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Shuffler
terrain  Provinces  shuffle
  Dynasty   0view_headline   0delete_outline   shuffle
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Deck Change History
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By Nu_Fenix
> 1 year ago  (> 1 year ago)
    2 thumb_up    4 mode_comment    2 call_split    0 schedule    0 video_library
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Eligible Cards
Deck Strategy
The deck is built on maximising the Water ring, now that there are enough cards to do it.

Ethereal Dreamer lets me have a 3/3 for the ring I want to win, ideally Water, plus a cheap Shugenja.
Naive Student is classic card draw, and is also a Scholar for Asako Tsuki.
Solemn Scholar is another cheap Shugenja and Scholar, and means if I want to go for the Earth ring, it gives me a greater reward afterwards.
Adept of the Waves is the first of my true Water cards, as giving anyone Covert during Water conflicts means I'm more likely to win them.
Asako Tsuki helps me get my characters honoured with rewarding the Water ring being won (not even by me!), which means I don't have to use my honour effects on my Scholars as much.
Keeper Initiate needs no explanation due to how much I want to keep winning Water.
Miya Mystic means I have another means to deal with attachments beyond Let Go, so if it is something frustrating but not needing to be dealt with immediately, I can use the Mystic to get rid of it. Plus being a Shugenja is never bad.
Prodigy of the Waves is the heavy hitter for the deck. Going into two conflicts a turn so long as the Water ring is claimed (again, by anyone), and turning into a 5/5 when honoured means they will do most the fighting for me.
Asako Azunami makes Water do something if it is the first conflict and my opponent has characters with fate, instead of the ring not doing much beyond enable other cards.
Isawa Tadaka is here because he ruins so many people's day.

Bustling Academy has enough Scholars to work with, and means if there is a holding or Charge target on my opponent's side of the table, I can get rid of it before it becomes a problem.
Favorable Ground will go in every deck I make, as movement effects are crazy good in this game.
Forgotten Library is the best card draw in the game, and I can't imagine a successful Phoenix deck without it.
Kanjo District is so I can get rid of someone from a fight, and as it is limit 1, I may as well have it in the deck.
Imperial Palace may seem overkill in a Phoenix deck due to all their honour, but if my opponent sees theirs and I don't, it becomes a problem. Again, auto-include in decks as its limit 1.

Fine Katana and Ornate Fan are there as I plan to have multiple fate on my characters, so would rather have the long term boost in stats over the shoot term boost of cards like Banzai.
Cloud the Mind is an easy choice with all of the Shugenja I have.
I was contemplating having no attachments and just going for Characters and Events, to turn off all of their attachment hate cards. It will depend how much use Cloud gives.

Tattooed Wanderer gives me the flexibility of a cheap body to help win fights, or more Covert to help me push through conflicts and prevent them defend. Ideally Covert someone without fate, so they can't defend knowing even if I win the Water ring, they were bowed anyway.
Feral Ningyo is the final Water themed card, as having a conflict character for free but goes at the end of the conflict is a bargain. And due to being 3 cost, they can't assassinate them to get rid either. If I want to buy them and out fate on for other conflicts I can, though I doubt I ever will and use the fate elsewhere.

Assassination is only 2x as I won't want to see 3 as I don't want to lose that much honour, and hopefully don't have that many problem character to get rid of.
Benten's Touch gives me a reason to try and win Water as first attack so I can ready whoever bowed as the cost, whilst giving me a better chance of then winning that fight. I also helps get me honoured characters for dealing with Crane using Voice of Honour.
Censure is there as I hope to win the favour, and unless I am discarding it to Kanjo District, I can stop those critical events.
Court Games doesn't need an explanation, it's auto-include.
Let Go is the main reason for Dragon, as almost every character is in the deck for their effect, and blanking them with Cloud would make them below par otherwise.
Supernatural Storm helps me push through fights, has no cost so even when I am out of fate I can still buff, and there are enough Shugenja in the deck to make sure it does something when played.
Against the Waves is the main restricted card of choice in a Kyuden Isawa deck, and for just reason, as it is amazing. Between that, Prodigy and the Water ring, I intend to be able to make sure I can be in conflicts even if I have a smaller board.
Clarity of Purpose means I have less need to use Against the Waves, and is another spell for the stronghold.
Display of Power is here for times when I can't (or don't) oppose a conflict and want the ring for me, or just don't want them getting the benefit.

That's the reasoning behind the card choices. I did want Finger of Jade to protect my characters, and contemplated Know the World to do the Water ring multiple times to make the most of covert from Adept, but the issue is what would it replace? If I dropped the Fan and Katana it would let me run Know the World and possible 2 more conflict characters, as they are always amazing.
star Most Valuable Cards
Prodigy of the Waves
1
08/10/18
08/10/18
call_split Inspiration For
Water Focus - Lion Splash by Nu_Fenix  (> 1 year ago)
comment Comments
I took this out for a try and had some success with it. I did switch out the tattooed wanderers for hawk tattoo. The deck had no trouble doing conflicts and getting the favour via rings, so I feel the Imperial palace might be redundant. Particular with the option to discard your opponents with the academy.
Thanks for the feedback - I haven't had the chance to build it or try it yet, so it's all hypothetical at my side right now.

Yeah, Hawk Tattoo is getting more and more of something that makes it seem like there is nothing to pick for Dragon Splash other than it and Let Go.

The Imperial Palace was partly because it is so automatic to put in, to make it easier for me to get the favour, if I don't see Academy with Scholars I can try to counter theirs.

Is there anything else you would do differently?
This is my take on the deck with the new air role, haven't tried it in this state yet though.
https://www.bushibuilder.com/l5r/deck/?deck=2d56da6e-998c-11e8-9c0e-020c407d2d9d&public=y
Tried this out at my local games night. Played Crane twice, went 1-1.
Winning first game by sending 4 characters into their stronghold and all having covert for no defenders was amazing!

I still like the idea of Know the World but unsure where to make space for it...
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Stats
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Role
No Role
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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Total Cards in Dynasty Deck: 
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Total Cards in Conflict Deck: 
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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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