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Shuffler
terrain  Provinces  shuffle
  Dynasty   0view_headline   0delete_outline   shuffle
  Conflict   0view_headline   0delete_outline   shuffle
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by Sigg0
3 weeks ago  (1 week ago)
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First off, I'd like to give a huge shout out to everyone that has been a part of the development of this deck. Being able to test against, get (and firmly reject) advice from, and bounce horrible jank off of some incredible players in my local meta has been a phenomenal help in getting this deck where it needed to be to place at the Grand Kotei at PaxU. So huge thanks to Arash (you're a keeper), Josh, Nando (whom I stole large chunks of this deck from), and all the rest of the Carcosa Club Brooklyn crew for whooping my ponies on the regular.



All that said, let’s start with the province row. Generally speaking, you do not want to spend a lot of time defending when your box is HMT. Ideally you want to buy all of your dynasty characters every turn (more on that later), and grind out three conflicts a turn breaking a province at every opportunity.

This deck uses , , and to punish your opponent for spending resources attacking you and hopefully gives you some tempo advantages (in the case of the first two). I never defend these provinces unless I can use it to trigger my box -flipping a pol conflict with Captive Audience and outnumbering, for instance. is there to generate fate for your VERY hungry conflict deck. under box for lack of better options.



A lot of the framework of this dynasty deck was stolen from a kill deck concept that Nando (Magi on Jigoku) was testing out. 18 of your characters are 2-cost or lower. The main focus is to get three conflicts first turn while banking as much fate as possible. You do this by going very wide. A great open would be a with a fate and a with none (or Border Rider with none and Moto Youth with one if you expect an Assassination). Even better if you can manage to pass first after that. You might commit both to a mil conflict, sac the youth to activate your box, declare another mil with the border rider, then dropping a or getting a for a pol ring to secure favor.

and are in the deck as psy-games and value plays. In a deck where the main focus is having more conflict participants, Shinjo Scout either gets the opponent to pass early to deny you the fate (keeping his board size smaller), or nets you an extra passing fate. When you see both in your row turn one, you’re living the dream.

Anything three cost or over is there to fate up later or as a charge target.

Once you’re in turn two, your two drops are there to help you buy the entire row each turn (or leave one beefy on for a freebie-charge). You want to buy the whole thing every turn. This ensures you’ll have high participation numbers, and creates beefy Force of the River plays.

Your holdings are here to give you value add. and do the usual thing, and helps prolong your match against , or get a more explosive Stronghold attack turn 3 or 4 against anyone else.

I may consider dropping 1 Encampment to take another Yurt based on performance against Scorps at the Kotei.



If Crab and Dragon players are any indication, Unicorn conflict cards are pretty good. While it may not be the fashion anymore, a lot of great decks have splashed Uni to get access to killer cards. In fact, I think it’s so good, I didn’t have room for more than 8 influence of Crab splash.

helps keep big charge targets around, or gives you some insurance when you’re playing your Border Riders against a clan that runs kill tech. s are MVPs in helping you get outnumbering conflicts. 1 fate for another body that keeps your opponent from defending is strong. Stronger than paying the same for an attachment that gives one of your bigger characters covert but doesn’t add a body to help you trigger your box (looking at you ).

In clan, our MVPs are , , , and . Everything else is a pump or a decoy.

You want to Force of the River and Cav Reserves on the stronghold. If that doesn’t get you there, Unleash the Djinn is insurance. Captive helps you get box activations by defending with chumps and flipping a pol conflict, and in other situations is just a great defense action on it’s own against Crane and Scorpion.

and are mostly decoys in this deck. You use these to get your opponent to spend their attachment hate while preserving your Force of the Rivers and pump attachments. If they don’t have hate in hand, these cards can also put in work the usual way: sending your opponents into on-break provinces, and turning off potent character abilities.

A note about : I really wanted to like it, but in this really hungry conflict deck, I feel like paying 1 fate to get an extra card or two sometimes means you no longer have the fate lying around to spend any of those cards. Maybe with the new stronghold things will change, but for now it really doesn't have a place.



When this deck is turned on, you are overwhelming your opponent with force. Hitting them three times a turn and breaking their stronghold by the second or third one. You’re spreading attachments out so that they don’t know who to assassinate, Void Fist, or A Fate Worse Than Death, and you’re claiming a LOT of ring effects.

When it’s not firing, things get a little trickier. At those times, you need to get a little trickier. A good trick is to force defenses with chump pol conflicts at the start of your turn to deny your opponent rings. This frees up your bigger hitters to hopefully trigger your box on second conflict. Or bide your time till your opponent pokes pol when you’re sitting on a Captive Audience and Cav Reserves in a couple of Border Riders to win the defense, and give you another conflict at what would normally be the end of the round.

Firing or not, your opponent should never feel safe. Good luck!
 Hall of Honor
Kotei - Top 8
Date: 11/30/18 thru 12/01/18
Player Count: 65
Description: Pax Unplugged Grand Kotei
Location: Philadelphia, PA, USA
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Roles
No Role
Keeper of Air
Organized Play Role
Increase your deck building influence value by 3.
After you win an conflict as the defending player - gain 1 fate.
Seeker of Air
Organized Play Role
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
Organized Play Role
Increase your deck building influence value by 3.
After you win an conflict as the defending player - gain 1 fate.
Seeker of Earth
Organized Play Role
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
Organized Play Role
Increase your deck building influence value by 3.
After you win a conflict as the defending player - gain 1 fate.
Seeker of Fire
Organized Play Role
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
Organized Play Role
Increase your deck building influence value by 3.
After you win a conflict as the defending player - gain 1 fate.
Seeker of Void
Organized Play Role
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
Organized Play Role
Increase your deck building influence value by 3.
After you win a conflict as the defending player - gain 1 fate.
Seeker of Water
Organized Play Role
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 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.
Strongholds
Stronghold
S
Provinces
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 Provinces
 Provinces
 Provinces
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Deck must have at least 40 cards to calculate.
Dynasty Initial Draw Probability & Mulligan by Trait
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Conflict Inital Draw Probability & Mulligan by Card
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Conflict Inital Draw Probability + Bid by Card
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Conflict Initial Draw Probability & Mulligan by Trait
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Conflict Initial Draw + Bid Probability by Trait
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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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