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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 Severijn
5 months ago  (3 months ago)
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Deck Strategy
The plan is to get infiltrator on one of my characters while I have a magnificent lighthouse in play. This means I get to play the best card out of the top three of my opponent once this has been established. I am playing mark of shame to fill out my splash, an excellent defensive option which is always on due to my stronghold. To enable play of infiltrator, I am working with policy debate and taryu-jiai as duels for changing my dial.

The early game is all about defense. Cards like policy debate excel at halting my opponent's advance, as do cards like radiant orator. Add to this that I have 5 holdings that give me an additional +2 on defense, and I will be hard to conquer for the rushy decks out there. Policy debate especially hurts the opponent's odds at a second break.

The dynasty has 12 courtiers, a minimum for for shame. Only 9 of them can even participate in military conflicts, but this has been sufficient thus far. It also runs a couple of high glory shugenja, including Kaede and Azunami. I should run Tadaka over the Kaede probably, and I would if this was made for a tournament. Tadaka has inherent synergy with the magnificent lighthouses, which is pretty excellent. The other characters in there enable my offenses (Adept of the Waves) or let me win conflicts (Radiant Orator) on defense or offense. An earlier version had haughty magistrate in it, and it is something I want to revisit, but I currently prefer running Radiant orator instead, as it just contributes more. It plays for shame and can also win my conflicts on defense.

Other considerations for dynasty is potentially playing the Shiba Peacekeeper. If I find myself lacking enough military prowess, then I certainly will consider playing this in this shell.

The way the deck wins is through controlling conflicts and conquering the opponent. Given that I am playing more cards to dishonor the opponent with than the usual and because I have magnificent lighthouse/infiltrator burning through the opponent's conflict deck, it could potentially put dishonor pressure on the opponent.

Update 30 September: Added Haughty magistrate for an extra offense option. Added Favorable grounds for added mobility now that I play less conflict characters. I cut my conflict characters because I want to spend my fate on mark of shame instead. I still have a couple of flex slots and am trying the path of man in here. This has been working out and given me extra fate to play with when it was relevant.

Updated 6 October: On suggestion of a fellow phoenix, I have swapped one consumed by five fires for an I can swim. I have yet to test whether this will improve the deck.
today Reported Matches
  Shiro Nishiyama
101
  Kyūden Isawa
101
  Hisu Mori Toride
202
star MVP Cards
Policy Debate
2
10/06/18
09/21/18
Magnificent Lighthouse
1
10/07/18
10/07/18
Infiltrator
1
09/30/18
09/30/18
comment Comments
How are you playing around Let Go w/your Infiltrator? Seems like a target that would get pretty hard. Is it primarily through Policy Debate and hoping to get out ahead of it with your lighthouse infiltrator engine?
Commonly, my opponents that play let go are sandbagging one of them to ensure that cloud the mind doesn't get their crucial character. Many opponents also snap off a let go on an embrace the void or a timely ornate fan. So, their let go is slightly overworked.

Other than that, I will occasionally take let go with policy debate or find it with magnificent lighthouse and bin it/steal with infiltrator. Another common occurrence is that I pressure my opponent's hand to such a degree that the earth ring is burning their last few cards, which happen to be let go.

Even so, while infiltrator is a very fun and surprisingly potent card, I do not feel it as a necessity to protect it. This list can win without ever resolving one of them. On the other hand, policy debate will make it an informed choice on whether the infiltrator will stick.
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Stats
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Roles
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
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 Fire
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 Void
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 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
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.
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.
Strongholds
Stronghold
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Provinces
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 Provinces
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Deck Stats ×
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
Deck must have at least 40 cards to calculate.
Conflict Inital Draw Probability & Mulligan by Card
Deck must have at least 40 cards to calculate.
Conflict Inital 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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☐  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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