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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 jairoe03
1 month ago  (4 weeks ago)
    1 thumb_up    0 mode_comment    7 call_split    0 schedule    0 video_library
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Here's a deck I'm pretty excited about. The crux of it was inspired by one my local meta's unicorn player where he included political threat to sneak breaks. This deck plays extremely differently due to having to accommodate . As usual, my decks are still all about value, but expect a lot of characters to enter and leave the board. The intention is to not fate up 2- or 3-drops, 1-fate the 1-drops for some carry over (especially Utaku Infantry). gets those 3- and 4-drops out at a discount and allows for decent use from , where I want to really abuse the disguised and 'free ready' by disguising onto no fate characters. The last unusual card is , which is still an experiment, but I've had fairly large pumps with it especially if you manage to get [Shinomen Wayfinderers] in the mix. I usually save these for at least +3, but works with any non-unique, not just unicorn ones.

Surprisingly, becomes a big deal because she is basically "free" when using and . This means we should be made more aware about her ability when considering which rings to grab/win. Also, goes well with for the extra bodies. Generally, I highly value having bodies to declare conflicts with so at a bare minimum she's good for that, but I end up with a lot more from her on average.

is extremely good with as well but you have to consider the setups, generally using first in some conflict and then using it's ability on another one. Has been extremely useful for many situations beyond this such as characters being sent home, coverts, and getting more use out of participating character's ability such as or having provide skill in one conflict and leveraging his ability in another. hasn't disappointed me yet but takes some getting used to in terms of conflict assignments and maximizing the ability.

So, another surprise here is that I don't include any of the 5-drop characters. I have a couple reasons, first, their abilities help you win more, but not the conflict at end. So, I have a preference for because he can contribute his skill in a conflict, then boost another conflict. The other major reason is that a and feels much better when I bring in a 4 + 2 drop vs a 5 + 1 drop (other than obviously using it on , but only for . Also, keep in mind as an attachment works great with when looking to dodge characters especially more than once.

This deck is still a work in progress, but it's been a lot of fun especially when discovering surprises like actually getting good use out of and by setting up many small things around these cards and playing differently.
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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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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
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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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