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By Grody
4 weeks ago  (3 weeks ago)
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6-1 Elemental Champion Winner : Gameology in Los Angeles

Heyo, so this was the deck I brought to the 17 person EC at Gameology on Saturday, June 29th. The organizers did make pack 1 legal for the event, I had checked beforehand and put this deck together. I had absolutely 0 testing with it before playing it as I play mostly on Jigoku, so I was flying blind a little bit.

This deck is pretty similar to the HMT SoA deck I was already running, but wanted to test a bunch of the new cards – including Sotorii, Purity of Spirit, Zentaro, and Command Respect (which I wanted because I anticipated a high number of KoA Scorpions). Some things worked great and others did not – I’ll go over all that at the end. I wanted to go Keeper for the extra influence.

Quickly – this event was a few days ago so I am already starting to forget some of the smaller details / might misremember some things but will do my absolute best.

Game 1
I played against Crane with unicorn tower splash. Turn one he bought a big character, I believe it was Tashimoko with 2 fate. I bought Artisan with a fate and berserker. I passed my first conflict, as I am always playing turn 1 for favor. He goes in with Tashimoko and hits meditations with the earth ring. No defender, so he doesn’t have the opportunity to duel/honor and I take 1 fate off of Tashimoko and DoP the earth ring. A little bit of a face drop on his end as my splash is not revealed. Turn 1 DoP is just a killer move, especially if it’s on an impactful ring. From there I was able to void off the last fate on Tashimoko and break a province.

Turn 2 I double break using the combination of Charge, Toturi, Purity of Spirit, I bought Satorii, and artisan was still around. Because of Purity + artisan VoH was offline pretty quick against a deck designed to tower with few characters.

Turn 3 on I was pushing really hard on SH, I don’t think he broke another province as all his efforts were on defending his SH, but he was able to hold be off for another few turns before the eventual break with about 5mn left in the round. Being able to honor Sotorii with Purity of Spirit on political conflict (though not use ability) was pretty good. SiN is the MVP card though. Just great against tower builds.

1-0

Game 2
Vs Tsar Angus on Crab. This game I knew I needed to push early, and sabotage really came in handy. Turn 1 I do not managed to get the favor but I H2h a spyglass, and break a province. Turn 2 I play it safe but still I believe I was able to take 1 province, double void with Toturi, sneak to take his last fate, sabotage an iron mine and censure for his only rebuild in hand. Just wiped his board. Big turn of the game and pushed through to the end from there. Talisman comes down once I am on SH and I have to break all 4 provinces – just in time so that his rebuilds are now pretty much dead. The game probably lasted 2 more turns before I break on SH.

Some bit of luck, he saw none of his Fight Ons when it mattered. But to be fair I only ever saw DoP until it was a little bit too late to be relevant.

2-0

Game 3
Played Phnx with Lion splash I’d end up facing him in the finals. Deck runs charge bird and is probably 1/2 cards away from being really scary. I just felt that everything he was trying to do, Lion could keep pace with. At least new look lion.

For those who are interested at this point all the cards I wanted to test were really just killing it, making my day, except Command Respect. At this point it’s really done nothing but there are two scorps floating around and both are doing really well so I’m sure to face them.

Back to the game – We were both on SH, and he just defended a heavy military push. I was able to get 2x keepers out and win the conflict but not break. I had a political left, but not another HMT mil so he felt pretty safe. He goes into attack on my SH and I believe he needed about 6+ more mil to break. I knew he didn’t have it / hoped he didn’t. So I no defended it and DoP’d his fire ring to honor my keeper. I was then able to push back and threaten a political break. He defended with a conflict character but I was able to SiN for the win.

That was a pretty great / fun / high stakes turn and I felt good.

3-0

Game 4
Ah finally a game vs the dreaded KoA scorpion. Vs Zoey Ho too of course (a lion / scorpion player who I had VERY narrowly gotten Lion Hata over at the LA Kotie last year). Turn 1 I do not manage to get the favor or get off a good DoP. She spent a ton of cards though and I had the card advantage, I think 5-8. So I Thought I had at least another good turn of 5 bid before I was in real trouble… but then there comes the 1 bid.

She’s able to noble sac my 2 fate lpb to start next turn, down to 5 honor and I never recover. She’s able to DH my before I can get to SH.

The entire time CR was burning a hole in my hand, but I could never ever play it. Yes the scorp deck draws a lot- but is also spends a lot and because of cards like niece can play at a card disadvantage. So that card, that was here specifically for this MU, did nothing. Game over.

3-1

Top 8
Versus a different Crane / Unicorn. This game was very close but I made some pretty sick plays throughout using the combination of DoP, Purity of Spirit, and Sotorii. I think my favorite moment was the last turn.

I was able to get Sotorii and a berserker into my SH push, spiritcaller at home. First I Wotl my berserker, he lets it go off and uses one of his 2x bow effects, at this point I’ve used all my ready for battles. So I Purity Sotorii to honor him and threaten the break, he uses his last bow effect. Then I spiritcall in an LPB, use my 3rd and final Purity, use the bowed Sotorii to boost, and bow his character. SH break, game over.

He was not super excited to lose to Lion, and there may have been some math errors but I wasn’t going to lose that game, I had more mil buffs, attachment control, and options for a political attack should this fail. It felt good to have this many options vs crane duel tower.

Top 4
Again I face the dreaded KoA Scorpion, different player this time though. Things really just went my way this game. I felt I had all the answers. Getting favor T1, double breaking T1, followed by us both bidding 3 on turn 2 – the honor pressure just never got there.

The game ended turn 3 with Ujiaki on SH, flipping 2x spirit callers for 2x lpbs and a relatively easy win. Scorpion player said he was really impressed with this new look for Lion – he was a Lion player in the CCG but never liked what he saw out of the clan until now.

I don’t think I even got a good DoP off in this game, just good stuff lion charge + wotl + favor play really made the day. I did see one fawning diplomat and immediately attacked it to discard. At this point in the night most people in the store are rooting for me, as everyone jokes that Lion finally might be good.

Top 2
Rematch with the Phnx/Lion player I played previously. I actually remember damn near nothing about this match. Just all the tricks seem to be working and the game never seemed that close. Saw a charge bird getting setup and used my only sabotage to kill it. That card just continues to be good, and at times I consider bumping it to a 2x.

In this game I finally did get CP to do something on my final SH attack, netting me about 5 honor.. but I broke anyway and I’m not sure it really changed anything.

At the end of the day CP is not really worth it. It’s the only thing I know right now needs to change in the deck.

Anyway, sorry wrote this when I was really tired and it’s probably a bit incoherent but hope if gives Lion players something to work on!

Grody
Congrats on the win! I really, really like the deck and will definately try it.

Just a few questions on some card choice:

1. Why the Seppun Truthseeker? Just for the card draw? Don't you felt that it was giving your opponent too much of an advantage?

2. Have you considered Miya Library? It could help you fish for Satorii and generally stack your dynasty deck.

3. Since you are playing Appealing have you considered Anakazu? He is also a great target for Satoriis action I guess.

That's all for now. Would be cool, if you could answer my silly questions ;)
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Role
No Role
Keeper of Air
Organized Play Role
Increase your deck building influence value by 3.
After you win an conflict as the defending player - gain 1 fate.
Seeker of Air
Organized Play Role
You may replace 1 province of any element with an additional province while deck building.
After an province you control is revealed - gain 1 fate.
Keeper of Earth
Organized Play Role
Increase your deck building influence value by 3.
After you win an conflict as the defending player - gain 1 fate.
Seeker of Earth
You may replace 1 province of any element with an additional province while deck building.
After an province you control is revealed - gain 1 fate.
Keeper of Fire
Increase your deck building influence value by 3.
After you win a conflict as the defending player - gain 1 fate.
Seeker of Fire
Organized Play Role
You may replace 1 province of any element with an additional province while deck building.
After an province you control is revealed - gain 1 fate.
Keeper of Void
Increase your deck building influence value by 3.
After you win a conflict as the defending player - gain 1 fate.
Seeker of Void
Organized Play Role
You may replace 1 province of any element with an additional province while deck building.
After an province you control is revealed - gain 1 fate.
Keeper of Water
Organized Play Role
Increase your deck building influence value by 3.
After you win a conflict as the defending player - gain 1 fate.
Seeker of Water
Organized Play Role
You may replace 1 province of any element with an additional province while deck building.
After an province you control is revealed - gain 1 fate.
Support of the Crane
Increase your deckbuilding influence value by 8.
You may only spend Influence on clan cards.
Support of the Phoenix
Increase your deckbuilding influence value by 8.
You may only spend influence on cards.
Support of the Scorpion
Increase your deckbuilding influence value by 8.
You may only spend influence on clan cards.
Support of the Unicorn
Increase your deckbuilding influence value by 8.
You may only spend influence on clan cards.
Stronghold
Stronghold
S
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Dynasty Initial Draw Probability & Mulligan by Trait
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Conflict Inital Draw Probability & Mulligan by Card
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Conflict Inital Draw Probability + Bid by Card
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Conflict Initial Draw Probability & Mulligan by Trait
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Conflict Initial Draw + Bid Probability by Trait
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