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Shuffler
terrain  Provinces  shuffle
  Dynasty   0view_headline   0delete_outline   shuffle
  Conflict   0view_headline   0delete_outline   shuffle
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Deck Change History
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By Chuterêve
3 months ago  (1 month ago)
    12 thumb_up    7 mode_comment    66 call_split    0 schedule    0 video_library
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(only read that if already familiar with the deck)
Conflict side has been modified with
+1 Finger of Jade
+1 Seal of the crane
+2 Kakita Blade
-1 Formal Invitation
-1 Fine Katana
-2 Ornate Fan.
Dynasty side I removed Miwaku Kabe, 1 Storehouse, 1 Tengu Sensei and added 3 Toturi.
Change logic are :
- 3 Finger and jade and AQ allow to not be cheesed by noble sacrifice, I can swin and finger of jade is also very versatile/useful against numerous annoying effects. Removing formal was a painful choice but I considered that Finger could help against covert too, even on a lesser level.
- I originally put Kakita Blade in because i wanted a fourth katana to be sure to have two katanas on my duellist in most situations. I realized after that the deck wasn't really bothered by paying an attachement 1 fate instead of 0 (aside of in some rare turn 2 occurences) and that the Blade could take place of the fans because political conflict were often won without it and it was a good as a fan when it comes to Policy Debate. The +1 honor gain of the blade is also a kisscool effect that make the deck way more resilient to dishonor than I thought.
- Toturi is in ! I saw another Crane (King Anj I think) run it with a tweaked version of my list and i was very skeptical of it but then, i gave it more thoughts and started testing it. Despite his incompatibility with Way of the crane / Kakita Dojo / Iaijutsu master, he made Crab and Dragon way more easier as he can be a 9 mil body honored (so the best Crane can have access right now), allowing to contest way more easily/early opponent's towers in these matchups. I put 1 seal of the crane in to help it. I can see myself go to 2 with clan pack and Uji because 1x has risk of unreliability.


I hesitated a lot before publishing this deck as it is very NPE (negative play experience) to play against and it's not a direction I want to see the game taking. I published it because people are starting to copy and noticing it already and I don't think there is much point keeping it hidden anymore.
I believe in the current form, the deck is still too unstable to be more efficient than the stable Crane/Dragon piloted by a top tier player and suffer from an auto-lose against Fives Fires. That being said, it's the most refined and effective Crane duel deck I tested so far and if not because of Phoenix, it would have a real place in the meta. The Clan pack is going to improve it further, making it an absolute nightmare to play against.
One other concern i have with the deck is that it can be a bit slow in timed games, requiring you and your opponent to play at least at a decent paste. I often win turn 5 or at the latest turn 6. Right now, I would say it's a solid Tiers 2 deck that lead to very one sided games because of how oppressive it feels when it's winning.

The deck take an extreme direction with removing a lot of tool considered as super stable in Crane deck to focus fully on the duel aspect and it's very fun to play with (but again, not against as it basically try to lock the game past turn two).


The real win condition is just to build an unstoppable tower and exhaust your opponent ressources. You will usually finish the game by breaking the stronghold but dishonor victory can be also very effective. Just take the path that make you win quicker once the game start to be locked.


You want to build the ultimate tower character, meaning that it will generally end with 10+ attachements on it. To make your tower last the whole game, you usually want to play it with at least 5 fate and being able to play attachements on it the same turn.
How do you manage that ? Very simple, you do nothing turn one. Absolutely nothing. Just take the passing fate, play Wanning Hostility if you have it (especially against unicorn) and give one to two province to your opponent. If your opponent hit Public Forum, it's even better.
The second turn, slam a 3+ cost duellist (preferably) with 5 fate and stay on the defensive, trying to stabilize. The third turn is generally the one where you start taking the control of the game and past that, the game start to be locked. Do not be in a hurry to break provinces, you just have to win before your character run out of fate. When the game is under your control, you will break two provinces per turn very easily.

The ideal targets to tower are in order : Kakita Toshimoko/Akodo Toturi > Doji Challenger / Kakita Kaezin > Kakita Yoshi > Brash Samurai > Daidoji Nerishma.
I prefer Toshimoko over Toturi against Scorpion and Crane and Toturi over Toshimoko against Crab and Dragon.

During the game, once your tower is in play, you will want to find and keep Kakita Dojo and Proving Ground. After turn 3, you will probably have a LOT of fate left over so you might invest in a second duellist or little characters that won't do as much as your tower but can offer you more flexibility.


The conflict mulligan in most matchup consist to hard mulligan to have a waning hostility in hand T1. Note that you can very well win games without any Waning Hostility in hand turn one or turn two but it buy you a serious time advantage.
If you play against Scorpion (and Crane KoA), keeping any Above Question and Finger of Jade is recommended as you really don't want to have your future tower without any protection.
The dynasty mulligan consist in trying to bait your opponent into public forum as often as possible by letting a juicy character on it. You also should aim for 3+ cost duellist in your row starting turn 1 as you want to increase your odds to have a duellist ready in your row turn 2.


Public Forum over Upholding Authorithy came as the conclusion of a lot of testing : the deck needed more early game surviviability and 3 Policy Debate were enough starting the mid game to have hand knowledge and discard some nasty cards your opponent might have in hand.
Shameful Display and Magistrate Station are just too good to not be played (even more so with Talisman) despite their 3 PS.
Frosbitten is playable because of Talisman of the Sun and helps a bit with the need of attachement hate and proves to be absolutely crucial in some games. Manicured Garden would not be very good in this deck anyway the way i play it because after playing nothing turn 1, you should have a healthy bank going on.
Midnight Revel is the stronghold Province and it's often more effective than Rally to the Cause to stop your opponent assault, especially because it can be used several time. Most of the games, your tower character will cost less than 5 fate, allowing you to make good use of it.



Unicorn Splash

Unicorn splash is really strong here. Spyglass allow you to build incremental advantage by card draw (that Proving Ground also does very well), Talisman is a card that should be on RL and with the province setup does a wonderful job and 3x Gaijin Customs is the stand your tower need in addition to Magistrate Station.
Favored Mount and Formal Invitation allow you to bypass these pesky covert characters, come back in case of a send home effect and to trigger Duellist Training/Toshimoko/Spyglass/others things even if you character is bowed.

Stopping Early Game

Wanning Hostility is the most effective tool i found to survive early game and then stabilize, than above anything else I tested for it.

Protection

Above Question and Finger of Jade are your protective tools and their importance depends of the matchup. Against Phoenix, don't hesitate to Above Question their characters. Against Scorpion SoA Crane splash, the game is usually decided by the amount of protection you can play.

Crane and neutral attachements

The Fine Katana and Kakita Blade are here to build the military stats necessary to dominate the fields. Generally, attaching two Fine Katana to your tower character is optimal but depending on the situation, any other restricted attachement setup can be fine.
Iaijutsu Master is maybe the weakest attachement here and can only be attached to a duellist but it's still a flat +1/+1 that can either allow you to push a duel a little further or drain honor, avoiding to lose to dishonor or helping pushing a dishonor win.
Duellist Training is essential as it allows to win conflicts even if you character is bowed or just push very effectively for break.
Seal of the Crane is really here only to help Toturi if needed but it's still +1 pol in worst case.

Honor Tool

There is only 5 cards to honor your character in the conflict side : 3 Way of the Crane and 2 Soul Beyond Repproach. Because you often basically only care about keeping one character honored (your tower), I found it to enough. Shameful coupled with Talisman and 2 Callow Delegate in dynasty can also help get in here if needed.

Negation

3 Voice, 3 Defend your honor and 3 Policy Debate make the game a nightmare for your opponent once you start stabilizing.
You will often want to take any Let Go or Calling in Favor will policy debate and negate any event that might allow your opponent to achieve anything. Because this deck plays no Banzai, i found out that you often want to cancel a Banzai turn 2 or 3 to prevent your opponent to have a character with more Military than you.



Conflits characters, For Shame and Court games

Yes, this is not your regular Crane deck. There is basically no room for it as the deck is already very packed and neither helps with what the deck wants to achieve. Of the three the most welcome addition would probably be some conflict characters but even then, it's hard to find anything to remove for it.
I do not miss For Shame or Court Game at all in the deck. Duellist Training replace the first very effectively and 2 SBR is all you need to keep your tower honored.

Others Duel cards : Storied Defeat and Game of Sadane

Because you make a duel deck doesn't mean you have to include every average duel cards.
Storied Defeat is a potential 1x in the deck but even then, it would proc only because of Policy Debate, which seem a bit unstable to justify an inclusion when the deck pack 3 Duellist Training and 3 Kakita Dojo. Still, I recognize Storied Defeat would be an interesting card against Crab.
I don't like Game of Sadane in anything else than a duel focused dishonor deck, which this deck is not. It's an expensive event and you often care only about one of the two effects.
(Edit : Kakita Blade was in this category before but for numerous reason explicited in the edit, it turns out that it fill very well spots needed for the deck)

Banzai!

While a couple of Banzai might help early game, they are not achieving enough after turn 2 generally and your tower will have stats big enough thanks to a dozen attachement that it won't need banzai.

Assassination

I used to run it instead of Waning Hostility but then realized Waning helps more with the early game, the part of the game when the deck is vulnerable. Assassination is not really needed past early game.

Invocation of Ash

A non-restricted +2/+2 for 1 that can be transfered is something this deck would absolutely love. Unfortunately, the 3 influence kills the possibility of splashing it as others Unicorn splashed cards are really important. To fit one, I would cut 1 spyglass and 1 gaijin customs.
call_split Inspiration For
Crane Uni - CoE by jgianoli  (2 months ago)
Chut's Duel Deck - Clone by alphasquid  (1 month ago)
comment Comments
I like it very much though it seem very draw dependant. The pack is only going to make it stronger
I've been wanting to experiment with a tower deck for quite some time. I think I'll give this a go and see how I get on. Thanks :)
Looks like a strong deck, thanks for posting. I'm sure it can be frustrating to play against but I don't really see anything nearly as NPE as Consumed by Fires + Embrace when you can do literally nothing about it due to Gisei Toshi (or Tadaka ). Of course that a pretty high bar of degeneracy.
Have updates for the clan pack?
@Selderane : I need to test to be sure.
I think : KK goes in, SBR is out (which is inevitable with role change), i would put at least 1 gossip, maybe 2 if it work well. If one seem right, i would add another Waning or Seal probably to replace the second SBR.
KK has only 9 inf so 3 mount / 2 Spyglass / 1 Talisman or 3 mount / 1 Spyglass / 2 Talisman seem is obligatory.
I also need to test the Daimyo Gunbai.
I tested your deck enough to like it and now it's my main. I will test your recommendations on the new pack but I need to ask your opinion about Daidoji Uji and Market no kazi?
Daidoji Uji fit the deck very well because of high military stats. The ability on the other hand will be less relevant than in others Crane decks (and he will get clouded in most of the mu anyway) but it's ok because all you need is a strong mil body. If you include him and Toturi at the same time, trying to go 2x seal of the Crane is a good idea.
I think Market is just bad sadly even in this deck.
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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
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
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
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 Crane
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
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Conflict Fate Distribution
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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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