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Build a deck that includes the cards shown below at the listed quantities (or more).
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Dynasty Strategy
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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 Saibrock
9 months ago  (8 months ago)
    1 thumb_up    6 mode_comment    18 call_split    0 schedule    0 video_library
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0 of10    ●  person0
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Eligible Cards
Deck Strategy
This deck has explosive potential for honor gain. Play defensively and try to use the Kami Unleashed for air rings whenever possible. Every character that leaves play should be honored. Find a farmable province and try not to break it. Always play the Prodigies with +1 fate, it's literally the only thing they're in there for. Also, if you have Hall of Victories up, shift into a more defensive strategy, because then you're gaining honor just by winning; you don't need ring effects.

Dynasty Strategies:
Always keep your Hall of Victories.
Keep Toturi if you have Charge in hand.
Keep Ujiaki if you have the favor (he's worth buying).
Dump everything else, every turn.

I generally win on turn 3, though I've been experimenting with bidding 5 on the first two rounds before switching to 1s, which slows me down to a turn 4 win but feels a little safer. Many of the normal problems Lion has are answered by this deck because it doesn't need to break (and usually doesn't want to break), so I can be a little more conservative with resources.
call_split Inspiration For
Good Kitty 2: Electric Boogaloo (Top 8 at LVO) by Saibrock  (8 months ago)
comment Comments
Nice! What is your bid plan, then? 5,1,1...?
Of course, it always depends of the game but still.
How about honored blade?
I usually open with a 4-bid, then depending on how the game is going, I might hold steady at 4, or drop to 2 or 3. I don't like bidding 1 in the second round, and even if my opponent does and I lose a couple honor, it's not usually a huge setback, and the card advantage really helps. By round 3, I'm usually in the home stretch, and I should have a decent hand of cards built up, so I'll drop to a 1-bid to try to seal the deal. Of course it's all about context; if I don't have the tools I need to win, I'll bid higher. For example, if I calculate that I can gain 5 honor in a single conflict, and I'm at 23 honor, I don't need to bid 1 - I can bid 4 safely, because 20 honor and 23 honor are functionally the same to me.

You can't adhere religiously to a single bidding strategy. Piloting the dial is the most difficult part of the deck. Slamming a 1-bid too early will cost you games, and you can afford to lose some honor on the bid if it means you'll make it back in the rest of the round.
Update: Deck is now legal for the update restricted/banned list. Also, how bout that Toturi buff, eh? I now dare people to swing military Air at me.
Traded out the 2x Sashimono for 2x Censures. Will be testing it to see if it helps control Scorpion's insane ability to do horrible things to my characters.
Hello Saibrock, nice deck!
Just wanted to ask, how has the ban on Charge! impacted on deck strategy?
I’d be lying if I said it didn’t affect me at all, but I think it’s not as big of a deal as it could have been. I have Forebears to fulfill that role.
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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
S
Provinces
Quantity
 Title
Strength
Traits
Set
Eligible Provinces
Deck Stats ×
Dynasty Fate Distribution
Conflict Fate Distribution
Trait Distribution
Dynasty Card Type by Uniqueness
Conflict Card Type by Uniqueness
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 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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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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