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Shuffler
terrain  Provinces  shuffle
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Deck Change History
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By  Merlin Floyd
3 weeks ago  (2 weeks ago)
    1 thumb_up    9 mode_comment    6 call_split    0 schedule    0 video_library
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Not Strictly Jank!
The concept for this deck was developed by TheElementalMaster and myself after some late night drunken rants on AU discord with fellow Aussies. Despite it's booze fueled origins, this deck has some teeth and is enormous amounts of fun to play.

The broad strategy for this deck is to aim to break your opponents stronghold with overwhelming strong honored characters.

It does this by using Embrace the Void (EtV) on Student of Erotica (SoEr) in order to combo playing high cost spells not just for free but (once per turn) for a net gain of the fate that would otherwise be paid. For example, if you had a SoEr with two fate on it with EtV you could play a Display of Power not only for 0 fate from SoEr but it would net you two fate from EtV.

EtV is some mild protection from things like Assassinate while Finger of Jade is the hard counter as is Shiba Yojimbo. Of course can finger any of your characters, not just the Students.

If you find yourself playing from behind you can use Ethereal Alignment (again taking as much fate back with SoEr + EtV) to return a dead province to life. Most provinces have the void trait so you can either win the void ring or pretend you have it with secluded shrine. Since most of them are void you don't need to guess which element the broken province will be at the end of the turn.....it will be void.
Even if Ethereal Alignment isn't working for you in a turn you can still make good choices with SoEr and EtV so that you can invest in characters for longer with the extra fate you will have.

The consistency of the deck is helped considerably with A Season of War and City of the Rich Frog so you can see your set pieces earlier more often. When the Student of the Tao from pack 3 comes out we'll want to add her to the deck because she's more Rally and her ability will be available at almost all of your provinces.

With that core game plan setup the rest of the deck is flavor. I have opted for Lion so that I can benefit from the interaction between Secluded Shrine and Honor in Battle as well as have some extra stands with Heroic Resolve.
Alternative flavor could be to go Unicorn for some fire spells; Bring in Katana of Fire and Invocation of Ash. Maybe you can go Crane for SBR or Mirrors Gaze.

The deck suffers a bit from a lack of stat pumps except for becoming honored so perhaps splashing Unicorn will help solve some of that.

Good luck and Have fun embracing your students!

Edit:
-1 Prodogy
-2 Ishika
+3 Student of the Tao

Edit 2:
-1 Ethereal Alignment
-1 Display of Power
+2 Supernatural Storm
comment Comments
LEWD.
Love it!
No Banzai... 3 Honor in Battle. I am extremely confused.
@SimplyShane, Honor in battle combo's nicely with secluded shrine (and both with heroic resolve). Banzai! would be nice surely, but difficult to fit in.
Considering the strat I would add Awakened Tsukumogami to further boust economy (perhaps as a 2 of)
For clarity: Once you do a military conflict that shares a ring element with the virtual ring on secluded shrine, the secluded shrine's ring will also be considered a military ring, allowing you to play the honor in battle.

I don't play banzai in most of my phoenix decks anyways because you would much rather play a card that honors your own character. That honor token can be leveraged in multiple conflicts which is a much better deal for this stronghold. It is also one less card that loses you honor, which is not too big of a deal, but it is an upside.

As for deck commentary: Why did you forgo fans and katanas?
You can never have enough Military power in this game. Not including at least two copies of Banzai is a gift to your opponent.
I feel we agree to disagree. :)

To me it's the distinction between how long term your game is, and what you're building for. I want to make my decks better against dishonor strategies as well as have a good long game.

Anyway, Phoenix doesn't rely on banzai as much as other clans. Between Kuroi Mori, Shameful Display and Sanpuku Seido, the use case for banzai on defense is much more rare than it is for the other clans. I also think a more permanent source of strength has more synergy with the stronghold. You would much rather play a katana on your character and honor it. That's gonna be much better because it sticks around.
@Severjin, regarding fantana's I agree they would be a good addition to the deck, I guess the challenge was space. I felt like I wanted to double down on protecting the investments on the 2 cost SoEr so I opted for Finger of Jade which could easily be fans or katana's.

Other spots for them could be reducing one Kharmic Twist (3 is probably over kill) or DoP though I really like an early DoP.

Depending on how you feel about towers you could also replace Pacifism if you wanted to go faster on the breaks but I like Pacifism to try to control my opponents towers a bit more and, again, protect the students.

I'm really keen to get pack 3 on Jigoku and add in the new Student of the Tao, I think that's going to be a great card for us.
@SimplyShane, My thinking is the an honor token is more flexible than a dedicated military buff. Even if I can't 'spike' military skill as high as my opponent I can use my honor tokens in more conflicts and it will provide more long term value, not to mention that it also buffs pol.

Even if my opponent gets over me in military skill in one conflict there is a good chance he has to invest a decent chunk of resources into it and I can counter attack more strongly.
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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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Provinces
Quantity
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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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☐  40-45 cards in each deck
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☐  Maximum influence not exceeded (1 other clan only)
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