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Shuffler
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Deck Change History
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By Life_in_god_mode
9 months ago  (3 weeks ago)
    3 thumb_up    0 mode_comment    12 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 1. 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 honour.

I really don't think self-sacrificing conflict characters like the Kami should work with Kitsu Spiritcaller. 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 go all in on the honouring and gain an honour effects. Master Tactician, Tactical Ingenuity and Logistics can build up a hand. Save Prepare for War to remove Cloud the Mind from Kitsu Spiritcaller.

In case it's not obvious, Field of Ruin can be played turn 1 Draw phase on Rich Frog to discard a good Echoes or Spiritcaller target. Maybe you can even Logistics some extra cards there first.

Don't forget in Military you can Toturi an air ring on defence, and resolving that will also let you trigger Medium of the Living Soul's ability, for two air rings. Medium also works with Kami of course.

You could probably throw the new Spiritcaller in here to get the real Spiritcaller back, so you can then recur the Kami but I'm not sure what to cut. Some of Even the Odds or Called to War, possibly.

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.

Every time someone clones this deck I feel bad for an opponent who probably wanted to play a real game of L5R.

For real though please don't play this deck. It's not that good and even if you win it'll feel cheap.

- Testing Paragon over Three Trees, as it's proved the least consistent of the honour gain characters - you can often get a big hand out. Alternative would be to swap Veterans for Interference. I often found I didn't have a target when it came up.
- Also testing 1x Under Amaterasu instead of a Field of Ruin, for extra SH protection.
- Also testing 1x H2H instead of Prepare for War that you can recur with Courtyard to give even just a little attachment control on opponents.
- 1x Feeding the Army instead of Even the Odds probably isn't that good. Idea is play it probably only when your third province is already broken to trigger Before the Throne, or fate some Ikoma Prodigies. I think it's totally unplayable before you already lost three, unless that pip of honour gets you within range of winning in your first conflict.
- If neither event really proves useful I think 2x Spiritcaller Prodigy intead.
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Stats
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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
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Traits
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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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