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Shuffler
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Deck Change History
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By Togashi Komhl
3 months ago  (1 month ago)
    2 thumb_up    2 mode_comment    5 call_split    0 schedule    0 video_library
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The deck has strengths but is hard pressed against Crane and Lion, as most Dragon decks are these days. I won through a lot of luck, had good luck in the pod games and very good luck against Micha (Crane) and Notfragle (Lion) in the final.
Summary of the final game.
Going into it I had said that I probably didn't have much chance of winning. Managing his Exposed Courtyards was the key to victory as it, along with Kitsuki Investigators and Upholding Authority discarding his Let Go's helped me keep Togashi Acolytes in play.

Here are the main things from the game as I remember them. Some things might be wrong, some buys for him and stuff will be forgotten.
Turn 1
Buy Mitsu with 1 fate, use Season of War to discard Exposed Courtyard and pass.
He bought Master tactician and Obstinate Recruit.
I attack for Void and break City of the Rich frog.
He in turn attacks Shameful display with Obstinate Recruit for Pol Earth.
I play Ancient Master and after Shameful win. He then breaks Shameful with Master Tactician on Fire Mil and dishonos Mitsu.
Turn 2
I buy a Kitsuki Investigator.
He get's another Master Tactician and more.
He attacks Vassal Fields for Water (Mitsu has no Fate) and I defend with Mitsu and nothing else and he breaks. Kitsuki Investigator attacks back for Void Pol and finds Pursuit of Justice that had an Exposed Courtyard. Investigator discards a Let Go.
He moves Exposed Courtyard to another province. He attacks back Air with Master Tactician onto Upholding Authority. I don't defend and he breaks, I choose todiscard 2x Soshi ni Kie. He plays Renowned Singer and gets one back and unbows, revealing Spectral Visitations on his Stronghold. I play a Togashi Acolyte, use it to unbow Mitsu with In Service to My Lord. Attack, Covert-ing the Master Tactician and break Pursuit of Justice and gain fate on Mitsu.
Turn 3.
He sees another Exposed Courtyard, has two face up.
I use Cycle of Rebirth to suffle one back into his deck and play a Tranquil Philosopher as I'm down to 4 honor. He has around 6 bodies in play. I use Tranquil to gain 1 honor and bid 5. I had Prayers ot Ebisu on hand if I need it but he bids 5 too so I stay at 5 honour.
I attack Fire Pol at the province with Exposed Courtyard It proves to be Fertile Fields. He defends with a Master Tactician and I tink one more. I play Togashi Acolytes on Mitsu and an Ancient Master and send the Master Tactician home to break and honor Mitsu.
He attacks with everything except one Chronicler of Conquest on my stronghold. Sacred Sanctuary unbows Mitsu and he defends with the Tranquil Philosopher. I know he does not have any Defend your hononr, having used them all on turn 1 and 2. I use Mitsu to get the 2nd Togashi Acolyte back on Mitsu. He plays Way of the Lion on the honored Master Tactician with Fan of Command, Tactical Ingenuity and Sharpen the Mind. I think I play Let go next on Fields of Ruin so he doesn't have any Battlefields in play to stop Master Tactician from working next. He does something. I don't remember the exact order but I play 1-2 actions to boost Mitsu with Togashi Acolyte so I'm 2 lower than he in Mil. He passes. I play Hawk Tattoo to get +1 Mil + 2 extra Mil from Toga Acolytes, take an additional action and send the Master Tactician home with Void fist and he concedes.
I was winning the conflict, would not bow at conflict resolution and would break his stronghold.

Many have been discussing the strength of Sacred Sanctuary but in this case the only thing that mattered was the unbow for defence. I had a Tattooed Wanderer to play and straighten Mitsu with In Service to My Lord to attack his stronghold if he had bowed at the end of that conflict.
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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
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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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