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Shuffler
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Deck Change History
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By Demagogue
3 months ago  (3 months ago)
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-The reason i decided to play dragon in our GC is that i couldn't accept they're trash tier as it is said and wanted to prove the opposite.
I started by testing various variations of void fist builds . I was kinda satisfied but the results weren't consistent . The deck was very fragile , as i could win and lose by anyone. I was a bit exhausted by this and started leaning in playing my trusted phoenix and stop this tryhard with dragons. But then i saw Karmic Balance(KB) and the blowout potential this card can have . Thus i decided to give a last try in dishonor dragon and this is how this deck was created .

-A few words about the deck:
This is clearly a dishonor deck in order to utilize card advantage that KB can create at its fullest.
The splash is crab because watch commander is the most consistent way to drain opponent's honor and is also an attachment .
Keeper role because Defend your Honor .
Of course daisho is the main victory condition so we need to maximize duels for it.
I generally bid high first turns until i find a duel package/card draw and then i bid 1.
That's the reason i play 2 way of the dragons and 3 justicars as well . As i said u need to maximize duels .
12 holdings were also top important :
*Card draw so u can bid 1 easier
*More duels
*Favorable ground
The move in's are top important is this deck . I would gladly play a 3rd hawk tattoo after this tournament.
To sum up I want to emphasize on how important is to fully commit in the dishonor strategy without halfway stuff. The more dishonor tools the better in order to bomb your opponent with massive honor swings when u find some pieces.
My favorite phase of this deck is when i try to set up a KB. I keep some draws behind (proving ground being the best) , pre play attachments, pull out the KB and then use all my draws for insane card advantage.

About the tournament now:
-1st round vs Crab Uni (spyglass rl)
This is very tough mu if he finds karada early . I kept swordsmith to have available ctm if he finds satoshi but he flipped karada first turn(oof) . He also played rly aggressive to not give me time to build a board and destroy karada . So very early in the game he was in my stronghold . He used his karada earlier so i managed to build a big yokuni copying raitsugu with wcommander/way/daisho and drained from him 5 honor while at the same stopped the break by 1 force .
He stays at 4 honor and we proceed to the last turn . Next turn I attacked air with Investigator , he defended with a guy , i used tattered missive , found hawk tattoo , brought in yokuni and dueled him with dojo , he saced his(honored) guy with whunter to avoid be dueled to death and i won unopposed air bringing him to 2 . Then he attacked once again in my stronghold and i played warm welcome on fight on to duel him with yokuni twice more and win the game . I rly don't know what magic happened and i won this game but it was Incredibly tense. (If my opp was more patient with karada i d lose for sure). I also got a KB censured. 1-0
-2nd round vs Phoenix Dragon KI
This is the absolute worst mu for me cause of consumed and ancestral shrine and this guy was also playing 2x slay your hand Imao.
He flipped shrine on authority first turn and insta passed .
I attacked it with raitsugu and decided not to break it cause of my 3 let goes in hand and he would maybe flip another one the following turns.
This proved to be serious mistake as he took about 10 honor from shrine by the end of the game . That and double consumed gave him a clean victory . 1-1
-3rd round vs Lion Phoenix SoA HMT
Here KB shined
I opened hitomi with wcommander and secured turn 1 .
I bid 1 to his 5 turn 2 and pulled out a massive 3 to 9~10 KB and then draw from fertile and proving grounds .
That and 3 alchemists gave me the game . 3-1
-4th round vs Lion Support of the Scorpion Yns aka "Red Lion"
This game i highrolled af . Opened with raitsugu-proving grounds and watch commander, 2x policy, assassinate . The irony is that he opened with historian, obscinate and apprentice so I bid 1 and deactivated all 3 and also pressured heavily for the rest of the game. He couldn't come back.
4-1
-5th round vs Scorpion Crane KoA CotoH
Scorpion mu is actually good . I bid 1 early on the game and he was left with a hand with assassinations ,backhanded and cancels . Slowly and surely his honor was drained and investigator removed all his threats .
5-1

-Top 8 vs Scorpion Crane KoA CotoH
This game had some critical points that i didnt handle well and my opponent capitalized on 'em very well.
•Second turn i have 3 fate Jusai , i bid 4 to match his bid but he bids 5 and sends him for swimming lessons .
•2 turns after i have a geared as hell hitomi , pull out 2 of his edicts in his earth attack on UA , leaving him with 1 censure. I set up the ideal KB , he censures the first one and then edicts the second one(he drew the last edict with the earth ring) while i could pd him first to be 100% safe.
•The next turn I let my hyper carry hitomi not participate in any conflict ..
•And the final turn the full tilt moment. I had a decent board with 2 investigators with fate and one big hitomi 0 fate. His all board was fateless.He preplays all 3 backhand compliments so i won't discard anything with investigators leaving me to 1 honor. I was with 10 cards to his 3 at that point .Then i use one investigator and see his hand : assassination - duty - noble . He was at 9 honor , i ditched duty (dunno why) and he assassinates his own guy , uses alibi to find sbr and nobles me . Oof

Overall the deck worked as intented and I m very satisfied with the result. It's a blast to play while at the same time very competitive. If you have any questions , please feel free to make them.
comment Comments
Hello there, a fellow dragon player here. Since the deck focuses on dishonoring, why not using Greater Understanding in the Air Ring? I'm playing and testing a deck like this, using Jade Masterpiece and "Fate Placing" character's like Jusai, Tranquil Philosopher, Initiate and so on. Yeah, it's 4 fate, but we can use Defend your Honor. :)
Hey ! Greater understanding is 4 fate for an already fate hungry deck. Also they won't play attachment hate during a conflict so u can dyh. Lastly air ring will get contested often with this deck and there isn't easy space for tranquil so u wont trigger it consistently.
Good showing! I was working on a deck using KB. Glad to see it has some merit. Thank you for posting your thoughts here as well.
Thnx a lot ! Yeah KB can generate tremendous card advantage . Thus it belongs best in a dh deck.
Hello I am a little worried about the 12 holding and the little amount of conflict characters. Do you had any Issue with that?
Holdings give great support to our big dueling guys. As I said , you have to commit 100% in the dh strategy. Every single holding helps towards that . I usually buy max 1 char per turn , some times 0 . If u ve already built a big dude, u don't care about full holding flop. I m pretty fine with 2 TW. Didn't need more. Their main usage are to poke with and take fate from rings , but I very often have other chars to do that as well. Remember that every char apart from your build-up dueling dudes are supportive ( poke , deny break, useful abilities)
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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
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Provinces
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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 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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