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By Boothberry90
> 1 year ago  (> 1 year ago)
    3 thumb_up    4 mode_comment    22 call_split    0 schedule    0 video_library
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Okay so this is the new and improved version of my Spicy Crab cakes (mmmm~) using that sweet new Air role. I didn't have to change much and I retooled the deck to be more aggressive and successful in dishonoring your opponent to death so here we go.

The Deck: The point of this deck is to win by dishonor and the cards in here are meant to expedite that process. Its a character sacrifice heavy deck so be smart about who you blow up and when. Defense over offense but there are moments when you want to attack.

Provinces: Your Stronghold should always be Midnight Revels PERIOD! then line up the other four however you want.

Dishonoring: This is the crux of the deck's win strategy and you have many pieces to help you do this. First and foremost the Provinces Shameful Display and Before the Throne (their effects need no explanation). From your Dynasty Deck you have Intimidating Hida who will punish your opponent for not attacking you and is a big tough craby Hida to boot so yay double whammy. You'll be using cards like Levy, Watch Commander and Backhanded Complement to attack your opponents honor as well. With the new Air role Mark of Shame makes it to the roster and your also gonna run A Fate Worse Than Death as your restricted, combine these with Court Games and the newly minted Warden of the Damned to really hurt your opponent by forcing them to remove dishonored characters.Got no Wardens out to forcibly remove pesky dishonored characters? That's alright cus Way of the Crab, Jade Tetsubo and Assassinate are here to help also. Lastly there is that good old fashioned Air Ring, attack it often if you can, Defend it always if you can't.

Hands, Bids and Card Draws: So this next part is also a method with which you will put honor pressure on your adversary and also plays into your heavy sacrifice mechanic. Low bidding your opponent on the ol' honor dial when in the draw phase is another tactic you will employ. In order to keep forcing them to bid high you have cards in here to help thin that pesky hand of theirs out. Upholding Authority and Night Raid are the two provinces that do this and will be immediately felt by your opponent. Kuni Yori who is one of your bigs and a huge player in this deck is also another weapon used to cripple your opponent's hand. Contingency Plan is in here to make sure you can bid as low as possible (Yes at some point in the match your card draw bid should be 0). That's okay cus you have a ton of mechanics to help you draw cards out of Card Phase. Kaiu Envoy is obvious he gives fate and a card, but the big ones here are Yasuki Broker and Funeral Pyre. You want the Broker to be in as many conflicts as possible and stay around as long as possible too so always drop extra fate on her. Funeral Pyre is to be used in between conflicts preferably towards the end once you've weathered the storm. The Earth Ring is also a point of focus for this deck so remember that too when you are deciding what to attack or how strong to defend.

Attacking: Breaking provinces and winning the old fashioned way isn't your primary strategy, hell you should be more inclined to defend rather than attack but attacking is something you need to do to keep the pressure on. Your primary weapons are Kuni Yori, Steadfast Witch Hunter, Intimidating Hida and Stoic Gunso. Yori gives a pump to Earth conflicts so guess what ring you'll be attacking with him the most (if you can help it), it's earth, the answer is earth. Witch Hunter needs no real explanation, she's big her effect is good and it synergies well with the Broker. Like I said earlier the Intimidating Hida is a big dude, I mean just look how Intimidating he is! Would you fight that? I wouldn't fight that. Lastly we have Stoic Gunso a new addition to the deck to add some more offensive power while still jiving with the who sacrificing mechanic this deck lives off of (So they wanna kill my men do they? WELL! Two can play at that game!) To help bolster you military might You have Kuni Labs where they make...things..in a lab, that make you stronger! Hida Guardian is also here for a quick pick me up as is Spreading the Darkness, cus look ain't nothing honorable about how this deck is trying to win so why not right. Watch Commander and Jade Tetsubo are always a must on your big towering Crab and Vanguard Warrior helps keep them out a bit longer while still adding to that o so lovely Broker ability. and if you have it, the Earth Ring gives a nice little boost to your Third Tower Guards.

Defense: Same fools who you want to be big to attack can also be big to defend, and you get the added benefit of cards like Shiro Nishiyama (Every Crabs favorite stronghold yaaaaay~) as well as Guardian of Virtue who should never bow that much cus your hand bid strategy, Mountain Does Not Fall (Obvious), Cloud the mind to cloud their minds (and nurf big guys on the other side) plus In Defense of Rokugan is a gem and I love it so it's in here too. Also if you're feeling real frisky that Fate Worse Than Death we talked about earlier, huh, you know what I mean, nudge, nudge. Use it to...really just tick your opponent off.

So that's about it for the new and improved Spice Crabcakes II (Revenge of the Pinch!), I hope you all enjoy it and remember to get out there and just...just sacrifice the heck outta' your guys to prove your opponent is the real monster here.

-Boothberry90

Edit: So for anyone who has copied this deck or used it as a base for their own Crab dishonor deck, I've made some alterations to the deck based on the 3rd version I feel really pulls everything together. -Boothberry90
call_split Inspiration For
Stinging Crab Clawz by RoninRosko  (> 1 year ago)
comment Comments
Looks like a good deck which I'll be trying to pilot helping one of our local players prepare for Worlds.

Can I ask, what changes if any would you make to this deck now that Shosuro Miyako is available? It seems like quite a different build to some of the Cran decks I've seen which use Satoshi to fill the discard.
RoninRosko that's the issue I'm having right now to be honest. I know I'm going to drop the Gunso they have been meh for me in just about all my matches and other cards I'm considering putting on the chopping block are guardian of virtue, funeral pyre, and I need to cut down my number of tetsubos as well as my in defense of rokugan. If I add Miyako Fate worse then death is out. I've had good success with this deck getting my opponents to very low honor (average 5-3) by matches end but I need a little bit more to give me that final push, as well as shoring up my own defenses. The new Crab shugenja from the most recent inheritance pack is one I want to add just got to figure out what I'll swap for it.

I'm also waiting to see what other Crab cards are coming out in the next few packs and if they are worth adding. Between you and me I kind of miss deceptive offer, I ran it in the first version of this deck and it was a nice pump that could potentially advance my win condition too.

I've actually dismantled this deck irl and am currently trying to reconstruct it to be more effective at what I need it to do.
Also thank you everyone who thought enough of my deck to clone it 17 times. I really do love the idea of Crab dishonor and I hope if nothing else this deck can help give other players some inspiration with their own decks
Just so everyone knows this deck has been updated per my most recent play tests and also with addition of new Crab cards.

-Boothberry90
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Stats
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Role
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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
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Dynasty Fate Distribution
Conflict Fate Distribution
Trait Distribution
Dynasty Card Type by Uniqueness
Conflict Card Type by Uniqueness
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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
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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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