Not to derail this ... derail, lawl So, Mei Feng isn't technically my first master (That was Misaki), but Mei Feng is my favorite and decidedly my jam. The ultimate meta of Mei Feng is the "Human Freight Train" line of thinking: turn cards into actions. Arcanists have better hand manipulation than TT, so we need alternatives. So, my keys to running her are as follows Upgrades: Seismic Claws: Necessary Upgrade, triggering extra jackhammers out of seismic claws is a huge deal. Wings of Wind: Helps her generally slow crew and gives her a 0 action to use. Recalled Training: Recalled Training is HUGE on her. Odds her on turn 2 or 3 you'll want to get something really critical don with her, so in addition to whatever else you get this gives you +flips on railwalks, meaning you're substantially less likely to need to blow a decent card to keep the line moving. When I alluded up there that we need alternatives to Arcanist hand manipulation? This is it. You want to save your good cards to power additional combos from her later. (I don't like Misdirection on Mei Feng. She already has a Mask trigger that will get her out of combat, Misdirection won't prevent her from getting Walloped by lone models, and if they succeed on a huge hit they'll just throw the two cards and cheat out a severe against her. ) Supporting her, I tend of the following as mandatory Shadow Effigy: Mandatory pick in every 10T list. 3 Metal Gaimin: Incredibly efficient models with obvious synergy and great mobility, either if your opponent has constructs or with your traps (See below) [Edited: Apparently Traps aren't Constructs] Either Sensei Yu or Mr. Graves for the added mobility. Usually 1 Oiran for a cheapish schemerunner and potential clutch Lure. Then I build around who I'm facing or what I'll need. If I think I can be more conservative and rely on ranged support, Katanaka snipers. Kang if I need to hold space and survive. For territory control focus, a few railworkers for a more durable if slower group. For more mobile schemerunnning, Monks of High River. Against Rezzers: Toshiro. Against Arcanists, probably Kang with Hard Worker. Tactics wise, I almost never go after masters with her. I get the most success going hit and run against Henchmen and Minions, using her mobility to pick off anything key, and then either railwalking back out of danger or popping a steam cloud to keep me safe enough that she's not worth killing. She's also not to be underrated as a scheme running. Spending 1 AP to Railwalk into a Jackhammer to finish off a wounded enemy, then dropping a Scheme Marker before Venting Steam is a very good turn considering how much of the board you can cover. I don't go after Masters with her that often, since so much of what she relies on are combos and Masters often have the defense triggers to break up what you do, and she doesn't have the damage to kill stuff off just one or two attacks a turn