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Dynasty Strategy
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Shuffler
terrain  Provinces  shuffle
  Dynasty   0view_headline   0delete_outline   shuffle
  Conflict   0view_headline   0delete_outline   shuffle
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By jairoe03
4 months ago  (1 month ago)
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Deck Strategy


Wait, don't be scared. It's fine. I know...it's . Hear me out!

So, as maybe some know, I am jairoe03 and more known for applying a semi-wide strategy to . To briefly explain it, it's basically, putting 1-fate on all 1-cost characters to get them to carry over (doesn't matter which character it is, they all go). It still swarms but in a more controlled fashion and we are utilizing having more characters to establish an amount of control over the board using conflict attacks. In Unicorn, this means, we will take our lowest Pol characters and make a cheap poke (political) attack to soften the opponent up and generally, try to hit hard (and break) on the second (military) conflict. The idea is to control the game first, not to rush it and make breaks at best opportunities where you can guarantee it and/or invest minimally into the break.

Having a wider board more consistently across all turns relative to your opponent means your opponent will have a harder time picking out a point on your board to establish control because your force is spread out across more characters rather than focused. In my KB deck, it functions on the reusability of the best characters, however, this is not a luxury for Unicorn to pull off consistently. Instead, this deck can make better use of its attachments (multiple use) and getting re-usability from attachments as well as leveraging actions from bowed characters by moving them into another conflict. This can be observed using cards like , and . There is a bit of emphasis on making sure when you apply stat buffs, to spread them out so you can mitigate the amount of control an opponent can apply to your horde.

The crux of this dynasty emphasizes the 1-cost to carry over into the next turns while adding a 3+-cost character occasionally onto your board. There are two central themes here, bowing/sending home and moving characters into and out of conflicts. This should allow you to create inefficiencies on board with character assignment such as threatening a break on political to force a large character to block and then pulling out or sending a cheap character in to show poke, but then moving characters in for the break.


- 6 conflict cards that can bow characters/3 dynasty cards and 3 conflict cards that can send characters home
- 9 dynasty cards and 3 conflict cards that can move characters out of conflict/12 dynasty cards, 5 conflict cards and SH that can move characters into conflict
- 9 dynasty cards and 3 conflict cards that create benefits from moving into conflict/3 dynasty cards, 6 conflict cards and a province that benefits from more participants (aka bowed characters moving into conflicts)
- 15 slots in conflict deck alone that add stats to characters (this does not include conflict characters)
- With and , you can leverage a single attachment in 3 different conflicts in a single turn and leverage in 4 different conflicts in a turn

This is something that I feel best suits my play style personally. Let me know what you guys think about the concept. This is the deck I plan to first experiment and play with post Children of the Empire and look forward to seeing how this pans out.

UPDATE: The Crab splash with Reprieve, Pathfinder's Blades didn't really resonate with me so I switched it to be more about movement shenanigans and bowing/sending home. I think it's just the scorpion in me that wants more tricks and ways to deceive the opponent. I feel this deck is more focused and centralized ;)
comment Comments
Hi. I like you're write-up, but it doesn't match the deck that is shown (e.g. Crab vs Dragon, no Giver of Gifts, etc.).
oh haha oops, i should have cloned the deck before altering it, forgot i published it
Why does this deck not have Ide Trader with so much movement?
Because Spyglass kinda fills a similar niche already so its really like additional fate. I'm a big proponent of spending smarter and not necessarily fate hoarding and trying to simply overwhelm opponents with more money.

Giver of Gifts seems to offer a lot more in conflict capability than the Ide Trader, which offers really nothing in its ability for conflicts. Attachment preservation can work towards lasting into late game better.

At the end of the day, this game is all about winning conflicts, no matter what deck you run so that's ultimately why.
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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
S
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 Inital Draw Probability & Mulligan by Card
Deck must have at least 40 cards to calculate.
Conflict Inital 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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Date:
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Clan: 
Stronghold: 
Role: 
Influence Clan: 
 
Total Cards in Dynasty Deck: 
Card Name / Set
Qty
 
Total Cards in Conflict Deck: 
I
C
Card Name / Set
Qty
Province / Ring Type
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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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