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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 Utaku Soto
3 months ago  (3 months ago)
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Deck Strategy
Overall, this deck is a good Mid-Range deck that uses the HMT bump as much for conflict control vs. all out province blitz. Weakness of the Unicorn is our Dynasty deck can interact with the board state with movement & buffs, we don't have much that interacts with our opponent's directly. This means our Conflict deck needs to take on that roll almost entirely and makes it pretty lean on some of our staples. For what we do have in dynasty, the all-stars are Shahai and Satoshi. Shahai is obvious and is a beast in her own right. Satoshi though is one that may surprise non-Unicorn players, but is essential for 3 key reasons: (1) get Keeper Initiates in your discard to bring them back out with a Fire win, (2) cycle out Cavalry to set up your Reserves play, which may include Border Riders & free recruits to your hearts content and (3) get Favor control with Imperial Palace. Occasionally your cycle will get cut short by a Mystic, but for the most part it does it's job.

This also means it isn't as draw heavy of a build as previous Unicorn builds as the lack of movement in the build minimizes the Spy Glass or Trader draw bumps. Without them, need to be efficient on the cards you do have.
Like Fallen in Battle and with Djinn, Reserves, or Hawk Tattoo, can take out a beast on a whim and rarely am I left searching for 1 fate due to a slow turn 1. For Turn 1,(just buy enough characters for 2 fights (1 border rider, 1 youth with Wayfinder, etc.) to ensure flexibility with fate and a good Turn 2 & Turn 3 push. Issues I've run into is around the honor losses (Djinn, Audience, Banzai, Assassination) and need to use Yurts & even bid control at times to ensure I do not get in range of well timed Watch Commander or Backhanded Compliments. While it is almost as attachment heavy as Dragon, the Shahai economy bump make 12 of these essentially events that can not be outright cancelled and will force the opponent into tough decisions on which attachments to Mystic, Let Go, or Call in Favors.

I've included Match breakdowns from the Stronghold Conflict Win and welcome any suggestions! Might take out the Giver of Gifts for Warrior Poets as find myself buying the Shahai's & Satoshis more than the Givers directly and without Cavalry, does help the Reserves play and often gets lost in a Satoshi dump.
 Hall of Honor
Stronghold Conflict Tournament - 1st Place
Date: 09/23/18 thru 09/23/18
Player Count: 5
Description: San Diego Stronghold Conflict Tournament - At Ease Games
Location: San Diego, CA
today Reported Matches
  Shizuka Toshi
101
  Yōjin no Shiro
101
  City of the Open Hand
101
star MVP Cards
Cloud the Mind
1
09/23/18
09/23/18
Feast or Famine
1
09/23/18
09/23/18
Talisman of the Sun
1
09/23/18
09/23/18
comment Comments
I understand the value behind the Satoshi/Reserves/Keepers, but with 2 satoshi/1 Palace, you only have 3 imperial cards. 2 when you are about to use satoshi.

Have you not run into the problem of self-mil completly and then ending up not being able to draw/djinn/assasinate etc?
Haven't run into the dynasty mill issue as much with this build as Miya Mistics are also Imperial, so gives me 5 targets with Satoshi on board. I've actually considered dropping the Mystics to 2 in order to churn more of my deck with Satoshi, especially with the new Uni-Bomb coming down the pipe.

As for conflict draw issues, have run into that a little bit more than I thought as only drew 1 djinn over the 3 weekend games and only average seeing about 15-20 cards per game. With that said, those are definitely nice cards to swing games and will draw for it in the Dragon match, but the nice flexibility I get from the deck allows me to be fluid in how I go after my opponent and manage the game state. Am tempted to build a version with a draw package (spyglass, Trader, maybe Outrider or Favored Mount), but worried what I will lose in fate cost & utility to gain the edge on draw.

Thanks for the feedback and keep it coming!

And thank you for the reply!

I totally missed the Miya Mystics, my bad!

Yeah I'm definitly happy to see more Unicorn around, even while my Lion is still rolling down the tier list.

Any thoughts on the Scorpion pack character? I feel like it's a 3-of in all Unicorn decks.

Normally you have to just eat what your opponent has in store for you when you are attacking, because you have 0 interaction with your opponents hand, but this atleast makes them feel the hurt in their economy. And it's Cavalry and Imperial at the same time! Both Satoshi and Cavalry Reserves synergy!
No worries and honestly I missed it too until I was play testing on Jigoku... :)

Side note, ran a test with Warrior Poet instead of Giver of Gifts and paid off in spades! Granted it was helped by the fact I was up against a Crab Kuni horde deck, but even the availability of impacting the opponents board tied with high glory (for RoF) and Cavalry Reserves made it a slam dunk. Will keep testing and update if that stays the case.

As for the new card, she is a no brainer 3x on this side. Will have to figure out where to slot in the Poets & Tetsuko, and losing the 3 Miya Mystics will be the start as don't want too many Imperial cards that can choke a cycle. A Turn 2 Satoshi with 2 keepers churned feels real good heading into the conflict round. Will need to figure out the other 2 and Infantry and Altansarni may be the place...
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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
 Provinces
 Provinces
 Provinces
 Provinces
 Provinces
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 Title
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Traits
Set
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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 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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☐  40-45 cards in each deck
☐  1 Stronghold & 5 Provinces
☐  One of clan's chosen roles
☐  Maximum influence not exceeded (1 other clan only)
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