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Shuffler
terrain  Provinces  shuffle
  Dynasty   0view_headline   0delete_outline   shuffle
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Deck Change History
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by Chumbalaya
3 weeks ago  (3 weeks ago)
    1 thumb_up    0 mode_comment    0 call_split    1 schedule    0 video_library
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Deck Strategy
Standard fare here, nothing too crazy. This deck type just has answers to everything. You've got big bodies, cheap bodies, force pumps, bows and unbows, event control, fate control, just a big toolbox of powerful cards.

Round 1 vs HMT Unicorn KoF

I lost 3 provinces early, letting them burn some essential cards. I found Tadaka and censured Captive Audience when it came to Kuroi Mori to shut down HMT. With Unicorn stalled out on my stronghold, I built up my side and won by conquest.

Round 2 vs Dragon SoV

Limited early buys and aggression to stockpile fate. I mulled for and played attachments and characters to prevent Restoration of Balance from hurting too badly. Tadaka showed up and prevented them from playing cards. Won by conquest.

Round 3 vs HMT Unicorn HMT KoF

Limited early buys to stockpile fate, offered token defense to keep them from breaking too much too quickly. I lost multiple defenses, but saved breaks by 1 force. I built up fated, honored characters including Master of Gisei Toshi and went on the attack and won by conquest.

Round 4 vs Crane KoA

I made some play mistakes here, namely forgetting what Cautious Scout did. Boneheaded. I face planted into Magistrate Station and later Shameful Display. Winnable game, but I got too far behind and couldn't come back in the face of honored Yoshi and Guest of Honor. I should have committed to more defense to keep the Crane from getting too far ahead. Loss by conquest.

Round 5 vs Dragon SoV

Limited early buys to conserve fate. I played attachments and characters to lessen the impact of Restoration of Balance. I bilt up fated characters to make a nice board. Consumed by Five Fires wiped out 4 fate and cleared his side. I found Tadaka to turn off all his events and found Kanjo District to break his stronghold even with Sacred Sanctuary. Won by conquest.

Top 8 vs KI Phoenix SoA

Charge and Lion splash Phoenix, so no Tadaka. I had a godawful flop and starting hand so focused on defending and getting the favor, which was managed with unbowing a shugenja at home and winning 1 ring with a Shrine Maiden. Turn 2 I found Tadaka and had the favor, so I was able to shut down pretty much anything he could try. Won by conquest since he couldn't play any cards.

Top 4 vs Crab KoW

2 clutch Displays of Power prevented the Crab from making any headway in controlling my side of the table and kept me free to go on the offensive. I passed early to deny fate and built up a pretty big fate disparity. Once I got a card advantage too, honored Tadaka/Adept of the Waves were able to smash through provinces and eventually break the stronghold.

Finals vs HMT Unicorn KoF

Rematch of the century! Unicorn came out guns blazing, but conserved many of their high impact events as much as possible to limit the impact of Tadaka when/if he arrived. I offered token defense and tried to keep pace, but gave up provinces too easily. Captive Audience is a neat way to get around Clarity of Purpose. When Tadaka and Censure didn't show up, I was unable to stop the bleeding and they were on my stronghold quickly. I didn't have enough characters or control pieces and just got run over.
 Hall of Honor
Elemental Championship - 2nd Place
Date: 01/26/19 thru 01/26/19
Player Count: 27
Description: Y2 Komics Elemental Championship
Location: Fort Worth, TX
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Stats
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Roles
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
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 Fire
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 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
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 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 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.
Strongholds
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:
Event:
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
Verify these before submitting deck list:
☐  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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