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By Greensocks
4 weeks ago  (4 weeks ago)
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Deck Strategy
Hey everybody,

i was fortunate enough to get into the top 8 and be the best performing crane at the grand kotei Krakow last weekend. The day before i went 5-0 at the elemental challenge (also in Krakow), with a very similar deck. I was asked by several people to post the list and give a few pointer, so here you go:

First of all, this is dishonor deck. About 90% of your wins are by dishonor, about 5% by honor and another 5% by actually taking their last province. You dishonor them by using Miromotos Daisho, so protecting the Daisho is your number one priority. If you just run the Daisho out, you will most likely lose. First, you need to see their hand and take a Let go (or something similar) with a policy debate. Then you establish a duelist with diasho and a few trainings and go to town.
Generally, you will play very defensively. I almost never attacked turn one, and often even not turn two. Your primary attacker is callow delegate and courtly challanger, since they cannot take upholding authority by accident.

Your best peeps are in order 1. Yuri, 2. Kaezin and 3. Toshimoko, since they have another duel, which adds up to 1-3 honor over the course of the game. Especially Yuri is a beast, and your only option to beating a good unicorn player. He really does it all. You try to play a Yuri or Kaezin overpayed by 3 in turn one. You want to go second.

Once you establish a board and know your Daisho is safe, you try to duell over and over, bid low and just get rid off their ressources. Often you lose two provinces, then they have no gas left and need to bid higher, at which point you just win.
Another potent interaction is the one between Daisho and warm welcome. My friend (you urged to play three warm welcome, and rightfully so) got to play 5 policy debates in one turn, having the opponent lose 5 honor in the process.
Also, you can play the Daimyos Gunbai, lose the duel (thanks to yuris 0 military), bounce the Gunbai back to your hand using tea house and play it again due to its strange wording (put into play instead of play). There are several fun interactions. The tea house also safes the daisho when the last fate goes away.

Why no Banzai: the card is obviously very strong. The same goes for fine katana, ornate fan and all the other. Its just that i do not like how these cards are designed. I think they are boring and lead to boring games. That is why i wanted to build a deck that is different (at least to some degree). Maybe if banzai only worked on bushi or something. But as is, they have no flavor for me personally. In addition, you dont really need to win the military duels, just the policy debates.That is also why I included two artisans, just to beat scorp and the mirror.

I really think there are more cool decks out there, if people would try more stuff. At some point we honestly discussed playing a perfect gift! Really, A perfect gift! The game has more cool interactions to explore, but i guess we will be stuck with just Air and Earth cards for a while. Oh well.

Changes: I would defenetly cut the duel to the death for a peasants adivce going forward (stupid kanjo district kicked out my friend and deck co-creator Michael N.) I want to play a second proving grounds but dont know what for. Maybe a challenger, which is probably the worst dynasty card at the moment.

Three more notes: i went 6-0 because my opponent got a judge issued loss in his last round, which might be relevant for some people.
Thanks to all the judges for hosting a cool kotei, I really had a good time.
I lost my game in the top eight becaues my opponent was better than i was. Simple as that. A better player might have seen a line to victory - but alas, not me.

Thanks and take care everybody

Luke





 Hall of Honor
Kotei - Top 8 - Hatamoto
Date: 08/23/19 thru 08/25/19
Number of Players: 130
Occasion: Grand Kotei Krakow
Location: Krakow
comment Comments
I was about to dismantle my Diasho deck.. literally was building a Standard Let Go Crane. Reading this summery and looking at the deck has convinced me otherwise.

I Salute You!
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Stats
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Role
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
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
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
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
 Provinces
 Provinces
 Provinces
 Provinces
 Provinces
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 Title
Strength
Traits
Set
Eligible Provinces
 
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 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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☐  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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