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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 Stitchdoctor
3 months ago  (1 month ago)
    3 thumb_up    5 mode_comment    12 call_split    0 schedule    0 video_library
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Eligible Cards
 Hall of Honor
Elemental Championship - 1st Place
Date: 03/09/19
Number of Players: 8
Location: Fairfield, CA
today Matches
  Shiro Nishiyama
101
  Isawa Mori Seidō
101
  City of the Open Hand
101
  Hisu Mori Toride
112
comment Comments
Great Deck man! Really creative stuff! Glad to see people making new decks with the Keeper Role, because I think everyone will be on SoV train.
How do you use Bayushi Collector exactly? What were the most common cases?
Also if you will have SoK adding Air to whatever ring you want, why not get Kudaka to draw you extra cards or Keeper Initiates get in for free?
Bayushi Collector serves two purposes, item removal for really dangerous attachments, and a conflict hand courtier. Use case being using something like fire ring or mark of shame to dishonor a target with a dangerous attachment. Use collector to remove said attachment. Used it to remove Finger of Jade a lot in testing, but it didn’t come into play at the event.

I tested with Kudaka, in this deck; she ended up being a sort of “win more” card. I found myself not resolving air ring effect particularly often, and prioritize that effect pretty low. I rarely had kudaka on board when I was resolving air. She lacks courtier, and taking a spot from one would hurt your ability to use effects reliant on them.

More often than not I’m using SoK as a trigger for Uona, and she has the two most relevant traits for conflict cards in the deck, courtier and shugenja. Maybe 2 of every 5 times I played her it was actually to resolve air.

Keeper initiates ended up being cut mostly due to lacking relevant traits to help trigger conflict cards. Their free recycling is nice and having 2f hanging around is good, but the dynasty deck is pretty tight already and I often found myself disappointed when they showed up in a province; I found myself always wishing they were something else.

Edit it to your liking of course, but I rarely found myself lacking for being able to sneak in cheap province breaks, and realistically you don’t have to- ring farming is a lot more efficient.
I see. I'm testing a somewhat similar version ( maybe 30-40% of cards are different ) and after having played a few games, I can understand what you are talking about. However, I think you don't fully understand how Kudaka works ( and Keeper Initiates in fact). You don't need to resolve the "air ring", you just need to claim a ring that has the air element attached to it. So she will trigger even if you use the non-air effect of the ring. ( here is a short link http://www.cardgamedb.com/forums/index.php?/topic/39806-ruling-kudaka/ but it's in similar vain as Ujina and Kaede ) The Keepers come into play the exact same way. So, with one SoK in the challenge you can get a card, fate and put some bodies onto the board even with resolving the original ring effect. =)

Still, although I'm playing it like that the Keepers often felt lackluster. Especially in mid to late game, when I'm looking for Tadaka and other big hitters and they show up together with a bunch of holdings =(

Will play a bunch more and see if I it will fit further to my playstyle. How do you get Hantei out? Is he worth it?
Also I'm surprised you aren't playing some solid 3 costers like Maezawa or the Magister that basically breaks on his own with this Stronghold =)
I don’t know why you would come on my deck post and tell me how to play. I posted a deck I won with, so it met the challenges of my meta for that time.

I understand the interactions you are bringing up... but the cards involved greatly dilute the deck’s ability to actually do its job.

Using a SoK to add air to a ring to then resolve kudaka’s ability requires : kudaka on board( likely plus fate),a sok in hand, 2 fate to buy said seeker, and an investment in winning that conflict for the bonus of drawing 1 card and gaining 1 fate. It’s extremely resource inefficient to build in multi card mechanisms for one mechanic that doesn’t win you the game or get you any closer to your victory condition.

Keeper initiate is the same problem. Sure I get a free 2/2 with a fate if I happen to resolve a ring that has air on it. But keepers don’t help me do anything. It’s a body with no relevant traits, no abilities that further my win condition... so essentially a 2 force bonus for 2 conflicts that dilutes my dynasty flips. In a game of resource management they are too inefficient.

This deck isn’t a military deck that aims to break provinces. It can, and I won one matchup via conquest at this event- but it’s an alternative win condition. Taking up slots for an alternative win condition that isn’t synergistic... is again inefficient.

I’ve run the Phoenix magistrate, and it’s the same argument as above. He’s a military win more condition. I have to use my stronghold to buff him to make his glory not laughable, and wasting my stronghold ability on an ability solely for attack... is a poor choice in my opinion. Ultimately he got cut because he in no way helps the unicorn matchup- which is the worst matchup this deck faces. He also is not a courtier or scholar or shugenja, so again lacks any relevant trait to satisfy trait checks for this deck.

Maezawa is good, and was on the cusp of making the deck, but I felt his ability helps win political contests more, and I already win them well enough- so he just didn’t add enough.

Hantei was honestly a last minute addition to try to fit him in. The deck, as I play it, is very very conservative with fate... and I often have 6+ fate sitting around. I bought him twice this event- once it probably won me the game, once it was a mistake that I ended up playing my way out of. He has subsequently been cut.
No idea why you come up with the notion that I'm telling you how to play your deck? =)
I simply informed you about a rule you might not be aware of (which happens to all of us) and asked questions about certain card choices... in the end this is why these websites are for!

Anyway, I saw the new Crane Courier.Shugenja.Air.Daimyou 4 coster and thought how great would have been for this deck... but I guess we have to make up with whatever we have, since FFG not necessarily want Phoenix to shine as a control clan
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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
S
Provinces
 Provinces
 Provinces
 Provinces
 Provinces
 Provinces
Quantity
 Title
Strength
Traits
Set
Eligible Provinces
 
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 Inital Draw Probability & Mulligan by Card
Deck must have at least 40 cards to calculate.
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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Legend of the Five Rings
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Date:
Event:
Clan: 
Stronghold: 
Role: 
Influence Clan: 
 
Total Cards in Dynasty Deck: 
Card Name / Set
Qty
 
Total Cards in Conflict Deck: 
I
C
Card Name / Set
Qty
Province / Ring Type
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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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