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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 Severijn
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Deck Strategy
A very straightforward Phoenix IMS glory-matters list. The idea with this deck is to defend and run your opponent out of resources. It does this by having dynasty characters that are amazing defenders, or that will push to void your opponent's characters. All classic Phoenix core set material. The conflict deck runs policy debate, which will defang your opponent. Everyone has something that you want to deny.

the way I usually play it, is to goad my opponent into spending too many cards. As soon as a disparity in cards in my favor occurs of 2-3 cards, I'll start lowering my bid, and ideally do this behind a forgotten library. This puts a lot of strain on my opponent's ability to keep drawing cards. Next, I'll try to just focus on the void ring with any of my big hitters so that the opponent's board will fade before mine. Eventually I will have an insurmountable lead in characters in play and break based on raw stats alone.

This deck plays conservatively. It is common to only do a single challenge per round. You win by building up characters and keeping them in play. Aim to buy a 3+ coster with 3 fate every turn. Don't worry about having no fate for the conflict phase. The conflict deck operates on 0 fate just fine. You will get a trickle from the two air provinces either way, and with one fate you have enough to play pretty much anything that is necessary. On later turns there will always be a ring with fate on for you. This is the other reason why you will often aim for 1 challenge per turn.
comment Comments
Interesting stuff. Thanks for the write up. I'm keen to give this a try.
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Stats
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Roles
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
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 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
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 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 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.
Strongholds
Stronghold
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Provinces
 Provinces
 Provinces
 Provinces
 Provinces
 Provinces
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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 Inital Draw Probability & Mulligan by Card
Deck must have at least 40 cards to calculate.
Conflict Inital 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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Event:
Clan: 
Stronghold: 
Role: 
Influence Clan: 
 
Total Cards in Dynasty Deck: 
Card Name / Set
Qty
 
Total Cards in Conflict Deck: 
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Card Name / Set
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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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