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Shuffler
terrain  Provinces  shuffle
  Dynasty   0view_headline   0delete_outline   shuffle
  Conflict   0view_headline   0delete_outline   shuffle
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Deck Change History
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By  Ide Isha
> 1 year ago  (> 1 year ago)
    0 thumb_up    0 mode_comment    2 call_split    0 schedule    2 video_library
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Deck Strategy
This is the latest version of my Unicorn/Lion aggro deck that I took to the DotV release tournament at my local game store. Tournament results can be found here: https://thelotuspavilion.com/tournaments/974. I was on stream for first and 3 rounds, which will be posted later by The Art of Warcast podcast: https://www.twitch.tv/artofwarcast.

All games were close except the last round against Scorpion.

First round was against Crab where we both had three broken provinces and my SH was being attacked when time was called (since Crab games can go long). We're tied on honor and have 3 broken provinces and neither of us concede. I had to use Cavalry Reserves on defense to prevent the break. Then I attack the Crab SH politically with a Giver of Gifts with 1 fate on it and no defenders. I used Court Games to get to 5 Str, and then attach an ornate fate to be close to breaking. The Crab players then plays Captive Audience, so I used a A Legion of One to get to enough strength to break the Crab SH and win with us both tied on honor.

Second round against the only Phoenix player at a Phoenix clan release pack. First turn I bring out Moto Juro with two fate as first player. Pass for the fate, and then break a province with a fine katana on Juro. Phoenix attack my Shameful Display, so I move Juro in to get honored and dh the attacking Phoenix player to prevent the break. Then I use I am Ready to ready Juro and break another province with a political attack. However, the second turn Big Bird comes out and things become a bit more competitive. Eventually, I'm able to attack the SH and Ishikawa is the only defender. I use my SH to bring Nergü into the conflict and send Ishikawa home to win.

Third round was against Dragon where I had a great start, but when I get to the attack on the SH had no tricks in hand to pull out the win. The Dragon turns things around by gaining the Imperial Favor and then attacks my SH politically. A Policy Debate gets rid of my Captive Audience (also could have been cancelled with Censure), which was my only hope of winning on defense and wins by breaking. The only mistake I made was not playing the Wayfinder to scout the Restoration of Balance because I had only 2 fate and needed the fate for other conflict cards, but preventing the loss of 5 cards would've likely kept the momentum I had going. Dragon were very popular locally, but I haven't seen them in a couple of months so my mistake came from lack of practice against a very strong clan. However, had I prevented the break on my SH, the Dragon player and I agreed I would've been able to win by breaking his SH.

Final round was against Jacob who plays Scorpion and plays them very well. I was unable to break and provinces while all my characters lost the ability to do anything and the game was quickly over by Kachiko breaking my SH.

The MVP for the day was Ready for Battle. So my times players tried to bow my attackers or potential attackers (water ring) and having them stayed ready is the key to keeping the early aggro/rush pressure that this deck tries to do. I was trying out Goblin Sneak to have an easy target for a Legion of One, but found this character was too expensive to reliably use to steal fate and then attack. Nergü was also fantastic, but I also lucked out that the Phoenix player never drew a Cloud the Mind, which is likely to be a more common issue with Phoenix getting so many new cards to try out. I might try out the new role to experiment with, but once we get Shinjo Shono and few other changes to my conflict deck and tweaks to the dynasty, I feel confident that this can perform well as an aggro/rush swarm deck.

NOTE: Pilgramage was cut for Shameful Display right before the tournament and is the actual void province used.
content_cut Cut Opportunities
Pilgrimage
help Currently Testing
Goblin Sneak, A Legion of One, Meditations on the Tao
today Matches
  Shiro Nishiyama
101
  Mountain's Anvil Castle
011
  Isawa Mori Seidō
101
  City of the Open Hand
011
star Most Valuable Cards
A Legion of One
1
04/07/18
04/07/18
Moto Juro
1
04/07/18
04/07/18
video_library Media
Game 3 of the Disciples of the Void Release Event
Date: 04/07/18
Recorded By: The Art of WaCast
Recorded at Total Escape Games, Broomfield, CO
Game 1 of the Disciples of the Void Release Event
Date: 04/07/18
Edited: 2018-04-11 03:32:56
Recorded By: The Art of WaCast
Recorded at Total Escape Games, Broomfield, CO
comment Comments
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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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Total Cards in Conflict Deck: 
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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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