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Shuffler
terrain  Provinces  shuffle
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By paulofhallett
4 weeks ago  (6 days ago)
    1 thumb_up    6 mode_comment    9 call_split    0 schedule    0 video_library
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Deck Strategy
This is a defensive HMT deck. The goal is to bank fate while engaging in tentative pokes with the threat of province breaks. Once enough fate is accrued, tower up either Shahai or Daiyu and load them up with Force of the River and Barcha. Send scouts to attack, and then follow up with spirits or movement in as required.

Provinces are designed to be defensible with towers, but not excessively so. Avoid assigning towers to attack where possible. Rather, use them to defend, and have their abilities and attachments support scouting attacks.

Use Keepers and Ancient Masters to secure the favour, and censure to support hay maker attacks on the stronghold with Shono, cav revs, and swarms.

This is the first draft so feedback welcome :)
call_split Inspiration For
Sydney Kotei 2019 Winner by paulofhallett  (5 days ago)
comment Comments
Hello Paul,

I think the concept of this deck is underrated: Few expect HMT to hold reserves. With Daiyu and/or Shahai hanging back with Adorned Barcha, it introduces more strategy into an otherwise straight line deck.

A few questions/comments:

- Since the tower is paramount, I would go with 3 Adorned Barcha. This is the card that creates an effective reserve strategy. Force of the River is good at 2.

- I'm not sure about Shahai in this deck... Conflict cards lean toward military and the cost reduction she provides may be bettered overall with someone else. Master of the Swift Waves would make sense here.

- Do you think that 2 tower targets are enough?

Everything else seems optimal. What has your play experience been like?
Congratulations on your win! You're something of a legend on the Unicorn Discord. Come visit us and we'll shower you with praise, O great Khan.
Sorry Anemura I totally missed this! Yes it does make you think differently about HMT; nowhere is it written that it has to be an aggressive deck.

The three Barchas I think would be overboard when you're trying to bank fate and only really use them in turn three (possibly turn two).

Yes there is great synergy with MotSW so that would be a reasonable switch.

Experience with the deck has been rewarding :)


Thanks Blu3key!! We're finally on the board :)
Hi Paul, big congratz to you .. but only one question.. how you can play without chagatai ?!! :D how you can play against strong crane decks ?? For me is impossible.. thank you :)
Congratulations on the Sydney Kotei win Paul! Well done. Your concept and testing paid off. A few follow ups:

1. Agreed on the rationale for 2 Barchas over 3 Barchas.

2. MotSW would make sense to add over even Kyrou, I think. Child of the Plains swap out?

3. Thoughts about adding two Tattooed Wanderers? You have 4 Influence remaining. Challenge on the Fields for one and maybe drop 1 Wayfinder?

Anyways, I'm sure you have a handle on what needs to be done. Playing the deck the right way would be the harder challenge since it's a change in how to think about HMT. See you around.
@Atamasa haha yes it's a different approach isn't it. I tweaked the deck slightly for the Kotei. You can find a full write up here: https://bushibuilder.com/l5r/deck/?deck=595a2d90-bca9-11e9-b8e2-020c407d2d9d&public=y

@Anemura MotSW > Shahai is reasonable. She brings covert and cheap Meishodo (also political stats), Master brings cav and movement. Both are great cards. Actually I was able to get some Gencon promos for MotSW for winning so may put it in after all lol.

Child is an interesting one. The stats are rubbish, but the ability can work well with Shinjo Ambusher. The dream is to cancel Kori Mori on reveal, but potato'ing shameful, and even manicured/fertile can give you a slight advantage.

Yes the wanderers were a consideration. You could absolutely justify their inclusion.
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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
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
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
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 Crane
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
 Provinces
 Provinces
 Provinces
 Provinces
 Provinces
Quantity
 Title
Strength
Traits
Set
Eligible Provinces
 
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 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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