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Dynasty Strategy
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Shuffler
terrain  Provinces  shuffle
  Dynasty   0view_headline   0delete_outline   shuffle
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By Breach
1 month ago  (3 weeks ago)
    1 thumb_up    15 mode_comment    7 call_split    0 schedule    0 video_library
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comment Comments
Dynasty has some wiggle room, conflict is very tight at this point.

Your goal is 11 fate, Taka, Broker and one of the sacrifice loops below in discard, at Meido

Use Satoshi to very easily set up the graveyard. Smugglers Deal gives you extra Satoshi spins, and SH gets you more looks for Satoshi and stocked graveyard.

Conflict side : Mulligan for one of the 8 Ways to Meido (Talisman, Know the Terrain, The Crashing Wave)
With Satoshi, get the following discarded:Taka, Broker and 1 of:
Vanguard Warrior
Student of Anatomies
Kaiu Inventory (only works with Funeral Pyre in province)

With 11 fate (so turn 2 or later) and unbroken Meido:
Win game

This is all in on the combo.
Hige's, wotc, waning, assassination: all just ways to slow em down and defend meido

Honestly, Meido should be banned or erratad. Maybe put people on bottom of deck like Spirit caller? But there might still be issues with Satoshi and Smugglers Deal. So also...

Satoshi should be banned or erratad for being too close to too many broken things. Maybe make him look at top 5 cards like every other search does? Still good in Imperial decks, but no longer graveyard abuse adjacent....?
Hilariously enough, Togashi Ichi is a perfect counter to Meido. Which is sad because he otherwise kind of sucks (even though he is really cool).

I agree though. Meido as is belongs in Keyforge. It could be balanced as an action ability I think. Very strong, but not broken.
If your opponent has Ichi in his Provinces you have to spare a Student to blank him, once he enters play.

I was actually uncertain whether the Student can do the loop, but was told in the Facebook group that the student can always target the game character...
There are a lot of cards that can flat out stop the combo, but most are kinda unplayable, or can be dealt with one way or another (Student of Anatomies solves a lot of issues, including Ichi, Daidoji Netsu, Tetsuko).

Breach of Etiquette is an example of a basically unplayable card that stops the combo for a turn.

Other than that, grats to K to beating it twice in a row, and to C for naming the deck.

My understanding is that with the Student, as well as with In Defense of Rokugan and Common Cause, even if the target is already blank/set to 0/unbowed, its still legal to target and resolve the cards.
Crazy combo. I'm going to love and fear this decks development. Good hunting.
Student of Anatomies does not help vs Daidoji Netsu, you can't sacrifice a character for the cost of Student's ability
Yep, Netsu has to be assassinated.
I like your list and the Meido combo deck in general. But... do you think that is viable in competitive play? I think that take too much time to execute the combo, and probably it makes you lose by time, because provinces broken and honor loss.
Btw. Common Cause doesn't work without the bowed target.

Tyler confirmed this.

Student and Defense work, as they can produce their ongoing effect although it won't have further effects (like blanking a blanked character).
Shunsen: Ty, good to know. Do you have a link to the ruling? I'd be curious if the second effect (honoring if not controlled by you) means it could used in that mode, even if unbowed?

Hiruma Koshisho: Only time and testing will tell. I can say, while the deck does have a fail rate to get what it needs in the graveyard by a certain turn, most decks right now have very little relevant interaction (6-9 cards total between both decks), so defending Meido (or sending people to other provinces) is mostly all that's required. Turn 2 victories are very possible, and most of my victories have been on turn 2. I expect that to go a bit later as people adjust to playing against this thing.

As to the time limits, as far as I can tell, the L5R floor rules don't have a section on shortcutting (unlike Magic, say). So it might come down to a head judge willing to allow loops without taking each step individually. On the other hand, most of my games with the deck so far have been 10-15min affairs that are decided on turn 2, even having to demonstrate the loop and the endgame to people unfamiliar with it.

Whatever the competitive viability, because it just ends games in certain states while ignoring 90% of a normal game of L5R I think its a negative play experience and should be dealt with at the FFG level. Ofc, I'll keep playing it till then or something else comes along :)
There is no ruling necessary, it's part of targeting rules in the RRG. You always must choose a legal target, i.e. one that can be affected by the effects. This means that you must choose a character that can be readied and/or honored. So if it is a character you control it must be bowed.
What Christian says.

And yes, you can target a ready non-honored character controlled by your opponent.
Shunsen and Christian: Ty for clarifications, fits with what I understand of the rules as well
Breach: thanks for your complete answer. As a Crab player, Im glad that this kind of combo deck exist, just for the fun in diversity. And Meido is like necromancy and necromancy is cool \m/
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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
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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☐  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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