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Build a deck that includes the cards shown below at the listed quantities (or more).
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Shuffler
terrain  Provinces  shuffle
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By Strutting Ape
3 weeks ago  (6 days ago)
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Deck Strategy
Wanted to build a deck around Yasuki Taka and Yoritomo. The idea is to build up lots of fate, being able to successfully defend, and have my berserkers and yoritomo to break provinces. Nothing groundbreaking I'm sure. Still playing with different tactics.

I also like the idea of an alliance between Crab and Mantis. With a bit of Uni thrown in.

I am VERY new at this game so I'm definitely up for comments and suggestions. Anything I should get rid of/add?

comment Comments
Hi there - just some insights you can choose to ignore! I would consider replacing borderlands fortifications with x1 Iron Mine and x1 Funeral Pyre - that holding doesn't really do anything for you there - and sadly - extra strength on provinces is weak in this game currently. It still then holds up to your thematic goals here!

Seal of the Crab is a card to enable berserker payoffs however all you really need is Crisis Breaker to use that trigger on himself for the most part to be "good" - perhaps x1 Seal here would be fun, but that is x2 slots there for you to use, perhaps on a Fine Katana? The Core set attachments (Ornate Fan and Katana) are such great cards even today.

You have a very expensive curve here which can cause you to blow-out on fate/board state - there is so much bowing/removal in the game that it is very risky to play 4/5 cost characters all that often. Cards like Finger of Jade are around to offer some protection, or you specifically build around dropping expensive characters either by cheating them out (see guardians of rokugan) and maybe vanguard warrior to put fate on them before they leave? Shinsei's Last Hope might be a better province to use instead of Flooded Waste, as it lowers the cost of your characters also.

Have fun!
Thanks for the advice, that was incredibly helpful actually! Will definitely heed it!
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Stats
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Role
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Keeper of Air
Increase your deck building influence value by 3.
After you win an conflict as the defending player - gain 1 fate.
Seeker of Air
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
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
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
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
Increase your deck building influence value by 3.
After you win a conflict as the defending player - gain 1 fate.
Seeker of Water
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 Crab
Increase your deckbuilding influence value by 8.
You may only spend influence on clan cards.
Support of the Crane
Increase your deckbuilding influence value by 8.
You may only spend Influence on clan cards.
Support of the Dragon
Increase your deckbuilding influence value by 8.
You may only spend influence on clan cards.
Support of the Lion
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
Quantity
 Title
Strength
Traits
Set
Eligible Provinces
Deck Stats ×
Dynasty Fate Distribution
Conflict Fate Distribution
Trait Distribution
Dynasty Card Type by Uniqueness
Conflict Card Type by Uniqueness
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 Initial Draw Probability & Mulligan by Card
Deck must have at least 40 cards to calculate.
Conflict Initial 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
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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)
☐ Confirmed correct province ring types
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