view_headline Deck Remaining: count of cards remaining in deck.
delete_outline Discard: count of cards in discard pile.
shuffle Shuffle: will reset, reshuffle, and redeal the respective deck.
close Swap: will swap out the province card for the remaining unshown province card, allowing you to arrange the province row as you wish.
[M] Mulligan: will mulligan the card, replacing the card with the top card of the deck while returning the existing card to the bottom of the deck. Once any card in a deck is played or dealt, all mulligan functionality is suppressed for that deck. The deck will be reshuffled before the first card is played/dealt (assuming the mulligan occurred).
Play: will discard the card as if played. A dynasty card will be replaced with a new faceup card from the deck.
filter_1 Deal: will deal the number of cards shown.
fast_forward Deal All: will deal the remaining cards in the deck.
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I haven't quite figured out the best way to play this deck yet, but it certainly gets better as the game goes on. I know that the best way to play Turn 1 is very conservatively and the main aim should be to conserve fate for subsequent turns, gain the favour, and try to not lose two provinces. It's a bonus if an opponents province is also revealed.
The decks grows into itself as the game progresses as the fate to buy bigger characters becomes available, and I have played multiple games where I have been 3 provinces down only to come back and win.
The focus is on winning military conflicts initially, but as the big beasts come out and get honoured, competing in and winning political battles becomes a realistic propsect. It's at this time that Policy Debate truly comes into its own.
Supporting this mini-theme of card knowledge and discard is Tadaka who is just great. Ideally, he will be disguised over an Inferno Guard Invoker who has self honoured.
Moto Eviscerator is included for the purposes of testing and doesn't at all fit the thematics of the deck, but may actually work out quite nicely.
Conversely, Unmatched Expertise totally fits the theme, but I'm still not quite sold on it though it seems to work quite nicely vs. Scorpion in particular (with RfB to protect against bow effects from For Shame!). On that note though, be careful using against Crane who may be packing a Duel to the Death.
Feel free to clone and test and as always, any feedback or comments would be appreciated!
A fun wee online league amongst our local meta. I'm happy to say I managed to clinch it with the deciding factor being my number of most honourable victories.
Going to test In Service to my Lord just to see how it goes. I'm guessing that the dream would be to bring the Keepers out by winning the fire ring, and then using them to ready a tower using this card. I've felt I've actually had almost too many honour effects, and Honor In Battle is certainly a card that hasn't been seeing much play.
- Unicorn - Holding onto a Censure is usually a good idea, especially against HMT. I think DoP is probably pretty good too as there's bound to be a conflict that can't be defended against HMT.
General matchup advice:
- Against unicorn, crab, and scorpion Haughty Magistrate is a great card as I'm pretty sure they have few characters above 3 glory. Apparently against Lion Tower he is good also as all their tower targets are 2 glory.
- Against clans that have no attachment control (apart from maybe Mystics) it is safe to play Sashimonos and Pacifisms.
- Policy Debate and Tadaka are great against those annoying clans that do run attachment control. They're also very good against Scorpion to reduce their array of highly irritating cards!
- Haven't had a chance to test him yet, but I think that Kaito Temple Protector will be banging against tower decks.
- Any Keeper Role may be running Defend Your Honour.
So I dig this deck type it looks like a ton of fun. Had a few questions about it though.
1). You said your first turn is spent building up fate which I assume is because a good chunk of your dynasty cards cost 3 more it looks like. How often do you just play one cheap character and pass on turn one, or any characters at all.
2). How is that fire province cus at first glance I am kind of turned off by it.
3). Keeper Initiates? I understand their worth but is there possibly better options? (I don't run phoenix a lot so I genuinely don't know if there are better 2 drop bushi you could use).
4). I probably didn't notice before you made any adjustments but did you run this deck with A Perfect Cut for the bushi pump plus potential honoring? Just curious.
Hey, so let me try and answer your questions, though I'm not sure I have all the answers!
1. Generally on turn 1 I'm looking to get 1 or 2 cheap characters out, but usually 1 does the job. It's a risky strategy as it can often result in two broken provinces, but it allows to contest (and usually win) the favour as well as bank fate for subsequent turns. Against some clans, I feel it's safe to bring out a larger character and sometimes you just have to because of what you're dealt. I have to be honest, I have never in my history of playing L5R hard passed on turn 1, but maybe i'll need to try it!
2. Sanpuku Seido is amazing! Our glory in this deck is so high that its very easy to defend, and that can often stall an opponents game enough for us to get the advantage.
3. I'm quite happy with the Keepers in this deck. As the comment below suggests, they can contest favour, but they're just good value as I find I'm contesting the fire ring often. With the current build they can also be ammo for In Service, but I'm actually going to get rid of that. One thing this deck doesn't deal with well at all is covert so I'm going to experiment with Even The Odds.
4. I haven't included Perfect Cut because I often feel that I have enough honouring and military boost effects.
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