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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 jairoe03
7 months ago  (3 months ago)
    2 thumb_up    2 mode_comment    10 call_split    0 schedule    0 video_library
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Deck Strategy

This strategy behind this deck is what I will call a where we are concerned with having more bodies on the table across time. The reasoning behind this has everything to do with running . The goal here is to get as many (a new metric most don't track) as possible so we will want to use this Stronghold every turn on our most valuable character and creating a force multiplier over time. So, the way we do this is to place a single fate on just about every 1-cost character and every 2-cost character after turn 1 or 2 if you either see Assassination or feel you have enough to protect against it. This doesn't mean not fating is a bad move, but the focus of the strategy is single-fating cheap characters.

This deck is not a break-quickly-or-die-trying deck contrary to popular belief in how "should" be used, but it's a deck that tries to control the game with proper use of conflicts, making where we use our characters in conflicts extremely important and ensuring that the rings we select are going to pressure opponents into denying their large characters from making attacks. Even though we aren't trying to break extremely fast, this deck is focused on province breaks. However, this deck doesn't require you to rush it and it can actually eat up a lot of time due to the pressure from maximum . This deck does an extremely good job at managing conflicts due to the large amount of +/- stat effects, dishonor and . is the absolute MVP of this deck so you want to make sure you get her out as many times as possible.

The second theme to this deck is , not just in fate, but in resource allocation (by this, I mean all cards available on board and in hand). The obvious is card advantage, making Earth Ring the most important in the general strategy. However, facing bid 1, we already have a card advantage and pure dishonor strategies are a threat to this deck, so the Air Ring becomes the main priority in that situation because we still need to be able to take self-dishonor hits throughout game.

The less obvious part of stems from the part of our strategy. Since this deck is mainly building off stat efficient 1- and 2-drops with a single fate on them, there are many targets that opponent has to manage and hard-hitting cards like will have a hard time seeing great value unless , , or are out, which generally come late game rather than earlier. In addition, the way we can manage conflicts come from many parts of the game so this deck is coming at many different angles, most for 1-fate or less, and the opponent might not know where to place their answers such as so naturally, opponents will see diminished value when using conflict cards relative to your own value.

Start the "semi-wide" strategy at turn 2. Turn 1, play characters with 0 fate on them OR place a fate on a 1-cost character to bait cards like Assassination and Void Rings so you can safely deliver a dishonored Sadako later on in turn and have access to powerful turn 1 rings such as Earth Ring. You aren't losing much when they Void a 1-cost character. This creates asymmetry which messes with decision making.

In conclusion, this is a long-term attrition strategy that utilizes aggression to control the game. As opposed to trying to overwhelm opponents by snatching up fate early and quickly and laying out large effects that has been utilized in , this deck is more about getting bodies on table and spending fate smarter, not harder.



- Usually, that means you hover between 4-5 but the way I do this when we get into low honor levels is I assume a opponent bid of 1 and then bid whatever will take me to 4. You really want to stay at 6 or lower. This is also why it's important to use up your earlier rather than later because it gets tricky late game.

- 9 character slots in Dynasty and 6 slots in Conflict that have (-) stat effects, not including dishonor, which still manages to include 10 slots

- 12 ways to self-dishonor characters in Conflict, has built-in self-dishonor mechanism, can be used as recurring self-dishonor, but should be used as a last resort. Can also use 3x if you absolutely need it

- 3 slots in Dynasty and 7 slots in Conflict that can clear dishonor tokens off characters, this is an important skill that needs to be learned when running deck. Knowing when to clear the dishonor token is crucial, generally after you use on character. This makes one of the most important characters in this deck

- 9 slots in Dynasty, 2 slots in Conflict, and have a direct impact on card advantage, this does not include possibility of leveraging more of dynasty deck with

- and can be leveraged to further create inefficiencies with opponent in terms of conflict participation or force break. is an ideal target for

- is one of the most important cards in this deck due to being able to self-dishonor any target at any time. For most other decks, this card is two beneficial effects, but for this one its three.

- is one of the strongest characters for this deck due to , and . Getting a covert political attack and a 6 or even 7 political defense is huge. Additionally, has a use in the mirror match, making extremely unnecessary and allowing me to squeeze in more stat-efficient characters.

- You can lose up to 2 honor on [Banzai]. The losing honor is a part of the effect and not a cost

- is absolutely crucial to this deck and most recent addition. Vs Phoenix, bid 4 and bid up to 5 if they bid 5, otherwise, this should take you down to 6 vs opponent's bid 1. This gives us more ways to drop our honor while providing a Courtier body.

 Hall of Honor
Kotei - Top 16
Date: 11/30/18 thru 12/01/18
Number of Players: 67
Occasion: 2018 PAX Unplugged
Location: Philadelphia
today Matches
  Shiro Nishiyama
235
  Shizuka Toshi
527
  Mountain's Anvil Castle
729
  Hisu Mori Toride
415
  Yōjin no Shiro
404
  Isawa Mori Seidō
101
  Kyūden Isawa
303
  City of the Open Hand
4610
  Kyūden Bayushi
336
  Golden Plains Outpost
202
  Hisu Mori Toride
516
star Most Valuable Cards
Shosuro Sadako
25
11/28/18
11/11/18
From the Shadows
4
11/19/18
11/13/18
Bayushi Shoju
3
11/16/18
11/11/18
Shosuro Takao
2
11/18/18
11/16/18
Mark of Shame
1
11/23/18
11/23/18
Shosuro Actress
1
11/23/18
11/23/18
Bayushi Aramoro
1
11/12/18
11/12/18
call_split Inspiration For
This Dragon F*cks v3 - Post RL by jairoe03  (6 months ago)
Tejina by Soshi Saibankan  (6 months ago)
comment Comments
Given the RL how would you replace Young Rumormonger?
-3 Young Rumormonger, -2 Imperial Storehouse
+3 Shosuro Miyako, +2 Court Novice

I find I don't really need the Storehouses with 3x Manipulators, Liars and Alibis and gives me more bodies to work with since this deck places more emphasis on dynasty deck than normal Scorpion.
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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
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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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Legend of the Five Rings
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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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