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Shuffler
terrain  Provinces  shuffle
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Deck Change History
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By Handsome Dan
1 month ago  (1 month ago)
    4 thumb_up    5 mode_comment    64 call_split    0 schedule    0 video_library
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Deck Strategy
Hey folks, Handsome Dan here fresh off my flight back from LVO. It was a small event but rife with good competition and great friends. Some people have been asking about this list, so gonna go ahead and post it up here. I'm not going to go into depth about how this deck plays or match history--I had some matches on stream that can probably be found on the L5R Discord. If you have specific questions, please feel free to hit me up on there at Handsome_Dan#8310.

The deck is fairly self-explanatory--buy a commander, load him up with attachments, draw cards and become unstoppable. This is not a new strategy by any means, but one that has been enabled by the birth of Fan of Command and In Service to My Lord. An important balance you need to strike is making sure you have enough non-unique characters at your disposal on a given turn so that you have conflict initiators and bow targets for In Service. Be mindful of cards like Way of the Crab, and most likely nowadays there will be more Frostbitten Crossings and other attachment hate cards in the meta. For those asking about how do you deal with Consumed by Five Fires, the answer is simply that you don't, and you die to it. However, I was comfortable playing this deck because I didn't expect there to be many Phoenixes at this event--Phoenix has always been a criminally underrepresented faction despite their toolset, even when they were better. I do think the new "toss a fate to your Bushi" card in Clan Wars will be useful for fighting back against CbFF.

As far as tech choices go, outside of your Commanders and standard cheap guys, Ichiro is a staple to put a big damper on the Scorpion matchup. Any other tech choices have to be utility cards that do something very meaningful, since you're never going to buy anything other than your Commander or your chuds. People don't care much for Kaede, but I find her to be very important as a save that's mostly uninteractable. I tried a number of things in the Implacable Magistrate slot, but I ultimately went with her because she serves as decent tech against Crabbits.

I do want to take some time and run through some shoutouts. First, shoutout to MoZi, who helped me test the deck some and is always down to talk shop about the game. I couldn't have picked a better person to have to play Finals against at the event. A huge thank you to Tsar, the Haughty Magistrate, for solo-running this event and doing a great job at it. Big shoutouts to all the Lion folks who helped me test this deck and theorycraft it out, especially Will Harrison, who always has his mind on optimization; and Ginawa, who also collaborated on this list and piloted it to great success at the event as well. To everyone I met for the first time at the event, or old friends that I got to hang out with again, thanks for making this one special.

**PS - Do not play Fallen in Battle. I was paid to play it as a meme. Play literally any other card.
 Hall of Honor
Grand Championship - 1st Place
Date: 01/25/20 thru 01/26/20
Occasion: Las Vegas Open
Location: Las Vegas, NV
comment Comments
Congrats. How often did you whiff on Tactical Ingenuity with 15 events?
@macmoosh, just a rough estimate but I imagine it's about 10% of the time. You draw so many cards and thin out your deck enough to where missing every once in a while isn't super consequential.
Personally id run 3x prepare for war because the main counters to towers are coming in the form of attachments. (pacificm, stollenbreath, softskin). Stay ahead of the meta -_-.
Is Ready for Battle a card that you'd ever see a need for?
To reply to some comments,

@Poogin 3x PfW is totally reasonable although I think the "can't participate" attachments aren't great ways to combat the tower.

@Ryroma It's a card I would like to have, but you have so many ways to stand yourself back up that RFB isn't totally necessary. Bow effects are already not very prevalent in the current meta.
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Stats
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Role
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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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