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Shuffler
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by  DaigotsuRaikoh
4 weeks ago  (1 week ago)
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Deck Strategy
Now that Winter Court has concluded, the Scorpion look to the newest tools in our arsenal and we come up with using as many different synergy's that are possible.


The primary strategy here is to overwhelm your opponents board state by aggressively using the most cost-efficient cards to create it using Ambush, From the Shaodws, Hidden Moon Dojo and then keeping our characters on the table for longer than expected by using For Great Glory.

While I give up access to Forged Edict - this will surprise any opponent, as I have yet to see a deck using this stratagem.

To start you'll want to see at least 1 low cost body and the rest big value bodies. For conflict you'll want to see at least From the shadows or Ambush in the opening hand. The goal that you'll want to find yourself with is placing a fate or 2 on a 2 or less fate body, (Manipulator and Shadowshaper are ideal candidates) and pass the next action to get that precious fate. Bid high - as high as you can (careful against dragon and Restoration) Then proceed to surprise every body you can. There are plenty of great ways to combo cards together here:


Soshi Shadowshaper + Sadako/Wastrel = multiple uses of such precious and dangerous cards
Soshi Aoi + For Greater Glory = any non bushi can now benefit from a card with limited use
Shosuro Miyako + Shadowshaper + Sadako/Wastrel = driving every more benefit
Backhanded compliment + any ambush-esque card = better increasing chances to see what you need.
Ignoble Enforcers + Ambush = now you just pay honor to keep a great body on the table, For Greater Glory not needed

Don't hesistate to use those resources to win an additional ring or force the break. By getting the best units in our arsenal out with Ambush and From the Shadows to then keeping them into play for an additional turn allows us to really command the board state.


This is a step away from the standard dishonor Scorpion but I've had some incredible boardstates with this and some truly insane advantage come from the surprise that it's not a "Bid 1" Strategy and control.


I'm interested in all feedback and hope that the community can help me refine this deck into something that I can bring with me to PAX Unplugged in a couple weeks.

today Reported Matches
  Shizuka Toshi
022
  Isawa Mori Seidō
101
  City of the Open Hand
022
  Golden Plains Outpost
101
  Hisu Mori Toride
101
star MVP Cards
For Greater Glory
2
11/30/18
11/07/18
Heroic Resolve
1
11/30/18
11/30/18
comment Comments
I absolutly love the idea behind it!
Try it with seeker of air. Give up on a FGG for extra fate, a more functional UA and a second fate gaining province instead of abandoning honor. I very much like the idea and the deck. Perhaps add a Collector to help against clouds?
Daidoji - I'm going to try building this deck with our air role, but if i go that route I lose access to discouraged pursuit. Upholding authority was pointed out to me by several people was unaffective and too farmable. Collectors are being added in version 2.0 of this deck in favor of staving off the potential dishonor loss.

I'm excited to show the choices and progress made here. Thanks for the feedback so far!
You cannot Ambush in Ignoble and pay honor to put fate on him. Putting into play, and playing a card are two different things.
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Stats
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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
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 Provinces
 Provinces
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Trait Distribution
Dynasty Initial Draw Probability & Mulligan by Card
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Dynasty Initial Draw Probability & Mulligan by Trait
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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
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☐  Maximum influence not exceeded (1 other clan only)
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