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Deck Change History
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By Poogin
1 month ago  (1 month ago)
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Where do i start... My strategy first turn was usually to win favour and poke like most ordinary scorpion decks. I would hope to only spend 4 fate on my characters and prioritize passing. id 1 fate a small courtier then pass and goblin sneak Or if they already passed before me id 1 fate a couple small characters. Of course id keep keepers in my mulligan and prioritize the air ring to use the keepers for poke or to get the favour.

POLITICAL WARFARE

So assuming my first turn went as planned, and got favour with some extra fate, id start my 2nd turn in a spicy manner and would 3-4 fate a small courtier, preferably a liar or blackmail artist. I would then use this character over 3 or 4 turns to apply pressure of breaking provinces or dishonouring them while defending all political attacks by straightening them with kb. If i got a liar id go for breaks, if i got an artist id go for dishonour. a liar plus characters from first turn with favour is a lot more political strength then people realize because this deck keeps everyone dishonoured in political conflicts. Most players let the provinces go or try to put an ornate fan on their character which only makes things worse for them. If i calling in favours a fan to my liar then hes now 6 strength with favour that straitens with kb plus any other characters. If i get blackmail artist then my strength is 2 less (assuming it is dishonoured) but now all i gotta do is win the conflict and not break the province plus i can farm provinces which makes life easier. Also with the straighten, i only need to win one of two conflicts unless they skip out on their political conflict which is ok by me because they lose out on fated rings.

MILITARY WARFARE

If they purchased a large military unit then i would save my noble sacrifices for them using my characters from the first round. if they military poke id usually let them win the conflict and accept that they get the ring. If they pumped a poker id usually assassinate them or forged edict/censor. If they play a katana on them id play a sneak/Sadako into conflict with usually 2-3 extra fate! (remember i should have around 10 or more fate from first round and all i need to buy is my 3 fate liar or artist) Id then calling in favors the katana and have a 3 strength military character to defend and maybe poke with by straightening with kb.3 sounds low but it really isn't with the stat manipulation of being dishonoured and the fact that anything bigger then that will get chucked off a bridge. also if i get this, i may consider switching to military favour so the sneak is now 4 strength on military for the next 3 or four turns plus any characters i bring along.

TURN 3-6

I now purchase support characters for my liars/artist and sneak or just simply save the fate especially since i want to pass first. Passing first when you run sneaks, assassinate and noble sacrifices makes it very hard for my opponent to be able to participate in four conflicts which either makes them lose fate from rings or puts honour pressure on them for being unopposed. Support characters that i will purchase will be guys i can chuck off the bridge if i don't have keepers, or miya mystic since i used my calling in favors on katanas/fans. It could be niece to cycle/ give me 2 glory for favour. it could be more black mail artist or alibi artist for their ability or a 2-3 fated Bayushi Aramoro or Shosuro Ibuki. If i got one of these bad boys id use Aramoros ability to dishonour himself then straighten him with kb and give him a soul beyond approach. I usually would mulligan soul beyond approach because id use them more late game with guys like him or favoured niece and id try to use court games on a keeper or crappy 1 cost to activate my noble sacrifice rather then soul beyond. i like Ibuki for the fate ability since we keep them low but i think id switch it out for Hantei Sotorii now. My strategy changes against unicorn or scorpion.

UNICORN- Id look for a court novice or truth seeker plus any keepers/ storehouses and other good shit. Main reason to get these guys is to have a cheap character that can do both political and military battles when i forged edict or calling in favours. That way they can't just captive audience them out of combat but their stats are to low to trigger the 3 strength provinces when they attack. I ran truth seekers over a lot of other good courtiers because they gave me the ability to push dishonour hard or get the noble sacrifice combos off. I run court novices over manipulators because novice has 0 glory and i could use it in two conflicts with stronghold. I usually don't defend first turn because its a waste of time, i just assassinate and forged edict or calling in favours their attachment. Normally one of two things happen 2nd turn, i either have a lot of fate because my courtier was able to poke two conflicts since he is dishonoured from calling in favours/edict or i got less fate because i had to play sadako for favour or sneaks to poke a conflict. Either way the plan is the same start 1-2 fating characters and just poke and defend until i get military favour. once they burn out you really just cant lose with 6 cancels.

Night Raid- I ran night raid because i mainly play online and most the talk online was that those who serve unicorn/lion that go wide is super strong right now. If i knew they went wide id switch midnight revels for night raid in my province row. 95% of the time night raid was under my stronghold but i felt like it had more impact as a last province then a meditations or abandoning honour. Even if it gets two cards i am happy. I really like running midnight revels in my province row because i only purchase 2 cost cards and lower for the first two turns. Ill buy 3 or 4 cost cards turn 3 but at that point, I'm laughing if everything goes as plan.

SCORPION- I could probably make a full page strategy about facing scorpion but i will try to keep it simple. Again go for favour over a ring. They can't way of the scorpion your characters and your stronghold can straighten from for shame so you have the conflict advantage just watch for assassinate. You probably won't win by military because you and him will get so low that it will end in a slap fight. Make sure to keep backhanded compliments/ duty and your action negates for that turn. Try to time the slap fight for when you are 2nd player so his characters leave the board before yours and of course have favour so your censors are online and his isn't. Card engine Characters such as artist and niece are supper important to make sure your hand stacks up better during the slap fight.

CRANE SPLASH SCORPION-poke away as much as you want! hit Earth/fire or air ring to get keepers out without any repercussions. if its an important ring poke military first, that way if he assassinates them you can play a sneak after. Keep any Mark of shames because you need to keep them to keep voice of honour offline.

PHOENIX SPLASH SCORPION- If you get favour you win game. They usually are on fwtd and you run way to many cancels. Stack fate on large cost units since they don't have the all out kill like crane splash has but keep in mind it will still probably come down to a slap fight so make sure your hand is straight up better then his and you got favour.

DAIRU- I ran Dairu because he was by far the best dynasty character vs crane. Believe it or not, but that match up was very even if they were good with their gossip. I like the fact that he is a courtier over illusionist and i didn't have to pay for his ability every turn since i would play him with 3 fate in that match up.Also to note, vs crane id try to keep one of my characters honoured using court games so they would need 2 characters honoured to trigger voice of honour. (little trick my friend Matt told me)

Common Question- What in your deck would you change? id lose Shosuro Ibuki for Hantei Sotorii. Id lose 1 Dairu for 1 Court novice just to give myself better odds on a cheap courtier. Id also lose Shosuro Miyako and add 2 peasents advice. (just run 41 conflict cards). Peasants advice is just needed for imperial palace or to remove Moto Chagatei from province row so unicorn cant charge him out. (yes they can cavalry reserve but at least that cost 3 fate)
 Hall of Honor
Winter Court - 2nd Place - Hatamoto
Date: 11/07/19 thru 11/09/19
Occasion: Worlds
Location: Minnesota
comment Comments
Awesome showing, and loved the write-up. Would love to hear anything else you have to say about the Scorp or Uni MUs, pocket picks, etc. All a great learning opportunity for us plebs. :P Congrats on a tourney well played! Glory to the Scorpion!
Much appreciated, i added the longer version just wanted to make sure at least one person wanted to hear about it lol. I love discussing the strategy of the game but i know i don't filter well and it can be more then people care to hear.
Congratulations!
If you were to drop the miyako altogether would you be replacing the truthseekers for shameless gossips?
I could drop truth seekers but I did really like truth seekers for the card draw during the end game to ensure I got either my dishonor tech or my Noble sacrifices. I feel this is a preference choice. Shameless would definitely be better vs scorpion to stack dishonor tokens to late game and he can't be hit by way of the scorpion.
The more I think about it, the more I learn towards your suggestion of shameless gossips. Even simple things like court games a keeper during politcal then switching that token to a dishonored shameless gossip during my military conflict gives him +2 stats. Then I kb the keeper for two glory for favour. Shameless adds more combo depth. I will definitely try it out now that miyako is gone. Thanks for suggesting it!
The amount of tactics training in this write-up is invaluable. Thanks Poogin.
How do you feel about kb in honor draining matchups? Do you miss city of the open hand or do you feel kb gets enough impact even then.
If I remember correctly you barely used kb in the tournament. Do you still think it's the superior stronghold?
great writeup! i guess it should be obvious but is this a bid one deck? or you switch to one when going for dishonor?
I wouldn't say kb is a superior stronghold, it just suits my play style alot. I find it gives you the advantage in grabbing favor(straighten for glory) or gives you a free poke. (straighten a court novice) or late game straighten a favored niece or w.e high glory character you want and use soulbeyond for some free strong stats. I find this stronghold can be an advantage in the mirror match because it gives favor advantage or can straighten after a for shame is played. I try to keep my honor low enough that openhand stronghold is useless. If they get lower then me (say 4 honor), then I can beat them in the slap fight if I have favor. Now new shoju may change the way I feel about this playstyle. As far as my bidding goes when going dishonor, I won't 1 bid for dishonor unless I have them at very low honor. I want to make sure my honor is always 6 or under to have my alibia artist online. And half the time I will threaten military as well as dishonor even when I have the blackmail artist. Backhanded is mainly in this deck for scorpion mirror match and those that really disrespect me and bid high. Alot of times turn 3 or so, they'd 1 bid and I'd 4 or 5 bid and id go to 2 honor but would use the card advantage to take two provinces, have all their characters dishonored and use blackmail artist/air ring to up my honor and have them scared of military and dishonor.
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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
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Deck Stats ×
Dynasty Fate Distribution
Conflict Fate Distribution
Trait Distribution
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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