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Shuffler
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By Boothberry90
5 months ago  (4 weeks ago)
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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
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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
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
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
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
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
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 Provinces
 Provinces
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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
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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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☐  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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