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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
  Conflict   0view_headline   0delete_outline   shuffle
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By Kare
1 month ago  (1 month ago)
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Deck Strategy
Hello everyone, I am , currently a player of the Scorpion Clan and today I bring you a experimental deck. It's a very simple concept but difficult to put into practice, since the cards we use depend on RNG to work. Even so, I have been testing it for a while and it is subject to changes and suggestions.

is not strong as others that Dragon has in its pool, but gives us good synergy with cards like , , etc. since we do not use the Scorpion gives us the possibility to take even more advantage of the information in the opponent's hand.
Starting with the conflict deck, we have , a cost 1 card that must be a essential for this deck style, with this style I mean low cost characters to be able to press both, attack and defense . is one of the few draw engines that we have in this deck, but the advantage is that it allows us to choose the card that we draw, most of the time we will target for , because combo.
, and are part of the cards to play with Dragon, they all offer us control over what we are aiming for but we have the help of and to resist more better the opponent's attacks. depending on the , the enemies most likely have cards to prepare their characters like or , but given to the amount of cards we have to know the opponent's hand, we will always be one step ahead of him, and are going to give us that hand control we are looking for. Finally , card and the reason of this Deck, play it always aware of the opponent's hand and always on the offensive, especially with clans like Crab or Crane who tend to have very self-supporting characters.

Continuing with the Dynasty deck, we have the typical pack of the clan such as , , and . Investigator and Philosopher will help us with control and not be crowded in honor respectively. is our character and he's going to have a similar rol as that also gives us card adventage. , , all give us ways to look at the oponent hand, the difference is that will be more useful when we have and as we have knowledge of the opponent's hand we will be able to bring out its full potential. , self explanatory by itself and we can get a lot more value out of it with . finally , comes to give us a lot of play depending to the rival's provinces, especially thinking about .

The way to play the Deck is to go full control while we adapt to the situations that arise, is not difficult to play with and as I said before it is a Deck that depends a lot on RNG. Even so, we have very reactive cards and this is mostly noticeable in the provinces, [Before The Throne] helps us to support the in a certain way or to press for it. but the great asset we have is , since it has been very useful to get rid of the opponent's towers and when you have it can do real damage (but so the second time it's almost impossible for them to attack you with a tower with more than 1 on top). in our house and since we do not have characters of more than 4 of Fate it suits us very well. The way to play this deck, although it is focused on control, it is also possible to press for honor, always depending on the specific match that we find ourselves. the ring of and are the ones that I have managed to get the most out of them and with we can even dispute the ring twice, either for the discard as for honor always gives problems to the rival. In general, this deck is not a meta or anything like that, but it is a concept that is at least curious than what Dragon allows us with his current kit.


Muchas gracias por leer.






star Most Valuable Cards
Shosuro Miyako
1
12/14/20
12/14/20
Stoke Insurrection
1
12/14/20
12/14/20
comment Comments
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Stats
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Role
No Role
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
https://www.bushibuilder.com/ generated decklist.
Please confirm all information provided. bushibuilder is not responsible for any bad feels or life events resulting from the use of this form.
Name: CTRL+P TO PRINT
Email:
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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