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Shuffler
terrain  Provinces  shuffle
  Dynasty   0view_headline   0delete_outline   shuffle
  Conflict   0view_headline   0delete_outline   shuffle
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Deck Change History
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By Life_in_god_mode
3 months ago  (3 months ago)
    0 thumb_up    0 mode_comment    6 call_split    0 schedule    0 video_library
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Deck Strategy
Ridiculous deck that tries to trigger a zillion air rings in a turn. You need Kami Unleashed so mulligan for it and be willing to bid high turn One. Kyuden Ikoma has such high starting honour you can afford to trade a bit for more cards that might help you stall.

The dream is: attack air military with a fated Medium of the Living Soul, Forebearer's Echoes in Akodo Toturi and play Kami Unleashed to trigger four air rings. Then Winds of Change to get the air ring back, attack air political, bring back the Kami with Spiritcaller and get another one-two air rings. That'll be 10-12 honor.

I really don't think self-sacrificing conflict characters like Kami should work with Kitsu Spiritcaller. It's just too abusable. Hence the deck name.

Winds of Change also lets you attack air as second player, after it's been denied - same with Seeker of Knowledge. Winds of Change has a similar effect to Display of Power in dishonour decks, stopping counterplay to the strategy.

Other than that just abuse all the honouring and gain an honour effects, and Master Tactician, Tactical Ingenuity and Logistics to build up a hand. Save Prepare for War to remove Cloud the Mind from Kitsu Spiritcaller.

I doubt this kind of deck is as consistent as the drip-drip style of doing this, but if you get the cards in the right place at the right time it can be quite explosive.

I don't really play Lion so I'm sure people who do could make it better, but I didn't see any other deck (ab)using Winds of Change so I throw it out there so you too can enjoy this virtually non-interactive solitaire honour token acquisition mini-game.
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Stats
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Role
No Role
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
Verify these before submitting deck list:
☐  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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