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Shuffler
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Deck Change History
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By Tonbo Akimoto
11 months ago  (10 months ago)
    2 thumb_up    0 mode_comment    11 call_split    0 schedule    0 video_library
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Deck Strategy
So, I have a penchant for naming all of my decks. This one is obviously called Chasing the Dragon, named after the Unicorn card Chasing the Sun. Convinced by my local group to play in the Kotei, I was at a loss for a dragon deck to play in which I would have fun. I'm not the biggest fan of meta decks so much as thematic decks. Monks are cooler, and I would be all for them if I hadn't read the Old L5R lore and the History of of the Dragon Clan. What can I say, dueling is cool. Even still the clan had a lot going on while they kept to themselves.

One of my mentors, Ggoing, offhandedly mentioned once about the mechanical combo behind Togashi Ichi and Chasing the Sun. I decided that it was too cool not to consider. I built this deck with its inclusion, not as its focus.

This Deck's design is the standard monk package for military conquest and that was about it.

I've only ever played in Dragon since I started the game. As Dragon's tower game seems to be lacking in this tower meta, I decided to take inspiration from the clan and have this deck do what it pleased without worrying too much about what everyone else was trying to do.

The point of this deck is to go for broke on military conquests and ignore the tower meta completely while using my opponents expectations against them.

For decks that planned to topple tower decks with anti-tower play styles, this deck should simply push through with with non-static buffs. Hurricane Punch or Banzaii to give the edge I needed. Fans and katanas rarely are targeted due to the possible threat of more annoying or costly attachments. So I used that to my advantage.

For tower decks there are three Let Gos(Let Goes?). That's it.

I was originally going to run Adopted Kin due to the fire role, but the inclusion of Fire Kick seemed too good to pass up, as it allowed me to deal with possible swarm without wasting my hurricane punches, as well as the fact that it doesn't actually target its victims allowing it to bypass some preventative cards like High House of Light should I end up in a stronghold mirror. The latter of which came into play during my very first round.

The inspirational combo, which I have recently dubbed the 'Consecutive Normal Punch Combo'(OPM), is to activate Togashi Ichi's ability and break a province, followed by Chasing the Sun to another province and attaching Way of the Dragon to Ichi for a second break. Activate a second Chasing the Sun and normal break that third province. If I was lucky and had Yokuni and a third Chasing the Sun I could be blessed to OTK. The ambushers help by negating those pesky break reaction provinces.

Unfortunately, I never had a real opportunity to pull off the combo without crippling my chances to win. It's a game finisher or an opener.

Chasing the Sun played a part in my victory in the second round against my Unicorn opponent. I was able to discard one of his Talisman of the Suns with Kitsuki Investigator. This allowed me to break the province I wanted to twice when I was forcibly moved. The second time was the game clincher against the Stronghold.

Another mechanical use for Chasing the Sun that was explained to me, yet I never got to use via the situation, was the fact that I could attack the final province in row then chase to the stronghold and force a mistiming on any attack declaration reaction provinces.

Besides that, everything else in the deck is standard monk play. High House was only really used as a preventative measure. The second effect never came into play.

A core aspect of my planning with the deck was actually luck. I put a lot of faith that no one would see through my strategy. Not because I underestimated them, but because I needed them to just in case they actually had answers that they weren't playing because they were expecting something else.

If I ever felt this deck was missing anything, then it would be Finger of Jade. The box alone could not save everybody I wanted.

For my fourth favorite faction in the Dragon clan, the Togashi Order proved to be a fun experience. Which is the most important design decision to me. Enjoyment over whether my deck is better than the rest.

 Hall of Honor
Kotei - Top 4 - Hatamoto
Date: 02/08/20 thru 02/09/20
Location: DFW
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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
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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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