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By Daigotsu Kaikou
11 months ago  (11 months ago)
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My name is Daniel Correas and this is the enlightenment deck I've been developing for nearly 3 months. Firstly to clarify, it was funny to build this deck. I thought it was a puzzle to solve, but I agree that it's absolutely terrible to play against. I want to explain the tricks and how to play the deck. If you don't care about the background of the deck, just read the "win condition" and "how to play the deck" section.

I strongly believe that this deck should be banned or restricted. That's the reason why I'm doing this report, to prevent future NPE situations that could harm the game.



Everything started some months ago playing a friendly game with my meta friend DaniDiablo (phoenix loyalist), who was playing a deck with secluded shrine as his restricted card. It was weird because he had a turn 1 flop with 2 Secluded shrines, made Display of Power and claimed 2 more rings during the conflict phase. We joked about playing Enlightenment on the first round and we checked if the claimed rings off Secluded shrine would work. They actually did! We kept joking about a junk enlightenment deck with secluded shrine, but it was almost impossible because rebuild was (and it remains nowadays) in the restricted list too, and that would make the strategy inconsistent.

This happened on1st December 2019.

However, a new restricted list was released (6th January of 2020), banning Tadaka and freeing secluded shrine. At this time we also got spoilers of the new cycle with cards like city of the rich frog and the new rally mechanic.

Everything changed when the fire nation attacked (the COVID-19). We had to cancel our kotei in Zaragoza (I'm the organizer) and we started playing friendly casual online tournaments. My Spanish meta friend (Yiss- Banjin) played an honour yurt combo deck with unicorn. It was a strong inspiration for me, because he played our foe does not wait and rebuild to fetch the yurts. Something wrecked my mind and I thought that the same idea could work with enlightenment.

Even though we are competitive players, me and another friend (Roberto Cotillas - Coti) played a junk match like 2 months ago facing the first draft of my idea (a 45-45 cards deck with enlightenment) against a "read the situation" deck. The list.

https://bushibuilder.com/l5r/deck/?deck=ccf23fd8-6928-11ea-9a1a-020c407d2d9d&public=y

I remember I played enlightenment with 5 rings and I lost the game because I had no cards left in my deck and I refilled losing 5 honour. It's not optional to use the effects of the rings so I was forced to use the earth ring to draw and dishonoured myself. It was weird.

As a group joke with my online playing pals, everybody told me that this deck wouldn't win a game anymore (specially the evil shogun, Jose Luis Saenz!) and that encouraged me to make it work. I've made tons of combo decks work in game of thrones LCG (every deck I made were banned or strongly restricted though), so I have a solid background detecting weird interactions. Anyway, legend of the five rings is more consistent in its rules, so I still haven't been able to make a "win everything combo deck" because it has tons of mechanics and different win conditions to face. Moreover, I think this deck is consistent enough to win before the first conflict in the turn 3 and be a completely auto win against the vast majority of the clans.



The win condition is enlightenment. How do I get the five rings to win? You need:

Conflict side:

1 Enlightenment.

1-2 Wholeness of the World.

1-2 know the world.

1 display of power.

As many counter as you need depending on the match-up.


Dynasty side:

2-3 Secluded shrine.



1st way to win (90% of the times):

- Turn 2 you use display of power in any ring (earth is fine because you can draw 1 more card during the milling process) or win a ring in defense (sanpuku seido?).
Use wholeness of the world at the end of the round (it's max 1 per round) in order to retain the ring in your claimed pool.

- Turn 3 (you don't need to recruit any character this round so you can pass to have 8 fates) use your 3 secluded shrines (rebuilt or not) in your provinces with 3 different rings than the one you own.

Use wholeness of the World swapping the ring you have physically in your claimed pool with the 5th ring you need for enlightenment and use another wholeness of the World to retain the ring you claimed with Display of Power in the turn 2.

- Play enlightenment.


2nd way to win (10% of the times):

- Turn 2-3 use your 3 secluded shrines (rebuilt or not) with 3 rings. Play display of power and claim the ring. Play 1 or 2 Know the World (depending on the ring your opponent uses to attack you) with 1 wholeness the World in order to claim the 5 rings.
- Play enlightenment.



Earth role is necessary to play Our Foe Does Not Wait and seeker fate is really important to have enough resources to play against aggro decks such as HMT or crabbits.




City of the rich frog allows you to mill yourself and find the draw engine or secluded shrines.

Sanpuku and public forum are strong enough to make your opponent waste 1 conflict against it (you can even claim a ring winning the conflict in sanpuku without DOP and do the combo in the next round). They're going to attack rich frog the first round so both are really easy to maintain unbroken through the first or even second round.



Entrenched Position: I run it as my second earth province for seeker, mostly against unicorn, and as a 10 force province in military it can provide me the effect of a second Public forum. I ran upholding in my previous version but I think this one is more consistent for what we want. Some players (like Dario) still prefer this one over entrenched.



Temple of Daikoku is an easter egg. The province I run in the stronghold is retire to the brotherhood. My nickname is Diagotsu Kaikou and temple of Daikoku is an anagram of my name (DKaikou) so I find it quite funny.





Draw engine (3x):

Naive Student

Mediator of Hostilities

Seppun Truthseeker

Forgotten Library

Imperial Storehouse



Mediator of hostilities is the weakest card because it may overlay the effect with waning hostilities. It's not scholar (for bustling) or shugenja (for walking).

Mill engine (3x):

Student of the Tao (Rally)

Lost Papers (Rally)

A Season of War (Rally)

Bustling Academy


As soon as they release more rally cards I would be adding them to the deck because making your deck even thinner is positive for the win condition.

3 Secluded shrines as win conditions.


3 Fire Tensai Initiate - traits with cost 1.

3 Solemn Scholar - traits and a useful ability with cost 1.


3 Magnificent Lighthouse and 1 Miwaku Kabe provide province strength (really useful on Sampuku Seido). The lighthose also offers an alternative win condition against deck that won't declare attacks against you, as you can mill them.




Draw and milling engine (3x)

Oracle of stone

Walking the way

Our foe does not wait

Isawa Eju


IsawaEju is key in the strategy. In combination with secluded shrine (choosing air). In the first round, he can mill 9 cards off the dynasty deck using his ability over city of the rich frog because it discards every card in the province and refills it face up. Furthermore, it has courtesy and sincerity, so you can recruit him with no fate and draw 1 card and gain 1 fate at the end of the round. Even recruiting him with no fate and discarding only 3 cards of the dynasty deck is pretty decent.

Combo cards (3x)

Display of power

wholeness of the World

Know the World

Enlightenment


Defensive cards (3x):

Waning hostilities: Your opponent has to break 3 provinces and the stronghold to win the game, If they only have 1 conflict per turn, the conquest option is almost impossible. If you face unicorn with HMT you would probably need at least 2 of these to win the game, so hard mulligan to find them in this match-up.


Censure and Appeal to Sympathy as counters. You need them to defend your combo or to slow down your opponent if they run no counters.


Trick of light is necessary to avoid tricks that could make you lose the game. Blocking some dishonor stuff (Blackmail Artist for example), the harpooning (Doji Challenger, etc) which blocks your display of power or the Slovenly Scavenger that may shuffle your dynasty pile back to the deck are examples but there are many more. I chose trick over Cloud the Mind because it can't be removed with attachment control and it's not easy to counter since I run 5 counters in my deck.


2x Prayers to ebisu. The worst match-up is any honor/dishonor deck because the deck is really solid against the conquest win condition but may lose a lot of honor during bids and with unopposed challenges. This slot is totally meta dependant and may be swapped if I find a way to play consistently against these strategies.


A lot of people asked me why didn't I include shrine maiden. The reason is that you may discard key pieces of the combo.


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The ideal start is to be the first player. You want to use our foe does not wait at the end of the second round when there are no conflicts left to put 1 extra card in a province to rebuild or look for secluded shrine. Remember you can't rebuild into a broken province so you need 3 cards over your unbroken provinces.

Round 1

Try to draw from your conflict deck and mill your dynasty deck as many cards as possible. Don't be afraid to buy the characters with no fate. You won't use them to attack or defend and some of them (Naive student or Seppun Truthseeker) are there to die. At the end of the round, you must grab the imperial favor with the +2 glory from the stronghold in order to enable the censures so it's quite common not to declare or defend any conflict this round.

If you have Eju + secluded shrine be sure to keep 4+ fates to mill 9 cards using city of the rich frog. If not, keeping 2 fates is ok to threat Display of Power and combo in the second round (remember you are seeker, so you can keep 1 fate and still threat the display of power). If you have double waning in your hand, saving 1 additional fate recruiting characters is ok. It's not necessary to use the waning every round, but it's advisable if you draw more than 1.

If you want to mill 1 card with the Bustling academy the order is:
If there is only 1 card on the rich frog (to refill 3 cards face up) > Face down card > Face up card in a province with only 1 card > your opponent's card.

If you want to mill cards with Eju the order is:
Unbroken rich frog > Face down card in any province > Face up card in a province > Opponent's card.

If your opponents has a season of war and you don't have a counter, use these milling cards to discard it. As soon as you find the 3rd secluded shrine you don't have to keep milling yourself.

At the end of the round be aware of what you need. If you have milled a lot of cards in your deck prioritize keeping cards like secluded shrine, forgotten library or the draw engine. Discard the rest. If you haven't milled your deck properly, discard every card.

Round 2

You need to be conservative with the fate this round, don't spend all the fate recruiting. It's important to have at least 2 fates for Display of Power and advisable to keep at least 1 fate for waning. This time try to draw as many cards as possible from each deck but be aware of what you are missing.

I strongly recommend to save at least 1 our foe does not wait for the last conflict (or both conflicts if you have 2 copies and you haven't played waning) of this round because it's easier to find secluded shrine searching on top 8 when your deck contains 20 or less cards.
You have to finish this round with 1 claimed ring with the combination of display of power and wholeness of the world to maintain that ring in your claimed pool for the next round. Moreover, it is paramount that you have done the setup/discarded 2 or 3 secluded shrines.

Round 3

You have to save some fate for the combo so recruit 1 or 0 characters this round. After the bid, your deck should contain less than 10 cards. You should have drawn 15 cards bidding (some less cards if you are facing honor/dishonor), 4 from your initial hand, 3 storehouses, 3 libraries, and like 4-8 cards from your characters and 6 with oracle of stone. You have most likely drawn around 35 cards from your deck at this stage.
In the draw phase, you have to use your rebuilds and walking the way (if necessary) in order to find the remaining secluded shrines. In the same way, you should have drawn your full dynasty deck, maybe 4-6 cards remaining depending on your rally cards and your luck. The variance says that you should have setup the 3 secluded shrines. If not, remember you can use know to world to claim the air ring and repeat eju 3 more times.

At the beginning of the conflict phase, you trigger the secluded shrines and finish the combo with know the world, wholeness the world and Enlightenment. Remember know the world makes you gain the fate from the ring you grab so swapping a ring with 2 fates at the cost of 1 provides you a +1 fate.

If you are lucky enough to have every shrine and the conditions of triggering the combo, you can win as early as the second round.



What happens if your opponent doesn't attack you? On a paper tournament, you can mill your opponent to make him lose 5 honour and use Enlightenment to grab 2 honour and win the tie-break. If you're playing online just mechanize it and play as fast as possible.

I haven't found a way to deal with Shoju or tranquil philosopher and 0 conflicts during the game apart from cloud the mind, which may be discarded by let go or calling in favors. Your best call is milling your opponent dinasty deck with light house, eju, season of war and bustling academy.



As I mentioned before, building this deck was really satisfactory and funny for me because it was made from 0 with tons of useless cards no one ever played, but I can understand that it's NPE (Negative Player Experience). It's very solid against the decks who want to play this game as it should be played out (let’s say for example zerker crab). It may be really frustrating to face a deck who skips most of the mechanics of the game and have no interaction during the conflicts.

Moreover, I feel almost every game I play depends on my luck and my ability as a player, ignoring the fact that someone is playing against me. I built the deck at home and kept playing myself over and over. I'm sure that by now even the wall I faced when practicing is tired to lose against Enlightenment! I fear anyone else won’t be having fun playing against me with this. For that reason, I didn't practice it online. I don't want to make people angry for wasting their time.

If your opponent bids 1 and stalls the game, both players will be there for 1 hour staring at their faces knowing they're wasting their time. Everybody loses.

The new cycle is bringing the new rally mechanic and province manipulation cards so I would keep an eye on the new cards that may be released and see if this deck evolves to the next level (THIS IS NOT EVEN MY FINAL FORM). I think our game designer should reconsider the interaction of enlightenment with the secluded shrines, and/or know the world with wholeness of the world,in order to avoid this combo.

I will gladly answer any question about the deck.

Thank you for reading the wall text and I'm waiting for your feedback,

Daniel.

P.S. Please forgive me.
 Hall of Honor
Other Non-Organized Play Event - Top 8
Date: 05/23/20 thru 05/24/20
Occasion: LLO
Location: Rokugan
Other Non-Organized Play Event - Top 4
Date: 05/23/20 thru 05/24/20
Occasion: LLO
Location: Rokugan
Other Non-Organized Play Event - Top 4
Date: 05/16/20 thru 05/17/20
Occasion: Good Omen
Location: Rokugan
comment Comments
DoP has become toxic AF, and secluded shrine is completely broken allowing the "fake" rings to be considered actual rings for all purposes. Phoenix has gone out of control, and the testers and designers should have been aware of that to prevent that point
This deck plays by not interacting with the game. In fact, the only times I've seen it lose it has been against a dishonor scorpion deck that didn't attack either (or in enlightenment mirror). I believe that no other meta deck appart from City of the Open Hand dishonor scorp with Shoju can win against this.

PS: I am sorry for giving Kaikou the inspiration to build this deck.
This deck makes me puke a bit inside, something has to be done about it, for sure.
I've played once against this deck and despite winning it made me lose my ability to enjoy this game anymore.

I keep playing, of course, but now I'm a husk, a shadow, just a lifeless mannequin tossing cards.
Brilliant. Well thought out and cleverly put together. I could never play it.
A deck that can win without declaring a single conflict is just bad for the game.
This deck is clearly fair and balanced cause it runs zero Red cards. That said, it runs Display of Power which is a problem card used by Red clan, so it still requires some fix. Please fix.
First of all congratulations on the top. A brilliant explanation of the deck.
I agree that the interaction between secluded and enlightenment should be reviewed, since they make possible a way of winning that leaves the opponent in another plane, almost like playing alone.
what a wonderful NPE ...

Please, cut this way of playing asap!
I have been able to see the deck working on many occasions while it was being made and I have to say that playing against it was one of the most negative experiences I had playing l5r
and after seeing what happened in online tournament d this weekend.
from the viewer's point of view it has been very negative
I think there are certain clans that cannot beat this deck.
I hope that in the next restricted list touch something and this deck cannot be played
I think it is bad for a game that this type of decks exist without counterplay in many of the clans
As other members said: This deck is a negative experience for the game though it's a creative deck. Phoenix was focused to handle rings, claiming, blocking or switching them but neither of those cards was useful to win games in a whole content.
This deck puts in practice that playstyle and it's really nice to see and bad to play against.

---

Pack 5 will bring the new phoenix holding: Endless Archivess. It will be a must for this deck. You will pass your conflicts and you will be able to fill your hand with those cards you are missing for the combo. And it's really better than Oracle of Stone due you are putting your cards on the bottom of the conflict deck. Your opponent could do the same though you are not playing against another player. You are just focused on get the cards and claim one ring.

If your opponent is not attacking. You could mill his dinasty with A Season of wars, Lighthouses, Eju, bustling academy or if he is attacking, the RttB will discard and bring into play more personalities. And reserving one mill more once his dinasty Deck has zero cards.
---

The deck has 5 counters, 3 of them will depend on the Imperial Favor. Scorpion will be your worst enemy. Kikuyo, forge edict, Shogu v2 and fawning diplomat will ruin your chances of Enlightenment. And they will add Forgery to their arsenal.
1. I think this deck is cancer
2. Field of Ruin is a quite efficient neutral counter to it.
3. The deck is still terrible

Speaking as someone who played against it a few times, and tried Field of Ruin.
I do not even know how this deck is allowed in tournaments. It was kind of fun to see at the beginning only because it was creative and brilliant at the same time. But it is a terrible thing for the game as playing this deck is not playing L5R.

I hope they ban it from participating in any event.
I love this deck, thank you for sharing. I particularly enjoyed the mirror with it in the LLO top 8.

I for one will be enjoying trying to work out the counterplay to this deck.
Well done Daniel. I too have a similar Deck running out of KA, but with a Military Component. I posted it March, but the feedback I received was very negative, “it will never win,” “that combo doesn’t work,” etc so I took it down and kept at it. Seeing your version win is exciting and I am sure I’ll “borrow” a trick or two.

Thank you for sharing.

PS. I’d love to get your feedback on my current Enlightenment Build.
this deck is the very definition of NPE
Sorry about my previous explanation, I'm trying to improve my English.
What I really wanted to say was that this deck leaves the opponent with no chances to play anymore
First of all, awesome job on discovering the deck. It's fascinating to see a deck getting Enlightenment to work as a win condition.

That being said, this deck is a nightmare to play against. It's hard to impossible to beat it with a conquest deck and, based on what I saw over the weekend at LLO4, very hard for honour or dishonour decks to beat it too.

The Secluded Shrine > Know the World > Wholeness of the World > Enlightenment combo has to be broken up or made less efficient for the health of the game. This is because, in my opinion, it's going to be very hard for most of the clans to tech against this deck. That would lead to a wonky meta where every deck is either: Enlightenment; built to beat Enlightenment at the expense of other match-ups; accepts the auto-loss against Enlightenment and tries to win it's other matches; or Scorpion.

I'm not stoked about playing in a meta completely warped around 1 combo deck, and I'll bet a lot of other players aren't either.

Sorry for the rant, I feel kind of bad complaining about someone else's brilliant deck build, but I have strong opinions about this deck. Thank you for the stellar write-up and for being so open about this deck. Having it out in the open should be good for the game overall.
Thoughts on playing Chukan Nobue to dodge hand disruption?
Beat it several times with Field of Ruin. That doesn't make the deck fun to play with or against however.
@severjin There isn't a heavy discard deck in the meta right now but the deck is not closed to changes. It could be taken into consideration.

@JeremiahBlitz I see your point with Field of Ruin but the deck may adapt including miya mystic and/or battlefields. Since battlefieds have a "limit 1 per province" and I'm the owner of the province I can discard your Field of Ruin (in the same way you do with 3 restricted cards on a character). Therefore, we are back to square one.
I’ve been playing a similar deck with fairly good success. Seeker of earth, crab splash, same splash cards, same basic idea (I did miss that eju is an all replace). I run it out of KI instead of IMS. With many components of the deck being spells, and the general nature of discard, I felt it nice to be able to flash spells by discarding other spell elements I’m not using. I know it works out to only 2-3 extra casts of something per game as enlightenment needs to win out on turn 3, but I’ve found it more useful than IMS. Thoughts?

I’m also running a different province lineup, because seido is less reliable for KI

Stronghold: return to brotherhood (Water)
Rest: kuroi mori(void) kakudaira (air), public forum (earth), cotrf (earth). Gives me 3 void provinces in line for the new scholar send home rally dude.
@Stitchdoctor
IMS is important to make sure you claim the favor in those early turns and keep your Censures active.
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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.
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Increase your deckbuilding influence value by 8.
You may only spend Influence on clan cards.
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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.
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Legend of the Five Rings
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