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Shuffler
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Deck Strategy
Strategy: This deck does not win by going to 25 honor every game, you have to get a feel for which games you win by gathering honor, and which you win by dishonoring your opponent. As a last case in very very long games, you may even win out by breaking stronghold with sheer numbers of creatures on the table (thanks to the steadfast and keeper iniitiates, plus yojin no shiro).
That being said usually against unicorn, scorpion and dragon you probably get a dishonor win before reaching 25. Against crane, phoenix and lion you probably get to 25 honor. And against crabe depends vey much on the style of play from the opponent (and if he gets watch commander out, since this deck has no attach control until CoE comes out).
In any case you need to get a feel for the opportunities to win during the match and shift your strategy accordingly.
One of the most important parts of the game is the start while you are with a very bad card disadvantage, try to manage that gap by playing few cards only on important fights, if they attack art of war, let it break.

The road to 25 honor:
The idea behind the deck is simple: bid low, make all your conflict cards matter, and press the opponent with dishonor or honor win, so he/she cannot rush and break all your provinces.
The count is : you start with 12 honor, bid 1 against a 5 and get to 16, from that point use your cards to get honor (you have court games, contingency plan (usually only as finisher), ikoma prodigy, venerable historian, honored general,guardian kami, plus 3 kitsu spiritcaller to bring people back) for a total of 19 cards that help get honor. Also, on your provinces, shameful display and before the throne help you both honor and dishonor the opponent.
Don't try to win every conflict (especially at the start of the match) - making the opponent use cards while you don´t is a step on the right direction.

Notable combos and interactions:
Akodo Toshiro and Akodo Toturi are mainly there to get military attacks (especially air)
Even an ikoma prodigy can military attack using yojin no shiro
A steward of law alone can prevent a fire ring, or be used in conjunction with for shames (dont do this if you plan on dishonoring though)
kitsu spiritcaller shines in this matchup ( LPB, historian, general, toturi and ujiaki are main targets, but sometimes a toshiro will also do)
Almost never play toshiro with fate (think of hiim as a 2 cost ring activation) and use guardian kami to gain air rings defensively (especially at the end of the game)

Tactics:
Getting cheap attacks off while defending shameful and Tao is the goal of early game
You should try to set up your counters (censure and voice of honor)
You should try to set up noble sac to get rid of very troublesome characters
Waning hostilities is best used when you are second player, unless you feel its a power turn for unicorn or hisu mori toride lion
Avoid getting unopposed defenses and try to get unopposed attacks - makes a lot of difference with this deck.
Usually bring out Lion Pride Brawler when you are first player, and use her to turn home characters preferrably.
Don´t be afraid to play characters without fate at the end, while you are close to win by honor (especialy historian and general)

Matchups:
Scorpion - Usually I go for a 5 bid on turn 1, and 1 bid on the rest. It is very important to get counters in your hand and set them up. This matchup you can usually get a dishonor in three or four turns, but if it drags on , it usually ends in a breaking game and then your goal is to overwhelm with a lot of characters.

Crane - very hard match to use counters, and the amount of honored characters makes it hard to dishonor, but it is possible in case the opponent bids high on turn 1 and gets trigger happy on assassinates.
The upside is that GoH does little against you usually. Be mindful of his stronghold ability (use historian on defense, poke to get fates and deny rings only)

Unicorn - mulligan hard for waning hostilities, and hope to be first player on turn 1. This usually lets you deny him attacks or cards by going water ring.
Press of battle is very oppressive, and this is one of the few matchups that toshiro might be useful on defense. Getting keeper initiates out helps a lot to deny superiority.
Be careful of attacking with one big character alone at the beggining because of endless plains. If you get him low enough in honor, he/she might trigger yurths to survive, then you go to 25 with his/her help.

Phoenix - One of the hardest matchups, especially if the phoenix player starts bidding mid-low. usually just try to get fast to 25 before there are 7 shugenjas on the table.
Kuroi mori makes the stronghold near unbreakable, so avoid breaking many provinces unless necessary (library or kanjo)

Dragon - If it is niten master, try to set up a noble sacrifice.
If not, try to get a dishonor heavy hand. The dragon player usually helps this out by bidding 5 on turn 1. you are mostly immune to restoration of balance due to your low bid.
If you find it, farm it.

Crab - Again this matchup depends on the crab player strategy. Watch commander used well can prevent the 25 honor, so the most safe bet is a dishonor win if he/she bids 5 on turn 1.
If not, you will have a easier time winning conflicts because your cards are usually more impactful than theirs.
Be mindful of the flooded wastes and the defend the wall provinces, try to poke with not so impactful rings until you are sure you are not attacking defend the wall.

Lion - If its hisu mori toride, try to follow unicorn guidelines.
- If its a mirror match, just try to outplay the opponent on the honor gain game.
 Hall of Honor
Battle for the Stronghold - 1st Place
Date: 12/16/18 thru 12/16/18
Player Count: 48
Description: BRotei #1
Location: São Paulo , Brazil
comment Comments
Bravo!
Brazil new meta!
Hi congratulations for your win. Was wondering how you win by honor with this deck?
Could you do a report please?
Yeah, would be great !
I can try to do a capture to try and explain it. Meanwhile I added a few guidelines on the info section of the deck. Sorry for the delay.
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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
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Dynasty Fate Distribution
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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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☐  40-45 cards in each deck
☐  1 Stronghold & 5 Provinces
☐  One of clan's chosen roles
☐  Maximum influence not exceeded (1 other clan only)
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