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Shuffler
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Deck Change History
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By Demagogue
2 months ago  (1 month ago)
    7 thumb_up    8 mode_comment    56 call_split    0 schedule    0 video_library
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This is the deck i used to win the 2nd LLO tournament (https://thelotuspavilion.com/tournaments/5393 ) , a new tournament expirience for all us in home these times . It was organized magnificently by Steelfur and i rly recommend everyone to join future ones.
I ve been working on it for one month now and has changed a lot of forms . The strategy is to buy one of the 2 big guys (Mitsu->>>Yokuni) and wreck the world with them . With season of wars dynasty cycling is much faster so u re not in danger of not seeing a big guy till turn 3 . Till then your province row and maybe another small voltron will delay em. Rest of the dynasty is all there for the sole reason to support your big guy and everyone has a specific support-role. You'll notice that the deck is pretty expensive, but that's not a problem as you can easily get a low buy dynasty phase and gather fate cause your voltron can manage the turn for you. Also Sacred Sanctuary is busted so you rly dont care if they reach your SH fast .

Now about some card choices:

- Mitsu : Ok he is the all star of the deck and the deck is made cause of him existing . The abiltiy to make any ring you want and two times per turn with WotD is insane and thus the deck is built so u can easily play 5 cards per turn for him.Too bad he is called Mitsu :( .

- Tadakatsu : He's the latest addition and he rly fits with the purpose of the deck. You dont attack a lot with this deck so he stops opponent from taking fate from rings, also he prevents them from voiding your biggie. However, you're still able to do any ring you want cause of mitsu. Mantra of fire ofc comes along with him, he can come and clutchy give your mitsu some fate on when he's in danger .
Also he is a bane for enemies who desperately wanna get air to get out of dishonor range/go for honor win / or stop you from honor win ( cause mitsu).

- Dragon Tattoo : Synergy with Hp/Pd/Mantra of Fire/Hhol/Mitsu . Not much more to say.

- A New Name : It is there cause is a free card to play for mitsu/hhol and has cute stats.

- Keeper Role : Cause of Defend your Honor. This card is incredibly useful when you have a big guy in play.

- 1 Void Fist: Cause card is good but doesnt fit so much with the theme of the deck, u already bow people with duelist trainings (which doubles when u have Way of the Dragon on ) . I liked it as a silver bullet especially vs (-) military guys but can propably get cut.

- Crane Splash : Duelist Training is sick with big guys that can also move in into conflicts. And they re even more sick when you also play Proving Grounds . They give you insane card draw that s rly important to fuel mitsu and hhol and resist vs dishonor/choke decks.

The best "combo" of the deck is when you have both yokuni and mitsu with way of dragons on them and thus u can make 5 rings in a single conflict .

Overall the deck is tricky to play as it offers you many possible lines to take in-game , but this also makes it a ton of fun . I also want to give credits to OldBearPanos , Enegon and Laskas for the initial idea of the seeker version of the deck and trying to convince me to play it when i totally underestimated it. That's all , if you have any questions feel free to ask :)



 Hall of Honor
Other Non-Organized Play Event - 1st Place
Date: 04/04/20 thru 04/05/20
Number of Players: 68
Occasion: LL Online Tournament No2 - Test of the Jade Dragon
Location: Jigoku
comment Comments
What do U do against frost bidding
If you suspect they play frostbitten crossing (on stronghold cause this is where there is a problem) you play your attachments more conservatively . You can also aim to be much ahead by the time you reach their stronghold in hand size and board that it wont rly matter fi they kill a bunch of your attachments.
Hi, first of all, congratulations on this build, it runs impressively well. I have a couple of questions:

1. Is there any specific plan behind the inclusion of the emperor in the dynasty, or is it just because you can afford it and he is, well, the emperor...?
2. How do you handle crab decks during the second turn when you are supposed to drop your big cat on the board and they look at you with a bubbling mouth that indicate a potential way of the crab.
3. Why not include 1 or 2 'Togashi Initiate', besides being cheap 1, it provides some solid synergy with the deck. Since, it can put fate on a ring for one of your big guys to collect, and provide an honoring tool for Yokuni when needed. It also helps with point 2. of course.

Thanks for encouraging us to pick your brain, and sorry for somewhat abusing the offer.
Thnx a lot for the feedback and that's one of the main reasons i posted it so no no abuse at all !
So :
1) Emperor is imo one of the most busted cards in the game so i try to include him in all my builds as 1x at least . With all these rally effects dynasty cycling is much faster so 1x's aren't that hard to see.
2) Yep crab is propably the hardest match up for the sole reason of wotc and the playaround you do vs it . The general plan was to have economy so u can always have a sacrificial lamb next to your big cat even if that lamb is expensive . However , crab is quite popular lately so a bit of teching can be made vs them . Initiates ability to put fate isn't that necessary cause u usually find fate on rings , especially with the addition of tadakatsu . So i would suggest an other 1-drop which is medicant and his ability is quite useful in this deck . Another tech i suggest for that match up is 2-3 tattooed wanderers as they are the most consistent solution to fight wotc.
Well done, I really like the build
Glad you like it :D
Interesting, thanks for the swift response.
couple of follow ups.
1. Why not ancient master instead of wanderer? They are both cheap, so good against the wotc, but the former may provide combo cards in other matchups, whereas the wanderer provides covert, for attacking, and we both know that attacking sucks.
2. More importantly, what do you remove from the conflict deck in order to add the 2-3 jumpers. Mantra's?
Wanderer has better stats and also can help in case you get coverted by crab . Also we play 5 kihos in total so i dont think master as atatchment will help (5 cause id propably cut 1 mof and 1 vf to add em)
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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
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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
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☐  Maximum influence not exceeded (1 other clan only)
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