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Shuffler
terrain  Provinces  shuffle
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Deck Change History
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By  Siri
5 months ago  (1 week ago)
    15 thumb_up    4 mode_comment    144 call_split    1 schedule    0 video_library
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is such a good card that it's worth going Seeker for it. Cursecatcher is already very good on its own, but with SSK it becomes even better for it makes the defense even more uncertain. Also, it brings the shugenja count high enough that we can run a few Cloud the Mind.

fits the deck perfectly, as some characters are a lot more dangerous for their abilities than skills. With Cloud there's no need to waste a kill on those.

goes a bit against the current of the deck, as characters with a lot of fate tend to be a delicious meal instead of trouble, still Lost Papers costs zero and has rally, it has absolutely no cost. So we just slot it in and got to town.

Aramoro, Sotorii, Shoju went down to 2x due to Lost Papers and not being that great of buy on round 1

to counter the current meta we run Favorable Ground (for Butcher and Yasamura), Field of Ruin (for Enlightenment and enabling Cursecatcher), Stay Your Hand (Duels are everywhere, screw them)



This is a conquest deck, not a dishonor deck.

That means, put fate on your characters.

That said, this is not a tower deck and nobody is too sacred to avoid hugging someone else and jumping from a bridge, so don’t put too much fate.

Any character that lives this round and might live another round is a candidate to be killed. There’s so much kill you don’t need to save it too much, but try to keep it efficient. Two benchmarks for efficient kill are:

Toshi Ranbo is a province that gives you one fate per turn. That’s good. Defend it if not too expensive to defend.

“Isn’t seeker and Toshi Ranbo weird?”

A bit, it means you get your fate later in the game. That’s no big deal though. Cause Toshi Ranbo gets you one fate per round.

“So I should always play every character that lands on Toshi Ranbo?”

No. Sometimes life sucks. Judge accordingly.

Last but not least. Do NOT be a slave to passing fate. You win by having superior board presence and you need sacrificial lambs. Any fate imbalance will be solved by killing everybody, thus negating your opponent’s investment.

"Can I win by dishonor?"

Yes, you will get lots of unopposed conflicts and lots of dishonorable people falling of bridges or being castigated. These add up. The dishonor win is important as a threat, it keeps the bidding game interesting, and locks you opponent against the wall. But still, conquest first. Unless you're positive you're getting a dishonor victory, bid higher to keep your I Can Swim online and to keep card advantage.

The bidding strategy


5 first round. Every round after that is a mystery. If you're confident your board/hand can handle the round, you might go lower on your bid (maybe 3, maybe 2), to drain some extra honor and put your opponent against the wall. Once the honor threat is established, you can control the game better. You should almost never bid 1, that's the worst number. Don't worry too much about your opponent having more cards in hand, when everybody is dead, cards in hand are also dead.



+ : Sotorii is a great source of cheap honoring effects, specially coupled with YRM. Redirect his pride to some cheaper sacrificial body for Noble Sac.

+ : when choosing an ordinary target, YRM can spread the status around. 2 for the price of 1! Specially useful against wide decks. They usually don't have ways of honoring themselves, so this gets their honor down FAST.

+ : like above, but for the honor side. Specially useful against opponents who run . Keeping honorable parity is good, but still vulnerable. Having one honorable character more, will keep you super safe.

+ /: They can kill people, even big people. Sotorii targeting a dishonorable character is a lot of reduction.

+ : the base interaction is Sotorii enabling Castigated cause he's imperial. The subtle interaction is putting Castigated on someone during a political conflict, but not killing that character cause his numbers are too high, then meeting again in a military conflict, getting the glory bonus from Sotorii and dying on the spot to Castigated. The threat of that alone can keep people out of military conflicts, which is good enough as what you want is to break provinces. This hang on your opponent having no way of getting rid of Castigated, so be careful.



Sometimes people just have 0 Political, or a is around, or you have a : make them 0 Political, then Castigated.

Sometimes you need to spend resources to get someone to 0 Pol: in that case you gotta balance out which card is more important, your dishonor effect or your Castigated. The risk is starting the combo, you opponent reacts and you end up with wasted cards. There's lots of ways of dishonoring people, but only 3 Castigated, so Castigated should usually be the last card you play. But it might happen that you have way too many Castigated in hand and wouldn't mind wasting one. Or it could be that your dishonor effect costs fate, and , so you might want to play Castigated before the dishonor effect, that way if Castigated gets handled somehow by your opponent you didn't waste your fate on a failed murder attempt.



You flip your cards, your opponent flip their cards. You stare at each other.

Then you must plan the whole round, before purchasing characters. This deck runs short on fate. This is not a deck to be floating loads of fate as most scorpion do. The supply is enough, but limited. So plan ahead, who's gonna live and who's gonna die.
content_cut Cut Opportunities
Venerable Fortunist, Favorable Ground
 Hall of Honor
Grand Championship - Top 4
Date: 02/09/20
Number of Players: 37
Location: Utrecht, Netherlands
star Most Valuable Cards
Castigated
4
06/13/20
02/07/20
Shosuro Miyako
3
06/08/20
02/09/20
Young Rumormonger
3
05/29/20
03/13/20
Noble Sacrifice
2
06/14/20
02/14/20
Bayushi Aramoro
2
05/30/20
03/26/20
Mark of Shame
2
05/25/20
03/22/20
I Can Swim
2
03/15/20
02/09/20
Hantei Sotorii
2
03/11/20
02/09/20
Field of Ruin
1
05/26/20
05/26/20
Sinister Soshi
1
03/10/20
03/10/20
Hantei XXXVIII
1
02/09/20
02/09/20
Marauding Oni
1
02/07/20
02/07/20
Shosuro Ibuki
1
02/07/20
02/07/20
Censure
1
02/06/20
02/06/20
schedule Session Reports
GC Utrecht
Date: 02/09/20 thru 02/09/20
Location: Utrecht, Netherlands
Kill Count: 22
photo_camera Snapshots Taken
Murderous Intent - GC Utrecht Top 4 by  Siri  (5 months ago)
comment Comments
Hey mate! I saw you play in Utrecht today! I had no idea it was you there :D
Pim?
Nope, I got to 30th place.
Nice write up and deck mate! Keep it going, please!
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Stats
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Role
No Role
Keeper of Air
Increase your deck building influence value by 3.
After you win an conflict as the defending player - gain 1 fate.
Seeker of Air
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
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
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
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
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 Crab
Increase your deckbuilding influence value by 8.
You may only spend influence on clan cards.
Support of the Crane
Increase your deckbuilding influence value by 8.
You may only spend Influence on clan cards.
Support of the Dragon
Increase your deckbuilding influence value by 8.
You may only spend influence on clan cards.
Support of the Lion
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
Quantity
 Title
Strength
Traits
Set
Eligible Provinces
Deck Stats ×
Dynasty Fate Distribution
Conflict Fate Distribution
Trait Distribution
Dynasty Card Type by Uniqueness
Conflict Card Type by Uniqueness
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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☐  40-45 cards in each deck
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