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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 guyhancock
3 weeks ago  (4 days ago)
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Deck Strategy
This idea isn't strong enough right now ... however, I think it might post the next two big boxes.

The idea is to buff characters solely through attachments. It's like having multiple mini-towers.

The Dragon splash means
(a) Daimyo's Favour to reduce a card cost as the cost curve for the conflict deck is a little high;
(b) Adopted Kin (hence the role choice) to get all those attachments back to hand; and
(c) Tattooed Wanderer is there to played as an attachment (coverting a character is often as good as a +2/+2 buff).
[I'm still not sure on the best balance of these: 3 Daimyo/2Wanderer or the other way]

Shahai gets cards in cheap.
Giver of Gifts moves them around.

The odd card is Tattered Missive (does anyone even play that?) ... this deck wants cards in hand, and low bidding. This is another way of getting that (hence the inclusion of the Mediator, who I've always quite liked despite the Jade Throne hate). After some testing, I found mixed results with the missive. Occassionally, on a Mediator is worked well for card draw, however I too often found it stuck in hand looking for a courtier. Now I've replaced it with Finger of Jade to see if that proves more useful.

Conflict deck is quite expensive, so the fate management is important. Ide Trader can help, though I think the focus on smaller characters allows for fate to be saved up. WIth an Adopted Kin in hand, playing attachments onto a weenie is less an issue when they'll be coming back. Playing the deck has taught me that (a) it needs to go slow turn 1 (b) I need to spot the moment when I have sufficient cards in hand, with 1 or more Adopted Kin, to drop the bids to 1 and start putting additional pressure on the opponent [ie with recycling cards and card draw abilities this deck can squeeze the other player], and (c) card squeeze does not take attention from province breaking.

No events means you can't cancel stuff (which is painful) though for your opponent that's 3-6 dead cards.

Let Go, Calling in Favours and even Karada are bothersome, though with all the attachments it makes it hard for opponents to know what to steal (and affects the order they are played in).

Hisu Mori Toride is there more for the ability to make 2 military attacks rather than a third attack. Though this is dependent on what is out at the time. And a third attack can work, especially when buffing by moving Innvocation of Ash or using Giver of Gifts.

Decided the all break provinces are too weak for this. Better to slow down the attacks. This is working, allowing the deck more time to be effective.

Trying Finger of Jade over Tattered Missive.
And with the missive dropped, there's little need for the mediators. So they're replaced by Sneaky Shinjo to see what they do.
Also, trying a Daisho and Method, dropping a favour and a Wanderer. The extra pump will hopefully be useful and without them needing to go on character without Adopted Kin.

[All this is now thinking ahead to the new stronghold and cards in that set.]
today Reported Matches
  Shiro Nishiyama
011
  Mountain's Anvil Castle
011
  Yōjin no Shiro
101
  Kyūden Isawa
011
star MVP Cards
Ide Trader
1
12/07/18
12/07/18
comment Comments
I love the idea behind this deck, and have found it difficult to play against (losing 3 times as Scorpion to it). Keep tweaking it. It has the potential to surprise opponents!
Rosko, I think it'll be a struggle until the new Unicorn pack is out. The economy potential of that will allow the splash to change, removing some of the need for economy help (i.e. drop the Daimyo's Favour and add in one each of the Method and Daisho). It may also allow space for a high cost card, like the regulars.
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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
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Provinces
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 Provinces
 Provinces
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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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☐  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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