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Shuffler
terrain  Provinces  shuffle
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By jairoe03
4 weeks ago  (1 week ago)
    1 thumb_up    4 mode_comment    6 call_split    0 schedule    0 video_library
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Here's my deck that I played at NOVA, which got me into the top 4. Got lazy on writing a little and ripped a previous write-up to explain how my deck works. This is probably the best version of that I created to date and I look to keep this conflict + dishonor token synergy going forward. It combines all my knowledge from having played old-school in 2018 and what I learned with KB in 2019 and truly gets the best of both worlds without giving up the ability to truly conflict like CotOH does with their extremely low quality dynasty deck.


This deck plays a wide strategy that seeks to maximize its value in through skill-efficient characters and minimizing the number of cards played into conflicts. The idea to get repeat value from attachments through readying with and get opponent to spend more cards than you in conflicts overall. further expounds on the card advantage and disrupts the opponent's plans while enabling your stronghold action. As the game develops, you can choose between pursuing either conquest or dishonor win con based on the game state and what your cards are and this deck is flexible enough to do that.


This deck is an "Aggro-Control" style deck. This means this deck is meant to use conflicts to dictate the flow of the game. The overall goal here is to get opponent to spend more cards than you in conflicts and to acquire a sizable card advantage in hand. How this is achieved with this list is multi-faceted:

Play all 1-drops with 1-fate on it (unless it's late game). This is the easiest ways to get characters to carry over into the next turn without risking too much. We do not want to lose more than 2-fate worth of value on an

Playing dynasty cards is a good proxy for conflict cards, which means the difference between the number of characters on board will lead to opponent needing to make up the difference from hand

Use dishonor tokens to impact the opponent's characters long-term. Diminishing value of characters that are going to last a while helps force resource dilemmas on the opponent. This places particular emphasis on Fire Ring.
and , these cards help cope being without

Get extra value out of using attachments and characters with higher skill value. This is where we want to leverage the ability on using dishonor tokens.

Get maximum value out of and unless you are going for the game win or trying to prevent a game loss.

is a huge deal vs towers and should only be used on defense, usually by itself. He's absolutely insane when he gets his own dishonor token and you can get him into 2 defenses consistently. He's a 3-drop which makes him a great target for and as well.

As the game progresses, you have the option to decide which win con (conquest or dishonor) more so than any other deck because everything fits together effortlessly. and inclusion of more dishonor such as 3rd and +3 allows for this



The overarching idea here is that you don't have to spend as many cards to get what you need (such as ring effects) and the opponent is forced to spend more over the long run due to having their characters dishonored and being forced to either deal with multiple attacks from a hard-hitting character or allow breaks.


It's biggest weakness is generally against decks that can provide either their own mid-range characters and towered characters while also being able to get them in multiple conflicts. This makes Dragon, Phoenix and Crab a bit of a challenge due having to having this potential through cards like and , each to varying degrees on different aspects of this.

It is often a misconception that its weakness might be the idea that the deck requires to lose honor over time and have dishonor tokens. However, this goes back to how the general strategy already works. Such as if I took a , I just costed my opponent a card and now it is my option to either ready it back to win that conflict or reserve that character for another conflict. Having a wider board also makes it easier to just take nasty card effects such as and and you still have in severe cases. Having your value spread across more characters makes a lot more independent and flexible. Ironically is an absolute killer vs , but the trick is to never include her in conflict because you will spend the entire game diminishing the value of AFWTD, so the likeliness of it being in their hand is high. The strategy overall is to pull of Earth Ring + and drop bids to 1 on turn 2. You can play well off dynasty because their dynasty deck is the worst in the game in a vacuum and they will wear out through time.


The MVP of this deck is hands down . I lose very few games when I get her out into play with a dishonor token through , or . It's a cheap 4 skill card that can be used in 2 conflicts or 1 conflict + win Favor. She just flat out brings value onto the table and does everything you need her to do. Even when she takes a , you can easily salvage her using and you usually are feeling good at the end of that conflict albeit you don't get to repeat her.

Other notable cards include and :

With , it is hard to figure out a single situation where I can fully explain the value of this card. The best way to explain it is to remember that self-dishonoring in a KB deck is a benefit, not a cost and this addresses any card that is sitting on a dynasty slot, usually a holding, but can deny targets and [Keeper Initiates] as well. It's a card that takes practice, but can do a lot of damage once you learn how to use it and more importantly, time it properly. This makes being aware of who's first player even important with this deck.

is another card I do not see enough play from and is one of the strongest cards in this deck. I have forced so many resources to be spent. Most often I get him into a conflict and pull him out when the opponent spends enough to break my province or deny me from winning a ring effect on an attack. He is one of my favorites and I am disappointed he doesn't end up in more decks.



It's a huge shame that the greater Scorpion community arrogantly decided that their only real/best option is Keeper Dishonor , which I highly disagree with, primarily because they just buckle in the Unicorn matchup and I predict will struggle vs Lion after their clan pack gets released. This forces this deck to play a little less aggressively especially when it comes to including more bodies on the board earlier in trying to work with and leverage the role.

Since we still have an Air element, I will initially push out an Air deck since it doesn't change as much, but will have to wait and see how testing pans out. There really is nothing in Keeper I want with the current mold that I spent a lot of time testing and developing, but if looking for a "current" version of this deck, I don't see why you couldn't just swap roles and adjust the province list. Here's what I am considering on testing in the future regarding adjustments:


-1 -> +1
-1 -> +1


-2 -> +2


-2 -> +2
call_split Inspiration For
Season 19 Amateur Cup by Canuckgoat  (3 weeks ago)
comment Comments
Hey, first of all congrats on the results, i wanted to try some KB myself and will probably try your deck :) But dont you think the backhanded compliments are worth the slot with the KoA role? Agree that SoA would just be better but as it is not an option wouldnt BC be good in the deck? what are your thoughts having played this deck?
Not at all because this is a conquest first deck. I'm personally not even a fan of backhanded compliments because they are dead in your hand until you are ready to win. I firmly believe if you control the game, you will win it ultimately and this is what this deck pushes. Everything is based on the opportunities given and I don't find BHC very necessary. BHC does nothing to play to the advantages of KB relative to like a Fine Katana/Ornate Fan, etc. If I want a pure dishonor deck, CotOH will do it better.
Fair enough, i only played CotOH decks until now and am trying to get used to KB, liked very much your deck for having a switch between both wincons, will be trying a few things as KoA and some diferent things as i didnt get the last 3 packs yet haha, anyway congrats again and pretty cool deck :)
Cool, post your deck if you find any cool things in KB that you like. I'm always open to seeing other people's take on pursuing KB. It's almost always different across the board.
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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
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
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
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
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
 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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Legend of the Five Rings
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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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