challenge criteria Showexpand_more
Build a deck that includes the cards shown below at the listed quantities (or more).
Deck Comments
warning Your comment has not been saved.
You must save the deck before you can comment
About Deck
Deck Name
Deck Format
Dynasty Strategy
Primary Deck Strategy
Secondary Deck Strategy
Strategy
Deck Performance
You must save the deck before you can report a match or placement
Session Reports
You must save the deck before you can record a session.
Media
You must save the deck before you can link any media.
Shuffler
terrain  Provinces  shuffle
  Dynasty   0view_headline   0delete_outline   shuffle
  Conflict   0view_headline   0delete_outline   shuffle
Choose Export Format

file_copy Copy to clipboard
Save Options
Save Deck
Saves the current deck state.
Save Deck
Saves the current deck state.
Clone (Save As) Deck
Creates an editable copy of the current deck.
Snapshot Deck
Creates a copy of the current deck that is locked from editing. The current living deck will remain editable.
Lock Deck
Permanently locks the current deck from all future edits. Use for sharing tournament decks or when playing leagues that prevent deck alterations.
Clone (Save As) Deck
Creates an editable non-jank copy of the current jank deck. In other words, this will copy the current deck and place it in your deck box. It will not be eligible for the Emperor of Jank challenge.
Sharing
You must save the deck before you can share it.
Share Living Deck
https://www.bushibuilder.com/l5r/deck/?deck=da10efcf-4187-11ea-aee0-020c407d2d9d&public=y   file_copy copy link
Share Deck Link
https://www.bushibuilder.com/l5r/deck/?deck=da10efcf-4187-11ea-aee0-020c407d2d9d&public=y   file_copy copy link
Lineage
There is currently no lineage for this deck.
Deck Change History
vertical_align_top
By Wugs
3 months ago  (3 months ago)
    2 thumb_up    2 mode_comment    10 call_split    0 schedule    0 video_library
 ● 
0 of10    ●  person0
Filters    (show more)
Card View & View    
Activate Sideboard Selection
Quantity
      Title
G
S
Eligible Cards
Deck Strategy
I noticed this was the only deck from the LVO GC that wasn't listed in the Grand Championships 2020 collection, so I figured I should post the list and give people my thoughts on the list and also the meta, based on the now *checks notes* six grand total games of competitive L5R I have played since Winter Court. I am the expert now.

Going into this event, I figured based on social media chatter and various podcaster comments that the most popular decks were likely to be Crabbits and the two best tower decks, Unicorn and Lion. I don't know how well Crabbits fares against the tower decks, though I suspect the banning of Karada District has had a large impact on that matchup, but I do think that the Lion towers are better than the Unicorn towers against the field at large, as they have a better stronghold, better platforms, and Prepare for War in-clan as further insurance against random honor-based removal and/or attachment-based hate like Pacifism or maybe Castigated. Although Phoenix and Phoenix-splash (probably out of Scorpion) have access to the stone-cold tower killer that is Consumed by Five Fires, I didn't expect these strategies to be very popular, both because Phoenix is historically criminally underplayed and because I thought people were going to try to be more proactive in the meta due to how hard it is to tech against both Crabbits (whatever that tech might be) and towers at the same time - and being proactive likely implies choosing a different restricted card.

I ended up playing Unicorn because of clan loyalty. Since I'm not one to reinvent the wheel, I just picked up the most popular Unicorn tower list, Christian's, and made some entirely arbitrary changes based on my semi-arbitrary meta predictions:

(a) I played Endless Plains as my water province instead of Rally. This was not actually supposed to be tech against towers: nobody is running their fully operational battle station face first into an Endless Plains, especially not when the dominant play pattern is attacking with something disposable and then moving your tower into the conflict later. Instead, I played this as a random speed bump against early game pokes to maybe deny them a ring effect while I was setting up and then force them to seek out one of the more impactful on-break provinces. Since Christian's stock list wasn't playing Endless Plains and since players are typically not as hypervigilant about protecting their random 3-drop with 1-2 fate as they are about protecting their 4-fated tower with half their conflict deck attached to it, I also thought I could randomly surprise some players and snipe their midrange threats - a prediction that was borne out. Putting Endless Plains in the row also meant Pilgrimage went under the box, which I think is a better stronghold province than Rally given that strategies with an extreme conflict type slant like HMT Unicorn don't appear to be very popular right now.

(b) I replaced the Slovenly Scavenger with an Iuchi Wayfinder. This was in part because I had no idea what Scavenger was supposed to be used for, in part because I wanted a bit of extra protection against stray Endless Plains/Magistrate Stations, in part because Wayfinder can initiate political conflicts for bowed towers to move into, and in part because I had a fancy Winter Court Wayfinder I wanted to play with.

(c) I cut Prepare for War to play the full three In Service to My Lord and I cut a Katana for a second Spoils of War. Prepare for War is very important in some matchups (like my quarterfinal loss to Phoenix, featuring Pacifism), but sometimes it's just a straight dead card as you lack the commanders to take advantage of the honor effect. A one-of highly situational reactive card seemed worse to me than the third insanely powerful stand effect, so I made the swap. Because I was playing the full complement of Services, I also added another Spoils of War to try to exploit the synergy between those cards more often. Yeah, sex is great, but have you tried drawing 3 cards for 0 fate?

After six games, I don't know if these changes were optimal, but none of these stood out as huge mistakes, although I did feel the lack of Prepare for War. That said, a couple of cards stood out to me in this limited sample of games:

(d) I played Shinjo Kyora once (in the dynasty phase, like a peasant) and he (she?) was very impressive. The problem with a lot of Unicorn's tower platforms is that their abilities are highly situational. With Ichiro and Tetsuko, the impact when they're good is high enough to make it worth it when they're bad, but I wasn't exactly blown away by the Moto boys. Kyora is slightly more expensive, but her (his?) ability is powerful in virtually any situation, whether it's vacuuming up fate from multiple rings or denying your opponent a critical ring effect off a move-in while bowed. Disguised also adds some value to Moto Outrider, a card I was never really inclined to put into play otherwise. I can imagine a version of this list with three Kyoras and, say, one Ariq, or maybe replacing Ariq entirely with something like Master of the Swift Waves for another Disguised platform. I believe in you, Kyora!

(e) What I don't believe in is Golden Plains Outpost. This card sucks. Granted, it does have its uses, but most of those are low impact unless you have a Fan and no other movement effect or stand, and the stronghold gets less and less useful as the game goes on and you find more of your pieces. Worst of all, your stronghold is almost entirely blanked by one of your best conflict cards, Adorned Barcha. Maybe I'm just missing the elite strats that come from more than six games of experience, but HMT seems better on stats alone. HMT also adds more value to your non-tower characters than in GPO, where they're mostly relegated to just enabling you to move in your towers: you can toss them into conflicts to outnumber defenders and win extra conflicts to get more out of your towers and if you don't have a tower online they might be able to threaten an extra ring effect on their own. A variant of this deck with HMT would probably want to play more low-cost cavalry characters, such as perhaps more Wayfinders, but I feel like such an experiment is worth trying. Note that I will not be trying any experiments myself.

As for the games themselves, I don't have much to say except that a better player than me probably would have won at least one of the two games I lost. During my quarterfinal game I at one point had the opportunity to buy a Rimei, but passed on her because she couldn't immediately answer the Pacifism(s) I was losing to. What I didn't consider is that my opponent was likely to have more Clouds than I had Mystics, but Rimei could make sure at least one of those Clouds went somewhere else. As it turns out, I found all three Mystics, my opponent found all three Clouds, and I lost a military conflict on my stronghold with two Pacified towers in play. Had I had access to one of those towers earlier with Rimei's help, I might have been able to squeak out a win. Meanwhile, in my Round 5 loss (which was on camera), I think I didn't see a 3-drop in my first 12 dynasty cards (including mulligans), so I decided to open with a Yasamura and sort of halfheartedly Go For It against an opponent who passed in dynasty to play some conflict characters. It may shock you to learn that this did not work out for me, as my opponent had Let Go for my Finger of Jade and Assassination for Yasamura and it was all tears and Niten Pupils from there. I believe the correct play was to hard pass, let my opponent take a couple of provinces, and hope to hit a stable tower platform on the next turn. But would Moto Gaheris hard pass *his* first dynasty phase? I think not!

Going forward, I agree with the general sentiment that tower decks are a little out of control in this metagame, but I don't think complexity-swelling measures like a new rule limiting the number of attachments a character can have are necessary. Instead, since this game uses errata as a balancing mechanic, I think you could solve the problem by making a bunch of those attachments restricted and/or limit 1 per character. (Why can a character ride two horses?) The restricted keyword is underused in general. (Good thing Four Temples Advisor has restricted, though. Wouldn't want to get too crazy!) Alternatively, if you must have a general rule, a limit on the number of attachments a character could have like the old Lord of the Rings TCG's 1-per-character limit on attachments of each type (i.e. only one helmet, one shield, one mount, etc.) would be easily grokkable, though harder to implement given past design choices.
 Hall of Honor
Grand Championship - Top 8
Date: 01/25/20 thru 01/26/20
Number of Players: 34
Occasion: LVO Grand Championship
Location: Las Vegas Open
call_split Inspired By
UNICRON by Christian  (3 months ago)
comment Comments
Thank you for the detailed and humorous write up.
Appreciate the insights
×
×
×
  ×
Stats
×
×
×
×
×
×
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.
×
×
×
×
Legend of the Five Rings
https://www.bushibuilder.com/ generated decklist.
Please confirm all information provided. bushibuilder is not responsible for any bad feels or life events resulting from the use of this form.
Name: CTRL+P TO PRINT
Email:
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
0/0   
0 
0 
0 / 0 
0 
0 
Error