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Shuffler
terrain  Provinces  shuffle
  Dynasty   0view_headline   0delete_outline   shuffle
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By HallowedSphyrinx
5 weeks ago  (4 weeks ago)
    3 thumb_up    2 mode_comment    9 call_split    0 schedule    0 video_library
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I sure hope this deck takes off. I'll be playing it the next chance I get but for now I'm 3-2 in the LCQ.
Ah well, there's always a next time.

Let's talk about what's going on here. Hopefully somewhat obviously the plan is to play Ishikawa and a bunch of Imperial Cards to make Ishikawa really big, and then go for breaks.

The Province Row works off of the idea that if all of the provinces are eminent, it eliminates the downside. Normally, if you were playing the Scorpion Clan Coup, your opponent would just break it first. But when you're also playing Silent Ones Monastery, and City of the Rich Frog (Toshi Ranbo's not particularly good) then the Coup becomes a lower priority target.
Or, if your opponent does try to break Coup early, that means you have more turns with City and Monastery.
You should always try to flip Coup turn 1. Not only is the -1/-1 to each attacking character huge as far as being able to defend your row is concerned, but it also gives Ishikawa +1/+1.

Silent Ones Monastery lets you play 2x By Any Means. This is usually your way of beating over Tower Decks, as By Any Means sets *base* skill, so using it on Ishikawa means his base skill is equal to the towers, and then his ability gives even more stats (a good thing).

Also a fun fact of playing a character with high Military skill is that you get to just slot in 3x Defend Your Honor bringing the deck to a total of 8 cancels. This is usually enough... provided you can draw them.

Compelling Testimony and Castigated exist because sometimes you'll just get someone with them, especially with Coup active you can sometimes just murder an attacker before they get a Court Games off. But the deck's not All In on the Kill Strategy, so don't try too hard. Shoju's there for much the same reason, having a Shoju available makes Political Pokes that much worse. Bayushi Kachiko has thus far been an under performer.

Mark of Shame and Stoke Insurrection win games.

The overall strategy is to keep your provinces alive, while breaking with Ishikawa. Try to grab favor if you can because having the Emperor on later turns can be big. Though also, don't be afraid to buy Emperor Turn 1 against a deck that only makes 1 big buy (like Phoenix). Even if he's only around for two turns, that can be what you need to secure the advantage in the long run.

If there's one thing I learned, it's to not get too greedy in trying to win by Conquest early. Take your time. If you can keep a big board state, you can get Ishikawa up to big numbers without much effort, so be patient.

And finally, the overperformer: Seven Stings Keep.
Easily the worst of the Scorpion Strongholds, SSK has a home here because it does a few important things.
1) If you have Ishikawa and, anyone else really, active, declaring a single attacker makes your opponent always block unsucessfully. If they put too many blockers you send in Ishikawa and beat over them, and if they don't block, you send your Palace Guard or Truthseeker to break unopposed.
2) SSK beats Spectral Visitation and Retire to the Brotherhood. Because SSK forces a defense before the provinces are revealed, your opponent doesn't get to put their brand new characters into the conflict (unless they have movement).
3) Not telling your opponent which province you're about to attack is a bigger deal than you might realize, especially when the options are Upholding Authority, and Shameful or something.

Overall your priority list is probably:
1) Keep Provinces alive with as low of an investment as you can
2) Hold Favor
3) Use your SSK conflict to get 1 break a turn or better.
comment Comments
I see one problem. You never flip Scorpion coup with 3 eminent. No reason for anyone to ever attack non eminent. And play talisman just for that does not seems efficient. I know Doji diplomat exists but only in crane. But in the end fun is what is important so do what you want :) I would change rich frog and monastery. Would play seeker with cache and coup and something. Already have 5 rally ... possibly 9 with season of war so you will get your Ishikawa and do not need richfrog. And spash crab with common cause and enginer for estate.
Proposal: Crab Splash for:
- Our foe does not wait to dig out PVE's
- Get in a Gov Spy to stack units on Toshi Rambo and put PVE's on SH
- Raise the Alarm for surprise Merc Company

enjoy
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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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☐  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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