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Build a deck that includes the cards shown below at the listed quantities (or more).
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Shuffler
terrain  Provinces  shuffle
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Deck Change History
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By  Jibralter
1 month ago  (3 weeks ago)
    3 thumb_up    1 mode_comment    8 call_split    0 schedule    0 video_library
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Deck Strategy
This is my Crane honor rocket deck with the new stronghold, feedback is welcome. I hate the duel mechanic, so I have traditionally steered clear of Crane in my deck building. I played a slightly different version of this with a lion splash over the weekend with success, but the lion splash was a little boring and normal, though it did give me extra military pump with honored blade (never drew it though) as this deck has very little military gas. Almost all your characters will be honored so military wins are possible, but definitely not guaranteed. This stronghold is super easy to activate with Crane, especially on a political attack. I grabbed 6 honor in one attack with the air ring and two Bonsai Gardens out and it has the potential to grab more with a Doji Hotaru or Kakita Asami in play.

Keeper of Air for access to Winds of Change and the extra influence.

For provinces I went with:
1. Rally to the Cause under my stronghold as a last ditch defense for obvious reasons.
2. Tsuma for free honor effects, really nice when you flip a Savvy Politician on it and get two for one.
3. City of the Rich Frog to get more options on the table as I have no Rally cards in the deck.
4. Before the Throne as it is a 5 strength that punishes my opponent for breaking it as well as pushing me towards my goal.
5. Public Forum because it's just good and slows down your opponent while at the same time letting you not commit too much to a defense that you can save for a potential attack. Chump block with a Callow Delegate or something to prevent honor loss and go full bore on your next attack.

Phoenix splash for Winds of Change, Clarity of Purpose, and Seeker of Knowledge. This gives me another way of keeping important characters standing, and two different ways to keep running the air ring. Once your opponent knows your game plan they will probably run air every time they are first player to deny it to you and if you go first it just lets you run two air ring conflicts. The nice thing about seeker of knowledge is that I can run a ring that I know my opponent wants to deny it to them, or one that has fate on it, while still getting my desired air ring effect. I'm going to see how it plays and may go down to 2 CoP and 3 of each of WoC and SoK.

I have a ton of alternate card draw in there (Perfect Gift, Masterpiece Painter, Imperial Storehouse, Daidoji Kageyu, Kakita Yoshi) so that I can keep bidding low. Iwasaki Pupil to try and tempt my hopefully card starved opponent to bid high for cards. Letter from the Daimyo and Chancellor's Aide are in there to keep the pressure up on my opponents hand.

Esteemed Tea House is there for attachment hate. Kakita Asami and Doji Hotaru for honor gain. For Shame and Try Again Tomorrow to help win fights. Return the Offense to supplement Clarity of Purpose, but I may well try Elegance and Grace there instead. Voice of Honor because why not? Court Games and Way of the Crane to honor characters. Steward of Law and Political Rival for extra options.

I would love to have some rally cards in the deck but Crane's rally cards aren't fantastic, and I don't personally care for the neutral rally cards. Lost Papers is almost always a bust in my particular play group.

Cards I am considering:

Elegance and Grace
Favorable Ground
Soul Beyond Reproach
comment Comments
Took out Iwasaki Pupil as it just didn't do anything for me. Everyone is 1 bidding against this deck anyway as soon as they see what I'm up to.
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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
 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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Name: CTRL+P TO PRINT
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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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