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by  dnapolitano
12 months ago   ●   3 months ago
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Build focused on honoring and glory, opponent fate control, and keeping small board with 3+ fate characters.

Honoring is done through cards like Court Games, Guard Duty, Benten, Kami, Shameful Display. The intent is to boost stats of high glory characters like Warrior, Tsukune and Magistrate, for whom the stronghold is a frequent targets.

I keep characters in play by putting out few characters and placing at least 2 fate on each 3+ cost character. Stand Your Ground helps retain characters with no fate.

I reduce opponent's fate pool by making their character's conflict use inefficient. Cards that help here are Waning Hostilities, Display of Power, Harmonize (also good with Guard Duty as you can get fate boost on defense, send home, then attack. I use Favorable Ground for similar reason and when paired with Orator effect is similar to Harmonize), Kanjo District, Cloud the Mind, Mystic.

Not enough Shugenja to fuel cards like Supernatural Storm.

Key Rings: Fire and Wate and as needed Air and Void.
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Haughty Magistrate
2
04/21/18
12/13/17
Fushichō
1
07/28/18
07/28/18
Walking the Way
1
07/18/18
07/18/18
Shiba Tsukune
1
07/05/18
07/05/18
Censure
1
12/27/17
12/27/17
Guard Duty
1
12/06/17
12/06/17
Let Go
1
11/03/17
11/03/17
Isawa Masahiro
1
10/29/17
10/29/17
today Reported Matches
  Shiro Nishiyama
426
  Shizuka Toshi
112
  Mountain's Anvil Castle
112
  Hisu Mori Toride
112
  Yōjin no Shiro
202
  City of the Open Hand
011
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I'm surprised to see Tsuki didn't make the cut. Have you considered running her? I also wonder if Azunami can truly replace Tadaka in this deck.
Yeah, I like Tsuki and I like Tadaka. In this build I'm leaning on my 3+ cost characters and using my cheap shugenja to fuel Bentens and get some big hits late in game with Ancestor's Strength. Tsuki is good when she attacks after you claim water ring or if she sticks around more than a turn. With Waning as an option I don't want to build up a board to support a second attack with Tsuki and I don't want a third 2-cost to put fate on (right now I do fate up Mediator and Uona). All that said, if I find that having 9 1-costs is too risky then Tsuki would be a good option over Tensai Initiate. I'm testing Azunami right now and in my only game since I got the pack she had incredible synergy with Guard Duty (attacking water after a defense with another character that is now honored) and Ningyo. Ningyo is looking to be a stand out. Also testing Charge Bird both because of charge but also to get that big body in the discard for Ancestor's Strength. If either of those don't work out Tadaka will be back in. He's so warping that it's hard to test out how a deck works when he is included.
I took the deck the for a test run:

The good: Azunami is actually pretty strong and can disrupt entire boards. She is, however, significantly weaker against Dragon and Crab, who have built in ready/no-bow effects and. The deck has enough ways to honor characters that you can often take advantage of high glory, so it's not hard to find opportunities to break provinces (except, of course, against Scorpion, who just "potatoes" your whole board more often than not).

The bad: Glory is as much of a double edged sword as it always has been and can end up costing you games. I feel that Uona doesn't have enough air cards to trigger with. Lack of conflict characters and relatively few ready/no-bow effects make it hard to keep up board-wise with the opponent. Finally, the deck might need more card draw against dishonor.
I pretty much agree with your assessment. The deck is leaning heavy on the honor theme without consistent honor effects. It is susceptible to dishonor decks. The combo elements make it inconsistent. It is the jankiest of my decks right now but one I love to play.
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Deck Details
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today Reported Matches
  Shiro Nishiyama
426
  Shizuka Toshi
112
  Mountain's Anvil Castle
112
  Hisu Mori Toride
112
  Yōjin no Shiro
202
  City of the Open Hand
011
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Keeper of Air
** This is the current FFG Organized Play role for
Increase your deck building influence value by 3.
After you win an conflict as the defending player - gain 1 fate.
Seeker of Air
** This is the current FFG Organized Play role for and
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
** This is the current FFG Organized Play role for and
Increase your deck building influence value by 3.
After you win an conflict as the defending player - gain 1 fate.
Seeker of Earth
** This is the current FFG Organized Play role for
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
** This is the current FFG Organized Play role for and
Increase your deck building influence value by 3.
After you win a conflict as the defending player - gain 1 fate.
Seeker of Fire
** This is the current FFG Organized Play role for
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
** This is the current FFG Organized Play role for and
Increase your deck building influence value by 3.
After you win a conflict as the defending player - gain 1 fate.
Seeker of Void
** This is the current FFG Organized Play role for and
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
** This is the current FFG Organized Play role for
Increase your deck building influence value by 3.
After you win a conflict as the defending player - gain 1 fate.
Seeker of Water
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 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.
Provinces
 Provinces
 Provinces
 Provinces
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Quantity
 
Title
Strength
Traits
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Eligible Provinces
Sets
Core
Children of the Empire
Disciples of the Void
Underhand of the Emperor
Imperial Cycle
Tears of Amaterasu
For Honor and Glory
Into the Forbidden City
The Chrysanthemum Throne
Fate Has No Secrets
Meditations on the Ephemeral
Elemental Cycle
Breath of the Kami
Tainted Lands
The Fires Within
The Ebb and Flow
All and Nothing
Elements Unbound
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Dynasty Fate Distribution
Conflict Fate Distribution
Trait Distribution
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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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