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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 jairoe03
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Deck Strategy

This strategy behind this deck is what I will call a where we are concerned with having more bodies on the table across time. The reasoning behind this has everything to do with running . The goal here is to get as many (a new metric most don't track) as possible so we will want to use this Stronghold every turn on our most valuable character and creating a force multiplier over time. So, the way we do this is to place a single fate on just about every 1-cost character and no fate on nearly every 2-cost character until you feel safe from . This doesn't mean not fating is a bad move, but the focus of the strategy is single-fating cheap characters and getting characters to carry over into the next turns.

This deck is not a break-quickly-or-die-trying deck contrary to popular belief in how "should" be used, but it's a deck that tries to control the game with proper use of conflicts, making where we use our characters in conflicts extremely important and ensuring that the rings we select are going to pressure opponents into denying their large characters from making attacks. Even though we aren't trying to break extremely fast, this deck is focused on province breaks. However, this deck doesn't require you to rush it and it can actually eat up a lot of time due to the pressure from maximum . This deck does an extremely good job at managing conflicts due to the large amount of +/- stat effects, dishonor and . is the absolute MVP of this deck so you want to make sure you get her out as many times as possible.

The less obvious part of the advantages regarding the strategy is mostly having many low-value targets for most of the game. Since this deck is mainly building off stat efficient 1- and 2-drops with a single fate on them, there are many targets that opponent has to manage and hard-hitting cards like will have a hard time seeing great value unless , , or are out, which generally come late game rather than earlier. In addition, the way we can manage conflicts come from many different angles (debuffs, buffs, characters, events), most for 1-fate or less, and the opponent might not know where to place their answers such as so naturally, opponents will see diminished value when using conflict cards relative to your own value.

In conclusion, this is a long-term attrition strategy that utilizes aggression to control the game. As opposed to trying to overwhelm opponents by snatching up fate early, playing reactively and laying out large effects that has been utilized in , this deck is more about getting bodies on table and spending fate smarter, not harder.



- Usually, that means you hover between 4-5 but the way I do this when we get into low honor levels is I assume a opponent bid of 1 and then bid whatever will take me to 4. You really want to stay at 6 or lower. This is also why it's important to use up your [From the Shadow] earlier rather than later because it gets tricky late game.

- 3/4 of the Dynasty deck cost 2 or less fate (includes holdings). It is quite possible to buy every character from your provinces, allowing you to keep the dynasty deck going. Just make sure you have 2 or 3 fate to spare for the conflict phase.

- 9 character slots in Dynasty and 6 card slots in Conflict that have (-) stat effects, not including dishonor, which still manages to include 10 slots

- 12 ways to self-dishonor characters in Conflict, has built-in self-dishonor mechanism. Can also use 3x if you absolutely need it

- 3 slots in Dynasty and 8 slots in Conflict (, and ) that can clear dishonor tokens off characters. This is an important skill that needs to be learned when running deck. Knowing when to clear the dishonor token is crucial, generally after you use on character. This makes one of the most important characters in this deck, you want to mulligan this card to draw into late game.

- 9 characters in Dynasty, and have a direct impact on card advantage, this does not include possibility of leveraging more of dynasty deck with

- and can be leveraged to further create inefficiencies with opponent in terms of conflict participation or force break. is an ideal target for because you are given the choice to keep him in conflict or pull him out as well as readying back up using the stronghold action.

- is one of the most important cards in this deck due to being able to self-dishonor any target at any time. For most other decks, this card is two beneficial effects, but for this one its three. . Also, extremely important in Dragon matchups to find/avoid and tossing holdings back into deck in Crab and Unicorn matchups.

- is an important turn 1 card because it can help you drop your honor quickly (up to 2 honor) especially if you want to be prepared to use going into turn 2. Make sure you account for having dishonored characters on table that are leaving.

- 6 slots in dynasty and 1 card in conflict that allows me to discard characters. This is a big reason why I feel I do not need especially with so many ways to drop stats.

- is adds versatility to the deck. It allows you to both stay alive if you need another turn to try and break stronghold or if you want to switch gears and dishonor out opponent instead of going for the breaks. This allows you to do a win condition switch, but primarily we still want to focus on the Conquest win condition.

- A good counter to on is to use . It isn't a complete counter, but if you don't absolutely need to ready her back up, this can get you the skill you need to win the conflict (and also the honor at the end of turn for or just to simply stay alive).
call_split Inspired by
Top 16 - PAX Unplugged - This Dragon F*cks by jairoe03  (last month)
comment Comments
In the first paragraph, you said to put 1 fate on cost 1 characters, and no fate on cost 2 characters. Is it so? I think it should be better do the opposite, or I am misunderstanding something about your deck?

Thank for sharing, anyways. I'm now struggling with KB and appreciate any ideas I can get from other players.
Great read, it upped my win rates trying to control the board instead of racing for breaks and running out of gas.
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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
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Provinces
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Dynasty Fate Distribution
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Trait Distribution
Dynasty Initial Draw Probability & Mulligan by Card
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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
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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☐  40-45 cards in each deck
☐  1 Stronghold & 5 Provinces
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☐  Maximum influence not exceeded (1 other clan only)
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