\"font-weight: 400;\">.<\/span><\/p>\n<h2><span style=\"font-weight: 400;\">How Do Talents Affect Card Value in FABTCG<\/span><\/h2>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Brutal Assault red\"><\/div><div class=\"edhrecp__card-container\" name=\"Enigma Chimera red\"><\/div><div class=\"edhrecp__card-container\" name=\"Embermaw Cenipai red\"><\/div><\/div>\n<p><span style=\"font-weight: 400;\">There are a lot of resources out there for determining the value of a card in <em>Flesh and Blood<\/em>. Here are a few of my favorites:<\/span><\/p>\n<ul>\n<li style=\"font-weight: 400;\"><a href=\"https:\/\/rathetimes.com\/articles\/card-evaluation-by-roles-a-value-perspective\" target=\"_blank\" rel=\"noopener\"><span style=\"font-weight: 400;\">Michael Hamilton&#8217;s &#8220;Expressed Value&#8221;<\/span><\/a><\/li>\n<li style=\"font-weight: 400;\"><a href=\"https:\/\/www.youtube.com\/watch?v=ft-Qs-hQFwg&amp;pp=ygUdY2FyZCB2YWx1ZSBpbiBmbGVzaCBhbmQgYmxvb2Q%3D\" target=\"_blank\" rel=\"noopener\"><span style=\"font-weight: 400;\">Team Covenant&#8217;s FAB Foundations<\/span><\/a><\/li>\n<li style=\"font-weight: 400;\"><a href=\"https:\/\/www.youtube.com\/watch?v=5LeeOr7DNWA&amp;pp=ygUdY2FyZCB2YWx1ZSBpbiBmbGVzaCBhbmQgYmxvb2Q%3D\" target=\"_blank\" rel=\"noopener\"><span style=\"font-weight: 400;\">Vazerum&#8217;s &#8220;Card Formula Revealed&#8221;<\/span><\/a><\/li>\n<li style=\"font-weight: 400;\"><a href=\"https:\/\/gameandtechfocus.com\/fabrain-flesh-and-blood-card-value\/#:~:text=The%20most%20widely%20accepted%20hypothesis,%2B%20card%20type%20modifier\" target=\"_blank\" rel=\"noopener\"><span style=\"font-weight: 400;\">FABrain&#8217;s Summary<\/span><\/a><\/li>\n<\/ul>\n<p><span style=\"font-weight: 400;\">For now, I&#8217;ll be referencing the &#8220;Total Value&#8221; or &#8220;Rule of 8&#8221; method as well as Hamilton&#8217;s &#8220;Expressed Value&#8221;.<\/span><\/p>\n<p><b>Total Value (8)<\/b><span style=\"font-weight: 400;\"> = Pitch Value + Attack Value + Defense Value &#8211; Cost + Text Effect(s) + Card Type Modifier.<\/span><\/p>\n<p><b>Expressed Value (EV) <\/b><span style=\"font-weight: 400;\">= Effective Damage Dealt &#8211; Resource Overheads (action points, cost, etc.).<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Let&#8217;s explore the three pictured cards above to see if there&#8217;s a difference in value between a generic card, a class card, and a talented class card.<\/span><\/p>\n<h3><span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Brutal Assault red\"href=\"#\" target=\"_blank\">Brutal Assault<\/a><span class=\"edhrecp__link-image\"><\/span><\/span><\/h3>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Brutal Assault red\"><\/div><div class=\"edhrecp__card-container\" name=\"Brutal Assault yellow\"><\/div><div class=\"edhrecp__card-container\" name=\"Brutal Assault blue\"><\/div><\/div>\n<p><span style=\"font-weight: 400;\">Brutal Assault has no added effects in its textbox, so determining its value is extremely straightforward.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Here are the calculations for its red-pitch version.<\/span><\/p>\n<p><b>Total Value: <\/b><span style=\"font-weight: 400;\">1 + 6 + 3 &#8211; 2 = 8<\/span><\/p>\n<p><b>Expressed Value: <\/b><span style=\"font-weight: 400;\">6 &#8211; 2(r) &#8211; 1(ap) = 3<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Cards like <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Brutal Assault red\"href=\"#\" target=\"_blank\">Brutal Assault red<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> and <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Wounding Blow red\"href=\"#\" target=\"_blank\">Wounding Blow red<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> provide the insight we need to understand the default values of attack action cards.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">To cover our bases here, let&#8217;s examine a generic card you have seen played against you.<\/span><\/p>\n<h3><span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Scar for a Scar red\"href=\"#\" target=\"_blank\">Scar for a Scar<\/a><span class=\"edhrecp__link-image\"><\/span><\/span><\/h3>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Scar for a Scar red\"><\/div><div class=\"edhrecp__card-container\" name=\"Scar for a Scar yellow\"><\/div><div class=\"edhrecp__card-container\" name=\"Scar for a Scar blue\"><\/div><\/div>\n<p><b>Total Value: <\/b><span style=\"font-weight: 400;\">1 + 4 + 2 &#8211; 0 = 7 (plus effects)<\/span><\/p>\n<p><span style=\"font-weight: 400;\">But what about the conditional go again? LSS typically judges &#8220;go again&#8221; as having two (2) points of value and any condition as a negative one (-1).<\/span><\/p>\n<p><span style=\"font-weight: 400;\">So, Scar for a Scar takes its four-corners evaluation of seven (7) and its effects&#8217; net value of one (2 + -1) to achieve an average Total Value of 8. Of course, when its condition is satisfied (you have lower health), Scar for a Scar has an effective Total Value of 9.<\/span><\/p>\n<p><b>Expressed Value: <\/b><span style=\"font-weight: 400;\">4 &#8211; 0(r) &#8211; 1(ap) = 3 OR 4 &#8211; 0(r) &#8211; 0(ap) = 4<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Evaluating Scar for a Scar through these two models shows us why having more than one way for assessing attack action cards is essential. Expressed Value doesn&#8217;t consider the attack&#8217;s defense value. And since players are very unlikely to block with a card like Scar for a Scar, we can see why it finds its way into so many decks &#8211; when its condition is met, it has a higher EV than the default rate.<\/span><\/p>\n<h3><span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Enigma Chimera red\"href=\"#\" target=\"_blank\">Enigma Chimera<\/a><span class=\"edhrecp__link-image\"><\/span><\/span><\/h3>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Enigma Chimera red\"><\/div><div class=\"edhrecp__card-container\" name=\"Enigma Chimera yellow\"><\/div><div class=\"edhrecp__card-container\" name=\"Enigma Chimera blue\"><\/div><\/div>\n<p><span style=\"font-weight: 400;\">While we don&#8217;t have a talentless Illusionist hero, we do have plenty of basic Illusitionist cards. <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Enigma Chimera red\"href=\"#\" target=\"_blank\">Enigma Chimera red<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> gives us another example of a negative condition that allows other values of the attack to increase.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Phantasm exemplifies the illusory nature of the class&#8217;s magic. When a strong enough attack blocks a Phantasm card, the illusion bursts, ending the attacker&#8217;s combat chain.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">The question is, does Phantasm count as a negative one (-1) condition or negative two (-2)? Let&#8217;s investigate.<\/span><\/p>\n<p><b>Total Value: <\/b><span style=\"font-weight: 400;\">1 + 8 + 3 &#8211; 2 = 10 (minus Phantasm).<\/span><\/p>\n<p><b>Expressed Value: <\/b><span style=\"font-weight: 400;\">8 &#8211; 2(r) &#8211; 1(ap) = 5 (minus Phantasm).<\/span><\/p>\n<p><span style=\"font-weight: 400;\">So, is Phantasm worth one or two negative points of value?\u00a0<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Running the math on other class cards like <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Already Dead\"href=\"#\" target=\"_blank\">Already Dead<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> and <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Pack Hunt red\"href=\"#\" target=\"_blank\">Pack Hunt red<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> show how<\/span><b> class cards gain an additional value point compared to standard generic cards.<\/b><\/p>\n<p><a href=\"https:\/\/www.youtube.com\/watch?v=wMJfWCKc3n8&amp;t\" target=\"_blank\" rel=\"noopener\"><span style=\"font-weight: 400;\">Coach Phil from Australia<\/span><\/a><span style=\"font-weight: 400;\"> describes this increased value as a result of a deckbuilding restriction. Since only Illusionists can run Enigma Chimera, it counts as a conditional minus one (-1) against the card&#8217;s overall value to keep the Rule of 8 consistent.<\/span><\/p>\n<h3><span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Embermaw Cenipai red\"href=\"#\" target=\"_blank\">Embermaw Cenipai<\/a><span class=\"edhrecp__link-image\"><\/span><\/span><\/h3>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Embermaw Cenipai red\"><\/div><div class=\"edhrecp__card-container\" name=\"Embermaw Cenipai yellow\"><\/div><div class=\"edhrecp__card-container\" name=\"Embermaw Cenipai blue\"><\/div><\/div>\n<p><span style=\"font-weight: 400;\">Now let&#8217;s examine what happens when we have a talented class card. Does the extra deckbuilding restriction provide an additional value to cards?<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Well, sometimes yes, and sometimes no.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Embermaw Cenipai is a Draconic Illusionist attack with Phantasm and a little extra effect if the attack is destroyed through Phantasm.<\/span><\/p>\n<p><b>Total Value: <\/b><span style=\"font-weight: 400;\">1 + 8 + 3 &#8211; 2 = 10 (minus Phantasm).<\/span><\/p>\n<p><b>Expressed Value: <\/b><span style=\"font-weight: 400;\">8 &#8211; 2(r) &#8211; 1(ap) = 5 (minus Phantasm).<\/span><\/p>\n<p><span style=\"font-weight: 400;\">While the additional effect doesn&#8217;t add to Embermaw&#8217;s calculated value, it does provide an extra hedge against Phantasm-popping attacks.<\/span><\/p>\n<h2><span style=\"font-weight: 400;\">The History of Talents in Flesh and Blood<\/span><\/h2>\n<p><span style=\"font-weight: 400;\">The advent of talents in <\/span><i><span style=\"font-weight: 400;\">Monarch<\/span><\/i><span style=\"font-weight: 400;\"> and <\/span><i><span style=\"font-weight: 400;\">Tales of Aria<\/span><\/i><span style=\"font-weight: 400;\"> created meta-defining heroes. Those sets were released at a pivotal time for the game as well. Thousands of players joined the game at this time around the world, and in-person events became more common after COVID-19 had made large gatherings nearly impossible.<\/span><\/p>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Prism, Sculptor of Arc Light\"><\/div><div class=\"edhrecp__card-container\" name=\"Chane, Bound by Shadow\"><\/div><div class=\"edhrecp__card-container\" name=\"Lexi, Livewire\"><\/div><\/div>\n<p><span style=\"font-weight: 400;\">Talents continued into the subsequent releases of <\/span><i><span style=\"font-weight: 400;\">Everfest, Uprising, and Dynasty<\/span><\/i><span style=\"font-weight: 400;\">. While many original <em>Flesh and Blood<\/em> heroes still saw competitive play, and only some talented heroes succeeded at their release, several heroes proved to be on another level. This question is <\/span><i><span style=\"font-weight: 400;\">why<\/span><\/i><span style=\"font-weight: 400;\">.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">There are multiple factors, including:<\/span><\/p>\n<ul>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Talents drastically increased the card pools of some heroes<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">COVID-19 hindered the playtest and design processes<\/span><\/li>\n<\/ul>\n<h3>Increased Card Pools<\/h3>\n<p><span style=\"font-weight: 400;\">As the fourth set, <\/span><i><span style=\"font-weight: 400;\">Monarch<\/span><\/i><span style=\"font-weight: 400;\"> proved to be a lot of players&#8217; first Limited play experience for <\/span><i><span style=\"font-weight: 400;\">Flesh and Blood<\/span><\/i><span style=\"font-weight: 400;\">. Illusionist became the first new class since set two, <\/span><i><span style=\"font-weight: 400;\">Arcane Rising<\/span><\/i><span style=\"font-weight: 400;\">, and it needed a way to be capable in Limited and strong enough to break into the Constructed environment.<\/span><\/p>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Aether Wildfire\"><\/div><div class=\"edhrecp__card-container\" name=\"Pulping red\"><\/div><div class=\"edhrecp__card-container\" name=\"Double Strike\"><\/div><\/div>\n<p><span style=\"font-weight: 400;\">Enter talents. As James White wrote in the previously mentioned article, &#8220;Talents add a lot to the booster draft experience.&#8221; Players could stay open longer in draft by picking generic cards early or opting into one of the two talents in <\/span><i><span style=\"font-weight: 400;\">Monarch<\/span><\/i><span style=\"font-weight: 400;\">, Light or Shadow. Then, as each pack progressed, they could commit to one of their talent&#8217;s two heroes.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">At her introduction, Prism could build decks from four sets of generic cards and the newly introduced Illusionist, Light, and Light Illusionist cards. As our study of value showed us, access to three categories of cards with (on average) increased value to their generic counterparts helped her merge right into the meta.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">The constructed scene at this time had eight adult heroes bolstered from their own draftable sets and <\/span><i><span style=\"font-weight: 400;\">Crucible of War<\/span><\/i><span style=\"font-weight: 400;\">, a supplemental set that brought those eight heroes plenty of new toys. So every hero with a previously represented class gained a substantially larger card pool than their predecessors.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">More selection alone didn&#8217;t bring heroes like <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Boltyn\"href=\"#\" target=\"_blank\">Boltyn<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> to instant stardom, but it&#8217;s easy to see how a game early in its development could benefit certain decks more than others through set design.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Consider <em>Magic: the Gathering<\/em>. Every set of Magic uses the same color pie. <\/span><i><span style=\"font-weight: 400;\">Flesh and Blood<\/span><\/i><span style=\"font-weight: 400;\"> complicated deck construction by having a conceptually infinite pie (yum). Every added class and talent offers a new slice for players to enjoy and designers to balance.<\/span><\/p>\n<h3><span style=\"font-weight: 400;\">Design Flaws and Power Creep<\/span><\/h3>\n<p><span style=\"font-weight: 400;\">I am an LSS fanboy, but I also think it&#8217;s permissible to offer criticism. James White and other members of the development team have openly acknowledged how the COVID-19 pandemic affected their design and playtesting processes while creating <\/span><i><span style=\"font-weight: 400;\">Tales of Aria<\/span><\/i><span style=\"font-weight: 400;\"> (which may have also been the first set fully developed by their team, as opposed to the previous sets which James had iterated on for years).<\/span><\/p>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Crown of Seeds\"><\/div><div class=\"edhrecp__card-container\" name=\"Seeds of Agony red\"><\/div><div class=\"edhrecp__card-container\" name=\"Rosetta Thorn\"><\/div><\/div>\n<p><span style=\"font-weight: 400;\">Even balancing <\/span><i><span style=\"font-weight: 400;\">Monarch<\/span><\/i><span style=\"font-weight: 400;\"> before its release presented problems. LSS was planning multiple large-level events around the release of their fourth set. They wanted a premier Limited format to showcase their game to a growing global audience.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">They wanted all four heroes to thrive in both draft and sealed to achieve this goal. Unfortunately, <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Chane\"href=\"#\" target=\"_blank\">Chane<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> wasn&#8217;t performing well. Let&#8217;s <a href=\"https:\/\/fabtcg.com\/articles\/banned-and-restricted-announcement-sept21\/\" target=\"_blank\" rel=\"noopener\">let LSS explain<\/a>:<\/span><\/p>\n<blockquote><p><span style=\"font-weight: 400;\">We knew and wanted Chane to be a top-performing deck in constructed formats&#8230; Considerations such as Chane having three (3) intellect, less than 20\/40 health, no arsenal, variations to his activated ability, and the cost of some of his cards were all considered. In hindsight, the mistake was reducing the resource cost of both <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Seeds of Agony red\"href=\"#\" target=\"_blank\">Seeds of Agony<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> and <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Rift Bind red\"href=\"#\" target=\"_blank\">Rift Bind<\/a><span class=\"edhrecp__link-image\"><\/span><\/span><\/span>\u00a0<span style=\"font-weight: 400;\">during booster draft development to enable these two (2) commons to form the core of the primary Chane draft archetype.<\/span><\/p><\/blockquote>\n<p><span style=\"font-weight: 400;\">With Chane unleashed on the constructed meta, the <\/span><i><span style=\"font-weight: 400;\">Tales of Aria<\/span><\/i><span style=\"font-weight: 400;\"> heroes would need to emerge as competitors. This desire to match power levels and disruptions in processes from the pandemic eventually led to the Elemental heroes proving too powerful for the game&#8217;s foundations.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Organized play events surrounding 2023&#8217;s World Championship sent the remaining Elemental heroes <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Lexi, Livewire\"href=\"#\" target=\"_blank\">Lexi, Livewire<\/a><span class=\"edhrecp__link-image\"><\/span><\/span><\/span> and <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Iyslander, Stormbind\"href=\"#\" target=\"_blank\">Iyslander, Stormbind<\/a><span class=\"edhrecp__link-image\"><\/span><\/span><span style=\"font-weight: 400;\">\u00a0to Living Legend Status.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Presently, the Draconic heroes of Volcor and the ongoing War of the Monarchs between Light and Shadow display the game&#8217;s only talented heroes.<\/span><\/p>\n<p><i><span style=\"font-weight: 400;\">Dynasty, Outsiders<\/span><\/i><span style=\"font-weight: 400;\">, <\/span><i><span style=\"font-weight: 400;\">Bright Lights<\/span><\/i><span style=\"font-weight: 400;\">, and <\/span><i><span style=\"font-weight: 400;\">Heavy Hitters <\/span><\/i><span style=\"font-weight: 400;\">only brought marginal support to talented heroes, focusing instead on adding non-talented heroes and an array of support for both new and old classes. But what about the future?<\/span><\/p>\n<h2><span style=\"font-weight: 400;\">The Future of Talents in Flesh and Blood<\/span><\/h2>\n<p><span style=\"font-weight: 400;\">As we&#8217;ve seen, talents present an additional modal lever for <\/span><i><span style=\"font-weight: 400;\">Flesh and Blood&#8217;<\/span><\/i><span style=\"font-weight: 400;\">s <\/span><span style=\"font-weight: 400;\">developers to pull while creating unique tabletop experiences.<\/span><\/p>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Vynnset, Iron Maiden\"><\/div><div class=\"edhrecp__card-container\" name=\"Prism, Awakener of Sol\"><\/div><div class=\"edhrecp__card-container\" name=\"Emperor, Dracai of Aesir\"><\/div><\/div>\n<p><span style=\"font-weight: 400;\">I believe LSS intended to sweep across the world of Rathe and add each region&#8217;s talent to the game before sweeping back through to bring new heroes with new combinations of class and talent. But with rapid growth and some mistakes in the design of some talented cards, they chose to return to their bread and butter by mimicking <\/span><i><span style=\"font-weight: 400;\">Welcome to Rathe <\/span><\/i><span style=\"font-weight: 400;\">as best they could in <\/span><i><span style=\"font-weight: 400;\">Outsiders <\/span><\/i><span style=\"font-weight: 400;\">and the upcoming <\/span><i><span style=\"font-weight: 400;\">Heavy Hitters<\/span><\/i><span style=\"font-weight: 400;\">.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">We still have many of Rathe&#8217;s talents to see, and several mentioned classes are waiting for their turn in the sun.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">The adjustments to the Living Legend system came with a promise of an influx of new heroes in 2024. Some will replace known heroes (<span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Prism, Awakener of Sol\"href=\"#\" target=\"_blank\">Prism, Awakener of Sol<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>), and others will replace previous combinations (<span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Vynnset, Iron Maiden\"href=\"#\" target=\"_blank\">Vynnset, Iron Maiden<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>).<\/span><\/p>\n<p><span style=\"font-weight: 400;\">When LSS decides the time is right, all they&#8217;ll need to do is pull the talent lever again to show us how deep their designs can really go.<\/span><\/p>\n","protected":false},"excerpt":{"rendered":"<p>How have talents affected Flesh and Blood game design? Click to find out!<\/p>\n","protected":false},"author":9,"featured_media":2924,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[8],"tags":[233,369,301,35,58,36,310,171,147,342],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v21.3 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>The Rise and Fall of Talents in Flesh and Blood - FABREC<\/title>\n<meta name=\"description\" content=\"How have talents affected Flesh and Blood? Did they improve or hindered game design? 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