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Shuffler
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By Chuterêve
4 months ago  (3 months ago)
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Hello !

This is the decklist I used to win Nürnberg. For regular online players, the list won't appear very surprising as it is very close to what i was playing for more than one month and similar to what you can see others Crane play recently.
Funnily enough, I noticed that a lot of players that were mostly playing offline are on quite different decklists so were a bit surprised by it.
I have spent a lot of time tuning the decklist before the tournament, weighting every choice to end up on a deck that i think was not only good against the overall field but also fitting my personal playstyle and preferences as well. Let me explain some of my choices :


This is the choice that made people react the most. It took me a lot of testing while before being sure that removing it was a good choice. I want to emphasize on the fact that cutting Assassination is not something that I see myself doing in every meta.
I have two mains reasons for cutting Assassination :

- First one is that in that in early game you often want to use Policy Debate and bidding high to assure victory in order to start taking control of the game. I have fired Policy Debate with only one or two honor differencial a lot in early game both in testing and during the tournament. That means taking the risk to lose some honor, an honor loss that is often acceptable by itself but coupled with Assassinate would be too much.
- Assassinate is way too dangerous against Crab and Scorpion currently, two of our worst matchups. You usually can’t afford to play it and I just don’t like to have a card stuck in my hand the whole game that do nothing in my worst matchups (especially considering we already have 3 Let Go and 3 Voice almost dead against Scorpion). I also think pushing a bit for a Policy Debate in these matchup is often way more impactful than using Assassination in the long term.

I thought a lot about the argument of « If your opponent see you are on zero Assassination, they will just two fate their good low drops ». The thing is that good player already do that, Assassination or not, especially Phoenix and Dragon. So even in the top cut, them knowing my decklist is not likely to change how they fate their character.
Against Crane, I am more than ok with a 2 fated Brash because the matchup currently is all about big characters. If you 2 fate Brash it means long term one less fate for a Challenger, Takamori, Toshimoko or Uji.
I will admit that Unicorn is probably the most problematic of the bunch as a 2 fate Border Rider can deliver a lot of blows.


So, i was unsure of what the field would be before entering the tournament. However, I expected a lot of Crane based on the Nurnberg Channel discussions on the L5R discord of who was coming and some very good one on top of that. I also know the clan is a popular one and Crane pack give it not only a breath of novelty and fresh air but also a competitive boost. I also expected a lot of Crab to be honnest with Meido out and Spyglass RL not active for the tournament. Guess I was wrong on that last assumption.

I obviously considered Guest but decided to not go with it for again, two reasons :
- Guest I think was extremely good in a time where we were in a rougher meta spot and we needed to tempo our way to victory in a fair number of matchup. That included making more risky plays and being quite aggressive because we knew we were not going to win the super long game. If your Guest leave play before the end of the game and you don’t have another to replace it, you might be in a lot of trouble because all these unused cards in your opponent hand were going to bite you all at once.
I am personally more comfortable for a longer game playstyle where i trade ressource efficiently and PD in the end of the day can trade with their best card in hand very often.

- Contrary to popular belief, Guest of Honor is no longer a powerhouse in mirror with the rise of Kakita Dojo, Duellist Training, Toshimoko and our increased number of attachement. Don’t get me wrong, it’s still a quite good character in the mirror but it’s just one more alongside Uji or Takamori.
I also think PD has an edge over Guest in the Unicorn, Crab and Dragon matchup and that current Scorpion dishonor decks even in the absence of CTM are more resilient to Guest than they used to be or at least the Scorpion/Crane one but even with it, I strongly doubt Crane is favored in the matchup (considering even skill level of course).



I have a pretty strong opinion about this one. I don’t think Garden/Entrenched is a correct pick over Upholding/Revels. The main reason is just the power level of Upholding Authority. This card is way stronger than Garden. Upholding wins games. It’s very good against not only our worst matchup, Scorpion but also the rest of the field with one contestable case : The Unicorn matchup. That being said, against Unicorn you can still gossip ambusher if you have it in hand.

I feel like wanting Upholding to break is also a good deal as my three others province are actively very good when kept unbroken. In comparison, Garden is just awkward because at some point you will want it to break anyway to force your opponent to go on your others provinces.
During two games in the tournament, i used Banzai on one of my opponent character to force a break on Upholding suspecting what they could have at this point in their hand and i have absolutely no regret as the payoff advanced my win condition greatly.

Revel was useful to me during testing and tournament because it is very commun for your opponent to have a 5 drop on play when he’s ready to attack your Stronghold so even if i have my own 5 drop, Revel will still be active. It is certainly not Entrenched and if i could pick Entrenched over Revel without sacrificing Upholding Authorithy i would but it’s not the case and i think the current sacrifice is very worth it.


With only 9 influence on Kyuden Kakita, you sadly can’t fit more than one Ancient master alongside Tattooed Wanderer.
One of Crane main weakness in the current meta is Covert and you can lose games just because you did not flip any Favorable Ground during a crucial turn. Tattooed Wanderer able to act as anti-covert for your main character can help a bit with that. Not only that but used offensively for the covert it can close games quite effectively too in a lot of matchup.
Of course, a 2/1 for 1 conflict character is also a big boost over a 1/1. A lot of games have a military conflict when one of either player only need one more skill to win or break.
Oh and yes, this splash make me go Harrier for a third conflict character. And no, I don’t think one harrier help against Scorpion. But it’s still a 1/1 for 1 in the end.


I had a few days to test A Perfect Cut, Sotorii and Esteemed Tea House but ultimately it was still a bit short and none of these cards appeared as an auto-include.
comment Comments
Crane is a TOP 3 clan consistently for over an year now. With their clan pack they become THE TOP clan. Congratz on the win! It must be feeling great to play OP and broken stuff.
@Dydra
Were you bullied by a real Crane when younger ?
More seriously, please don't come on deck profiles just to whine and rage about your perceived vision of clan balance. Use your self control and act like a decent human being.
those one you use why aren't they consistent enough to show up when you need them
Good Job

don't listen to A holes that says who only win because you played crane... this game is so deep that this comment is 100% retarded.

Congrats !
Why you no Best Birb?
So to answer two questions :

A lot of 1x has different logic in dynasty and conflict. The 1x dynasty was not something i was doing in the past but more a deckbuilding that emerged post Crane clan pack (if you pay attention i am actually not the only one doing that amongst Crane). The logic is that both Uji and Takamori benefits from less unique dupe on the deck and with running less conflict characters than before but still 9 holdings + Miya, a bad flip with dupe has also more chance to screw us than before.

The 1x on conflict side follow the same toolbox-ish approach that i have since the start of the game. In a game where you draw more than 60% of your deck very often, 1x cards answering a specific situation are quite good.
Instead of running 1x Admit Defeat or 1x Storied Defeat i could have run 2x Storied but Storied answer a specific situation and if i can't use it with 2x in hand during a turn, then it's two dead cards for the turn while when having 1x AD and 1x SD, i am more likely to get use of one of these during my turn.

About Tengu : I tested it a bit but he felt too inconsistent/casino (read super flip dependant) for me. Sure, in some situations he can steal the game but I already have Takamori in my deck who is better than Tengu and has a relatively similar effect. One thing Crane dynasty does not need more post-clan pack is dynasty inconsistency so i am keeping only the strongest "inconsistent" cards.
Great write up and answers Chut! Great work!

Inconsistency has been a problem. Before the pack it was conflict that was more inconsistent, now it is the new costlier dynasty side.

Though it seems that we only have to streamline it a bit more.
i know this has been kinda heated but i just cant get over Masashigi's post.
@Chuterêve

My "perceived vision"? Have you ever tried opening ImperialAdvsior to check on what are the results in Top8 every tournament in the past year?

Facts are fact... There is nothing subjective in results ... so use your brain and figure out if Crane are Top 3 clan or not ;)
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Stats
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Role
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
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
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
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
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Dynasty Fate Distribution
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Trait Distribution
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Dynasty Initial Draw Probability & Mulligan by Trait
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Conflict Initial Draw Probability & Mulligan by Card
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Conflict Initial 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
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