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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 MindsDesire
5 months ago  (5 months ago)
    3 thumb_up    2 mode_comment    48 call_split    0 schedule    0 video_library
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0 of 10    ●  person0 of 10
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 Hall of Honor
Kotei - Top 4
Date: 06/01/19 thru 06/02/19
Number of Players: 73
Occasion: Seattle Grand Kotei
Location: Seattle, Washington
Kotei - 2nd Place - Hatamoto
Date: 06/01/19 thru 06/02/19
Number of Players: 73
Occasion: Seattle Grand Kotei
Location: Seattle, Washington
call_split Inspiration For
Domingues Crabbion - Curitiba Brazil by Domingues  (5 months ago)
comment Comments
Congrats!! Always awesome to see crab doing well. I'm curious about the inclusion of Toturi in the deck however. Could you explain why you were playing him?
Congrats MD! Really impressed seeing you do well with each clan you touch. Looking forward to seeing what else you come up with in the future with whichever clan you move to next.

@Connor - I can't really speak for MD, so he may have different thoughts on this (which I would also be curious to hear). But I have a buddy who was kinda all-in with Imperial Toturi in Crab decks a few months ago (before some of the latest card packs arrived).

The reason my friend loved it so much was for the absolute hand shut down between him and Kisada. Once Crab gets going, their raw stats + attachments on their power players + stat reusability from stands, bow prevention, and saves is usually enough to win conflicts (and prevent breaks as needed) without needing any more assistance from hand. Why not deny your opponent from being able to play assistance from hand then?

The (best case) scenario my friend gave me was this:
If / when you get into a situation where Kisada and Neutral Toturi exist on the board together while Crab player has the favor, as a defender, you get 1 action to play an attachment or a character into the conflict. Kisada cancels anything else. Neutral Toturi fires. So then you're put in a position where you may need to pre-play your attachments (if you run any at all). But if you pre-play them, unless you have a way to deal with covert, the Crab player just plays Skirmishers and scoots by whatever you pre-played your attachments to (barring that character having covert or an FoJ or you have a move-in available).

So you're effectively staring down a minimum of 13 strength on MIL (from Kisada + Toturi) before considering any attachments on them or other characters involved. And you cannot use any cards from hand to deal with that (and your best defender may have just been coverted by a Skirmisher).

Between Satoshi and 9 saves (before even considering using Rebuild on an Iron Mine - probably prefer Rebuild for any other holding anyway), the scenario where both Imperial Toturi AND Kisada exist on board isn't so outlandish. And even then, I do not think you even need both on the field (and the favor) at the same time to pressure threat. Crab has a lot of ways to generate value from their attachments and stands (and saves).
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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
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
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
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
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
 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 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:
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Clan: 
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Influence Clan: 
 
Total Cards in Dynasty Deck: 
Card Name / Set
Qty
 
Total Cards in Conflict Deck: 
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Card Name / Set
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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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