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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
  Dynasty   0view_headline   0delete_outline   shuffle
  Conflict   0view_headline   0delete_outline   shuffle
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Deck Change History
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By Kitsune Tenki
9 months ago  (9 months ago)
    1 thumb_up    2 mode_comment    2 call_split    0 schedule    0 video_library
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Deck Strategy
So there's a reason I'm not affiliated to Unicorn here...



It's a tower deck where ideally Yoritomo and/or Kudaka are the towers. Yoritomo is the preference of the single-minded Mantis player, benefiting from all the fate gained or saved through Shiro Shinjo, Embrace the Void, Meishōdō Wielder and Sneaky Shinjo - Miya Mystic and Iuchi Rimei really being around to stop Yoritomo being hit by Cloud the Mind. Kudaka is then perhaps the preference of the (relatively) more-competitive player, as she's the shugenja to benefit from Against the Waves.

Both benefit from Gaijin Customs and Ide Ryōma's stand using a small, supporting Unicorn character. In theory as well both are kept around longer by the Ring of Binding and Way of the Unicorn - WotU also helping you take rings with the most fate on them for Yoritomo.

I've steered clear of the Unicorn-only conflict cards because of the desire to play Mantis but at least Adorned Barcha is still usable.



So I'm not really able to claim this deck is clever but sometimes it is trying to be big - Yoritomo anyway. There are few other tricks: it's make a Mantis tower and reuse it as often as possible.

I have thrown in 1 Seal of the Unicorn to be used to bow your opponent's tower with the jank that is playing it on your opponent's character to then bow a Unicorn character with Ide Ryōma. Just the one though, as I don't want to get carried away here... :)



Water's the element choice really because of the Tenkinja and Mantis commitment - still trying to fly that particular pirate flag.

I've passed over the Seeker and Emperor's Summons combo that would find Mantis characters really just because I felt the 4-cost slot was already full, that it couldn't take Keeper of Secret Names because of the need for Kudaka and Shahai's Mantis-relevant ability. Keeper gives Talisman to make use of the province-flipping abilities of the back row and allows for Defend Your Honour to protect your tower.



Can you even play Yoritomo with Charge being banned? Am I wrong about the role and changing to Seeker would be better? Is the Tenkinja worth it to force Water that I'm not really using?
comment Comments
Is there not room for Shinjo Scout in there? Would synergize with Sneaky Shinjo and Yoritomo?

I like this funky deck!
Thanks!

Thinking about it, Shinjo Scout could well be more reliable at saving fate than Meishōdō Wielder, making it a question of whether reliable fate is better than another shugenja...

In fact I don't know, I think I'll just have to try both and see what happens. Thanks.
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Stats
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Role
No Role
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
Verify these before submitting deck list:
☐  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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