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Shuffler
terrain  Provinces  shuffle
  Dynasty   0view_headline   0delete_outline   shuffle
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Deck Change History
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By jairoe03
4 months ago  (3 months ago)
    3 thumb_up    2 mode_comment    23 call_split    0 schedule    1 video_library
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Deck Strategy

Previously, I have dubbed this strategy "Semi-Wide", however, a buddy of mine, Arash, a pretty good Dragon player in my local NYC meta, constantly referred to my strategy as tempo so I renamed this strategy to "Aggressive Tempo". It reflects the core of what I am doing with in general, which is to constantly keep offensive pressure on opponent. This ultimately has an attrition effect where opponent's will usually spend more cards on defense (than usual) especially when attacker's tie on conflicts which leads to you garnering a hand advantage usually since the option to spend rests more on you as you try to keep the opponent on the defensive.

The stronghold enables this by allowing bowed characters to be readied with the requirement being that the character must be dishonored. In Scorpion, this is extremely easy to pull off due to cards like , , and . So, sending 3-4 skill on just about every attack can do some serious damage to the opponent across several turns, usually, without them realizing it until they break. To get even more value out of reusing characters in the same turn, we include and . So to further this a bit, my general rule especially starting out turn 1 is to place a fate on every 1-cost characters to get characters to carry over. We can do this for 2-cost characters as well only if you feel safe in ensuring the character doesn't take that turn.

To further enhance the attrition factor in this deck, I leverage , and dishonor tokens on characters, usually those that will last multiple turns. This diminishes the value of characters and additionally diminishes them over time (which means the negative attachment is netting even more value). This means you can focus your Void ring and discard character effects on other characters while maximizing these attachments and dishonor tokens by keeping them on the board for longer. This is what makes going for the Fire ring a key ring while piloting this deck. We want to hamstring the opponent as much as possible to make it hard for them to participate in conflicts and ultimately force cards out of their hands especially in unfavorable situations.


The major shortcoming to this deck is the fact that it is important especially early game to be less honorable than opponent to be able to leverage , which makes it also important to use this card as quickly as possible so you aren't obliged to keep your honor total lower than opponent's the entire game. The other side is the fact that you will dishonor yourself a lot. So, learning how to modulate and control your honor total is the most important part of piloting this deck. To counteract this weakness, we have many cards that can help us cope with this: , and help out the most.


The MVP of this deck is hands down . I lose very few games when I get her out into play whether it is through or hard-playing + . It's a cheap 4 skill card that can be used in 2 conflicts or 1 conflict + win Favor. She just flat out brings value onto the table and does everything you need her to do. Even when she takes a , you can easily salvage her using and you usually are feeling good at the end of that conflict albeit you don't get to repeat her.

The 2nd most valuable card is . It's hard to figure out a single situation where I can fully explain the value of this card. The best way to explain it is to remember that self-dishonoring in a KB deck is a benefit, not a cost and this addresses any card that is sitting on a dynasty slot, usually a holding, but can deny targets and [Keeper Initiates] as well. It's a card that takes practice, but can do a lot of damage once you learn how to use it and more importantly, time it properly. This makes being aware of who's first player even important with this deck.


My performance at the Saugus Elemental Championships was pretty good. I did disappoint myself in the top 4 cut by not voiding a crucial despite her being a 0/0 skill and also not bidding 4-5 with opponent, which could have saved my game which was a great lesson to learn about (held two crucial ).

Ultimately, what this means is that there isn't much to change in this deck currently. I was disappointed by the . Most cards that you would want this thing to soak requires participating which means this character is only good for one conflict a turn for the most part unless dishonored. However, the stats as a dishonored character is terrible compared to the many other options available particularly on 0 glory. To replace this card, I probably would bring back in 2x [Shosuro Shadowshaper] because this card brings value as a way to drag honor levels down when needed and can bounce opponent conflict characters such as or or your own.


Attached is a video of myself playing Erik Stenberg from NEL5R. To be fair, this was a unfavorable matchup for control Scorpion and he started with a terrible flop, but it is currently one of the only videos available that shows how this deck operates so pay more attention to how I am setting up my characters for the stronghold action and trying to modulate my honor levels so I don't get trapped into being dishonord out and especially how I am using for all 3 effects: self dishonor, scouting province and denying dynasty card. The address to the video is below, impressive commentary courtesy of simcof from Hidden City Rollers, who made a lot of accurate observations without knowing either deck:

https://www.twitch.tv/videos/381663549
video_library Media
L5R EC Swiss Round 2 - Joshua (Scorp) vs. Erik (Scorp) - Saugus, MA
Date: 03/16/19
Recorded By: Meek Informant
Commented By: Meek Informant
Swiss Round 2 at EC Saugus
Josh Roden vs Erik Stenberg
comment Comments
3/16/19 is in the future. Are u a time traveler?
how do you think i come up with all these sweet strategies :\
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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
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 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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☐  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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