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By TogashiBob
4 weeks ago  (4 weeks ago)
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L5R stream #5 - Strike the Summit
Date: 02/10/20
Recorded By: Trace Five
Commented By: Trace Five
Strike the Summit
Date: 02/12/20
Recorded By: suburbaknght
I had a request to demo the monk deck I've developed with commentary. This is Strike the Summit version 1.5 ( https://fiveringsdb.com/decks/b14facd... ). I play Kyle Thiele, Phoenix hatamoto, running Phoenix bushi.
comment Comments
Deck created by Alex Jacobs (Suburbaknght on thedragonclan.net)
Alex's comments from original post (http://thedragonclan.net/index.php?topic=2405.0&fbclid=IwAR1wDkDOENBIxwI-aHMgsJ94pjP19FjgmAiRaQxMRUjIaH7HsRiQT_4nsLA)
Story time!

I'd been testing HHoL decks using proxies for ages and I was singularly unimpressed. The cards just didn't work. They were too expensive, the synergies were too combo dependent, and the deck fell apart every time I tried to run it. It would play cards but none of them seemed to matter very much. When Seekers of Wisdom dropped on Jigoku I decided to give it another try, found a deck that someone said had been doing well, and gave it a run. It was just as awful as I remembered. After losing five games in a row I went onto Discord and dropped a huge rant about this bullshit. Many thanks to Coyote for talking me down.

So I went back to the drawing board.

I believe we've been looking at High House the wrong way. Most testing has been putting in a small character, using the box to save them from Assassination, then dropping a bunch of buffs on them so that they can break a province. This works, but it does nothing for subsequent conflicts, or even subsequent rounds since your hand is now depleted. Furthermore, my strength as a player has always been as a tower player, and it's been the Dragon concept since core, so I decided to stop fighting the urge to tower and instead lean into it.

This deck (named after one of my favorite Lotus edition cards: https://oracleofthevoid.com/oracle/#cardid=7582,#hashid=7d310984847b57fdd86f8b044b6c88f8,#cardcount=0 ) is based on a few key principles: build a big monk, keep him alive, and draw a lot of cards. Mitsu is ideal, but really any 3+ cost monk (or Yokuni or the Trusted Advisor with a Seal) can do it.

Round 1: Aim to get Mitsu out as early as possible. Failing that, go cheap and bank Fate. Mulligan your hand for Ancient Master and/or Togashi Acolyte. Get rid of your kihos (the Advisor will draw them for you; you want to get the cards that are hard to find in your hand).

Round 2: You should have your tower target now. Every round get them in a conflict where you can play 5 cards and get a Fate on them. Load them up with an Ancient Master or three, a Togashi Acolyte or two, and just play cards. Use the Fate from the box to keep them alive so you keep recurring value on card draw and from simply playing cards (those 5 cards you're playing with the box become a +5/+5 with Togashi Acolyte). At least every other round try and use Slovenly Scavenger to reset your discard pile.

The deck's big weakness is to dishonor. While the card draw is phenomenal, if your opponent starts low-bidding you're in trouble since you have to keep 5 bidding. Use Prayers to Ebisu when needed and immediately reset it with Slovenly; work the Air Ring sooner than you think you need to (use to gain 2 Honor).

Specific matchups:

Crab - Save your Let Go's for Watch Commander; this is the game-losing card of the matchup. Literally nothing else matters. You've got a decent number of conflict characters so be sure to keep a sac target handy for Way of the Crab, especially in the Fate Phase.

Crane - One of the easier matchups; they'll be overconfident due to Voice of Honor but since you can recur your events it's not a big deal. Kozunobu is a problem (he shuts down the Acolyte, Indomitable Will, Mantras, etc.) so try to covert him out of conflicts when you attack and try and Fate kill him ASAP. Break Tea Houses at all cost.

Dragon - Test and Niten Pupil decks are actually pretty easy since your numbers get a lot bigger than theirs. Even Let Go isn't a big deal due to your recursion. The true mirror (vs. HHoL) is weird since everyone's still learning the deck.

Lion - Lion is one of the few clans that can get bigger numbers than you. This is okay; let them. They run out of gas before you will (DON'T let them get off their own Slovenly). Save Let Go for Fan of Command. When facing Kyuden Isawa decks Centipede Tattoo and Iron Foundations Stance are your friends as you can let them win their attacks but not break or you can win and they can't bow you.


Phoenix - A shadow of its former glory. Bushi decks can get bigger numbers than you but again, they run out of gas. Echo Bird decks are dangerous for their recursion of Miya Mystic but even then our own recursion makes them less of an issue than you'd expect. The big danger is Display of Power so don't go for the Void Ring if your tower's low on Fate; get another Ring and use the box to keep them up, then defend Void. Consumed is a Thing but if they're spending a round's Fate to stop you, you can probably push to their box before it matters.

Scorpion - One of the more dangerous matchups due to the vulnerability for dishonor. Calling on Togashi Acolyte is a danger so save your Let Go's in case it happens. Don't be afraid to use your box early in this matchup as Scorp events will wreck you.

Unicorn - See: Lion, but Barcha is more of a danger than Fan of Command.
If you get mitsu first turn do you play him with 1 or 2 fate, or leave him for next turn?
@Merlintho - I'd double fate him just to make sure he makes it to the second turn. Depending on your card draws first round, you can't guarantee you'll be able to trigger the fate off of the stronghold (although you might if you have a good conflict hand), but by round two you should have momentum to keep him up.
Ditto to everything TogashiBob said. Turn 1 Mitsu nearly always wins the game. Get him with 2 Fate and attack with Void (even if your opponent has no other Fated characters) to prevent Mitsu from getting Voided. Next round he'll get Fate from a Ring and if you stick around eventually you see dupes or get a Mantra of Fire off.
I like the deck alot and was thinking that maybe -1 indomitable will for 1 the mountain does not fall would be a straight up upgrade. When the mountain is played as the second player then you get the equivalent of two straightens for 1 card as long as you don't send him during the first conflict.(or you indomitable will him). I haven't played the deck but just assuming that getting two defenses and one attack from your tower for 1 card and 1 fate is worth it.
I played a slight variation of this deck at the Fort Worth Kotei this weekend with a light Phoenix splash (1xDisplay of Power, 1xClarity of Purpose, +2 Censures) and while it performed well and made some opponents sweat, it lacked options to overcome a lot of the anti-Tower tech that is out right now (such as Midnight Revels, which I hit on three different strongholds and that completely stalled out my momentum in each game). I wouldn't want to try and cover every possible anti-tower tech, but I think if I do this deck again, I'm going to swap from Phoenix to Lion for some of their readying cards (particularly Ready for Battle) so I can recover from Revels.
@togashibob did you remove cards from the deck to add those cards?
I'm thinking of adding something splash and ready for battle or In service to my lord had crossed my mind
@Merlintho I just added. In general, card draw was fast enough I wasn't having a problem seeing the cards I needed even with a 44 card deck.
cool deck! so far I've had two wins and one loss with it (and that was just because of Implacable Magistrate). mainly it's just awesome to be actually playing a dragon deck that works and not lose all the time.

what's your defense strategy with it? all the provinces are rather weak so it can be hard to defend them (or you waste Void Fist on the defense). i switched Fuchi Mura for Pilgrimage to make it a little easier to defend at least one province.
@kae subarbaknght has uploaded a video to YouTube if him playing the deck that might help to answer your questions.
This deck tends to kick in when you are down to defending sacred sanctuary under the stronghold
Cool deck. I just have a really hard time putting fuchi mura in a deck, even moreso picking a role for it. I'm gonna test with the immediate changes

Seeker of air - emperor's summons, frostbitten crossing, manicured/fertile all seem better than fuchi. If you wanted you could find room for solitary strength which prolly helps v scorp

Lion splash - 1x rfb to hold for revels and some number of in service to my Lord. You can fit 3 but prolly don't need it. Id look at cutting a centipede tattoo and indomitable wills first. Could also replace a katana with an honored blade but maybe not with it.
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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.
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Conflict Initial Draw Probability & Mulligan by Card
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Conflict Initial Draw Probability + Bid by Card
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Conflict Initial Draw Probability & Mulligan by Trait
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Conflict Initial Draw + Bid Probability by Trait
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