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Shuffler
terrain  Provinces  shuffle
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By fleepa0
3 months ago  (3 months ago)
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Deck Strategy
Hello fire chickens!

This is the deck i used at Birmingham GK, went 5-1 day 1A making the cut. For day 1B i played a standard tadaka deck and made 4-2 getting Hatamoto. Day 2 i won top 32 & 16, losing at top8.

The focus of the deck is to create wide boards with low-cost characters that can pose really high stats offensive and defensive threats, specially in military to overcome both unicorn starting aggresion and crabs potential for defence. I will go into detail on some of the card choices.


Keeper of Air, the only reason to run this role are keeper initiates. The deck wants to build wide boards, so that you can spread out your buffs and not get blown out by assasinations, keepers help provide those extra bodies + the fate gain is not that different from SoV if they are not getting to your SH.


Midnigth Raid is the SH province. Fire is without doubt the worst element to be in the row, and meditations had no impact as a SH. Once the new fire province (Into the forbidden city) is released it replaces this province.
Vassal Fields instead of upholding has 2 reasons, it´s a non-farmable province in a deck that can and wants to defend and plays into a fate attrition strategy with goblin sneak.
Midnight Revels is quite key early game as a row province, your low curve can almost guarantee a bow in early turns and may force opponents towers into your other provinces. It may become a blank province, but it´s still worth the risk.


The list includes every usable cheap shugenja. Numbers on them do not matter much, since most of the skill will come from event boosts.
This is a charge deck, so you want both good targets for charge (Mainly fushisho and kaede) and resurrection targets for the bird, as you may end up hard buying him quite often. Kaede and Ujina are the core of the resurrect package, when combined together it´s a nigthmare for the opponents and it happens often you can buy one and have the other resurrect.
This is one of the Key cards of the deck, as it has sinergy with almost everything you want to do with the deck. Most importantly it is one of the few holding destruction tools in the game, and holdings are becoming a key part of every deck, so no matter what clan you face there will be useful targets. In addition if you dont have a target on the opponents side always use it on yourself, you can filter out your dinasty, bring up new charge targets, discard a character to resurrect it or use it for My ancestors strength. Regarding having it online, you have only 9 scholars, so fate them heavily, and try to keep one in the mulligan if possible.


The entire conflict deck has 2 main purposes, utility for restands and massive buffs in addition to the air package.
this acts as an additional source of buffs for the deck, and lion does this like no other splash. I also added 2 H2H for some additional atach removal but i would probably drop it to 1 and include another Legion or a strength in numbers.
The deck runs 6 air cards to combo with uona, which proved to be quite useful in the meta. Bentens touch is there as a protection to problematic dishonored status consequences. Walking the Way is a key card on the deck, it has several redundat uses with bustling academy so 2 can be enough but it can be brougt up to 3 instead of benten´s.
Goblin sneaks were MVP, the fate attrition they provide, combined with vassal while forcing opponents to deal with high aggression can be a real problem for your opponents. Nyngios enter the buff category, and they help deal with opponents running multiple assasinations.

This is getting longer than i expected. I will try to add a playstyle section soon™
 Hall of Honor
Kotei - Top 8 - Hatamoto
Date: 05/31/19 thru 06/02/19
Number of Players: 128
Occasion: Birmingham Grand Kotei
Location: Birmingham
call_split Inspiration For
PHX lion air spell deck by Jushirou  (4 weeks ago)
comment Comments
Would love a playstyle section xD :D
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Stats
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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
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Provinces
 Provinces
 Provinces
 Provinces
 Provinces
 Provinces
Quantity
 Title
Strength
Traits
Set
Eligible Provinces
 
Deck Stats ×
Dynasty Fate Distribution
Conflict Fate Distribution
Trait Distribution
Dynasty Initial Draw Probability & Mulligan by Card
Deck must have at least 40 cards to calculate.
Dynasty Initial Draw Probability & Mulligan by Trait
Deck must have at least 40 cards to calculate.
Conflict Initial Draw Probability & Mulligan by Card
Deck must have at least 40 cards to calculate.
Conflict Initial Draw Probability + Bid by Card
Deck must have at least 40 cards to calculate.
Conflict Initial Draw Probability & Mulligan by Trait
Deck must have at least 40 cards to calculate.
Conflict Initial Draw + Bid Probability by Trait
Deck must have at least 40 cards to calculate.
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Legend of the Five Rings
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Clan: 
Stronghold: 
Role: 
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Total Cards in Dynasty Deck: 
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Total Cards in Conflict Deck: 
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Card Name / Set
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☐  40-45 cards in each deck
☐  1 Stronghold & 5 Provinces
☐  One of clan's chosen roles
☐  Maximum influence not exceeded (1 other clan only)
☐ Confirmed correct province ring types
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