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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 MoZi (Jared Wright)
4 months ago  (4 weeks ago)
    8 thumb_up    10 mode_comment    35 call_split    0 schedule    0 video_library
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Deck Strategy
Very defensive oriented deck. Defend until you gain a huge economic advantage. You can poke with small attacks and break provinces pretty easily. Once you start printing your own money you can start to just build up an incredible board state. I almost never fate any character that costs less than 4 but I do situationally. Crone I usually want to keep around and sometimes stoic gunso if I think I am safe from assassination. Card draw in the deck is pretty nice as well which allows it to choke some honor too.
call_split Inspiration For
Death and Taxes - Clone by Demagogue  (3 months ago)
Not-Hida-Crab 1.0 by Peltonator  (3 months ago)
comment Comments
Is seeker of earth really giving you enough to not want keeper initiates
Is seeker of earth really giving you enough to not want keeper initiates
Hi! Why Yasuki Procurer if you don't have attachment?
Procurer has solid stats, enables For Shame!, and also reduces the cost of characters.
You can procurer during dynasty if your opponent gets passing fate to add extra fate to another character or maybe buy something you couldn't. Also works great when you're buying conflict characters.

The choice for seeker is actually very important to the deck. The deck is about economy and defense. Keeper initiates do provide those. But seeker roles provide a nice economic boost and also provide you with a much more powerful province row. Just the one province difference is huge. Every. Single. Province. In my row is annoying to run into over and over again. The deck defends conflicts very very well and just drains your opponents economy until it eventually just starts printing it's own money.

Then you can afford to start 2-3 fating multiple 4-5 cost characters in a turn while also making money back during the turn to feed the next one. Once your board gets out of hand you really just start pushing people around. This style is very effective in a tower meta.
Blood under stronghold?
Well well, didn't know u had Blood in the deck. Since I haven't gotten to the box yet. From personal exp, this prov row is very annoying to tackle. And procure is still a juicy target for his sacrifice synergy
Blood on SH yes. You could very easily just make it Revels or something though. Revels would be good in this deck I think.
I tried this out and it's a lot of fun! How do you best utilize the ageless crones? Found them to be as much of hindrance to me so i was using them wrong
Hey MoZi, with CotE becomming legal and available I wanted to try Seeker of Earth and stumbled on this list. After a couple of plays with it as is; and further altering it to my liking, I have to say: I feel like there is definitely something here!

Personally I have upped the Yasuki Procurer count to 3, dropping 1 Oguri. I Also switched out the Balista for a favorable grounds for that sweet double Broker turn. Currently aslo trying pilgrimage instead of Shameful Display, as that province is sometimes an easy target to break for the opponent while bringing little benefit to our (mostly) 0-1 glory characters.

I might end up taking My version of your deck to an elemental championship this weekend; i'll be adding those matches to my performance results tab. Good job comming up with this!
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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
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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
Verify these before submitting deck list:
☐  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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