M2E+Amanjaku

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 * Amanjaku, Ten Thunders Totem (Asami Tanaka)**

=__Overview__= Amanjaku is a 3 point peon that is just as card intensive as his master. This however can be game changing in the right situation. He can become a beater, a savior, or an annoyance. 3 Points for a variety of things, it just depends on how the game goes, and if you want to use the cards.

=__Mobility__= Great mobility for a little guy at Wk 6. He however has no additional movement tricks. Ten Thunders has plenty of movement tricks themselves but those may be better used elsewhere most of the time.

=__Offense__= Amanjaku only has one attack that is really interesting. It starts at 1/2/3 damage, but gains +1 DMG equal to the opponents VP. This means you could have a 3 point model doing 3/4/5 damage if your opponent has 2 or more VP (capped at +2 DMG). It also has the //Flay// trigger with one suit built in, needing two.

His other attack action has had a lot of debate and discussion on the potential of it. It raises a models condition value by one. This means you can raise F**licker** by 1 to keep a model around another turn, you can raise the emissary's **Destined** condition by 1 to get to his (0) faster and increase it's heal, but you can also raise **B****urning and Poison** on models. This is a very versatile ability but, it requires a 9.

=__Resilience__= Resilience is surprising. He has a number of abilities and actions that make him unappealing for the enemy to mess with. Hopefully with: **Disguised** preventing charges, **Manipulative** taking their hand or making actions fail. and **Onwards Into Night** giving **SH** actions a neg flip, he can stay around long enough to let the opponent score 2 VP and start hitting things.

=__Magical Extension__= Outline any spells that this totem is entitled to using when attached to its master.

=__Tips and Tricks__= (As per Master with sub-headings as needed)

=__Playing Against [Totem]__= Threat level, how to kill/neutralise it, what to watch out for etc.

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 * __Ownership__ **