Deck Comments
warning Your comment has not been saved.
You must save the deck before you can comment
About Deck
Deck Name
Deck Format
Dynasty Strategy
Primary Deck Strategy
Secondary Deck Strategy
Strategy
Deck Performance
You must save the deck before you can report a match or placement
Session Reports
You must save the deck before you can record a session.
Media
You must save the deck before you can link any media.
Shuffler
terrain  Provinces  shuffle
  Dynasty   0view_headline   0delete_outline   shuffle
  Conflict   0view_headline   0delete_outline   shuffle
Choose Export Format
file_copy Copy to clipboard
Save Options
Save Deck
Saves the current deck state.
Clone (Save As) Deck
Creates an editable copy of the current deck.
Snapshot Deck
Creates a copy of the current deck that is locked from editing. The current living deck will remain editable.
Lock Deck
Permanently locks the current deck from all future edits. Use for sharing tournament decks or when playing leagues that prevent deck alterations.
Sharing
You must save the deck before you can share it.
Share Living Deck
https://www.bushibuilder.com/l5r/deck/?deck=bd3d5f97-7447-11e9-a0a7-020c407d2d9d&public=y   file_copy copy link
Share Deck Link
https://www.bushibuilder.com/l5r/deck/?deck=bd3d5f97-7447-11e9-a0a7-020c407d2d9d&public=y   file_copy copy link
Lineage
There is currently no lineage for this deck.
Deck Change History
vertical_align_top
By Cod
3 months ago  (2 months ago)
    1 thumb_up    3 mode_comment    4 call_split    0 schedule    0 video_library
 ● 
0 of 10    ●  person0 of 10
Filters    (show more)
Card View & View    
Quantity
      Title
G
S
Eligible Cards
Deck Strategy
This deck went through multiple iterations (including a switch from Crane splashing Unicorn to its opposite) in an attempt to build an honest-to-goodness viable honor win strategy. The cards we are using to achieve this end (Festival of the Fortunes, Cavalry Reserves, Force of the River) are expensive, so Shiro Shinjo seemed to be the best fit for it.

The way the deck plays is as follows: you start off like you would any other SS deck - play cheap guys on turn 1 and 2 and try to reveal as many provinces as possible to power up your stronghold. You have the cards in your conflict deck to push for a province break on turn 1 if they turn up at the right time. In fact, most of the time, your main thrust should be to win through breaking your opponent's stronghold. Force of the River, Shinjo Shono, Cavalry Reserves, Charge, and even Festival for the Fortunes can be used to overrun your opponent that stumbles out of the starting block - and SS lets you have the money to pay for them. Mantis Tenkinja is in here both as a platform for Force of the River, as well as giving you a little bit of fate relief in those early turns when you're starving for fate.

If your opponent manages to mount a good defense, if they're playing an annoying tower duel deck that blocks every attempt you make to push through to the stronghold, then you can transition or finish out with trying to get to 25 honor, and the deck can do it fast, especially if the opponent isn't seeing it coming.

Notable Cards:

Cavalry Reserves - Useful on offense and defense. In the best case scenario, you can pull a total of 8 characters from your disard pile (3 Moto Youth, 3 Child of the Plains, 2 Battle Maiden Recruit) - that's 8 potential honor you can gain if you combine this with Festival for the Fortunes.

Festival for the Fortunes - The card that will let you get the honor win. Best used after a Cav Reserves or Force of the River to get honor tokens on everything, most of which will be going away at the end of conflict/turn to give you the honor and threaten the honor win.

Windswept Yurt - Vital support card in this deck. Useful for that early fate help or as a way to get those final points of honor.

Gossip - Use this on the turn you 'go off'. Opponent either lets it through and you name the most likely counterspell or other disruption they might have, or it baits a counter by itself which at least puts them one copy down.

Way of the Chrysanthemum - this is more of a surprise card, not necessarily something you are going to rely on to win all the time. Normally used during the card draw phase - but with all the duels going around lately you can get someone real good with this especially in a duel that's close for both sides. If they want to win it they might just bid 5, you bid 1 and all of a sudden you're 8 honor closer to your goal. Challenge on the Fields is a great opportunity to use this - if you can engineer a situation where the send home matters and is close enough, you can bait them into going for an all-or-nothing bid. Or if you're close enough to honoring out, it's a nearly guaranteed send-home.

Warm Welcome - This is Cav Reserves/Festival for the Fortunes #4, or any other card you need in the moment. Not 100% sure if it's necessary as the chances that your bid will be lower than the opponent's goes down the closer you are to winning by honor, but it's served me well in the games where I can fire it off early.

Kami Unleashed - Like Windswept Yurt, can push those final honor points for the win. Playing this plus Festival of the Fortunes during an Air Ring attack nets you 3 honor when you sac it, in addition to the honor you get when you win the Air Ring plus all the other honored characters going away eventually.

Not saying this deck is top tier, but it is great fun, can hold its own against more competitive decks although that just might be due to surprise factor but it's surprisingly robust for a 'combo deck' of one of the hardest paths to victory currently.

Enjoy!
comment Comments
Thx for the explaining write-up. I see a lot of interesting combos. The surprise WotChrys I like. On the Gossip I'm sceptical if you really need it. Why not fishing the FotRiver with more TPG or a more flexible VoHonor? Also a Political Rival could be a large surprise which you win a conflict.

I would recommend you choosing "Ancestral Homeland" over "Fortified Ground" against CRN, DRG, SCR, PHX. Against military clans you will be able to defend with your UNC personalities if you must.
Thanks for the feedback. There's definitely a few flex spots in the deck that I can change around - the Ancestral Lands suggestion makes sense and of course it will depend on what kinds of decks people play. The Perfect Gift is something I haven't actually had a chance to draw and play yet, so more games will be required to see how many more/less I'd want.

Regarding Gossip, I get the trepidation but every time I've played it it's done huge work - but it does indeed come down to how well you know your opponent's plan and what you think they might have. But so far in every game I've played they've been quite useful.
Update 5/16 -
-2 Curved Blade
+1 Cloud the Mind, +1 Captive Audience
×
×
×
  ×
Stats
×
×
×
×
×
×
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.
×
×
×
×
Legend of the Five Rings
https://www.bushibuilder.com/ generated decklist.
Please confirm all information provided. bushibuilder is not responsible for any bad feels or life events resulting from the use of this form.
Name: CTRL+P TO PRINT
Email:
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
Error