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By PushyMushy
5 weeks ago  (4 weeks ago)
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Hello one and all, due to the recent tragic losses at Kyuden Kakita we in the Daidoji armed forces have adopted a new approach to warfare, to ensure our clan does not die out. The strategy you ask? We let Daidoji Uji do his damn job and we don't ask questions. While some of the pencil pushers up in Kyuden Doji have raised concerns, we have seen excellent results from this approach and don't intend to stop him at this point.

Now if you are wondering how our noble leader approaches the new battlefields we call home, I am afraid we cannot offer an official comment as to his approach, but we can give you a brief overview of his standard operations.

Turn 1:
- You want to go second if at all possible but it's not required. Most people choose to go first anyway so this is fine.
You have one goal this turn! Flip-up provinces. Hard mulligan for Doji Diplomats or Seasons of War to find your Diplomats. - You can reliably get all 4 provinces to face up if your opponent starts with Eminent. 2 Eminent is a dream come true and 0 can lead to some weird timing, but you can usually navigate it.
- If you can afford it, prioritize defend City first Tsuma second. Finding/having and Uji turn 2 is critical to winning with this deck.
- If you can attack with a diplomat for a scouting poke; Earth is always great, Fire and Void can set up the board state you want for turn 2, and water can save your hide sometimes.
- Just save cards here, unless you are 100% sure you can protect City or Tsuma it's best to save them for turn 2.
If you can get Imperial Favor somehow this phase, you are going to have an amazing turn 2, if not, don't worry too much.

Turn 2: The Endgame
- It's time's for you to buy Uji. I don't care if you use season of war, Wealth, or the 1,000 rally effects in this deck but you have to buy Uji this turn. In VERY rare circumstances you can get away with a veteran but it's pretty much Uji or bust at this point. If you have some crippling taxes use them to target beefy dynasty characters that can give you an issue on your stronghold attack, or utility like Storehouse, Dispatch, or Favorable.
- Uji will almost always be tutoring 1x Scouted Terrain, 1x Issue a Challenge, 1x Never Yield with a flex slot for Banzai/Rout/Wealth/whatever you need really. The setup for the tutor will change on board state (sometimes you've already drawn one of the three 1x pieces of the combo but the above list will be your go-to setup.
- Here's where things get tricky. You have to ensure Scouted goes off. If they cancel it (and you aren't in the miracle situation where you are floating 4 extra fate and drew your second scouted copy) you have lost. Might as well scoop right now because every time this deck goes beyond turn 2 the odds drop dramatically. You can win turn 3 and I've done it about half a dozen times but the odds are much much harder. Gossip is critical here, as is saving up all your Voices. Those turn 1 Fire and Void rings are great for ensuring you have a voice online now.
- (If you have a favorable ground up you can do fun stuff like attack pol with Uji, if you are opposed use scouted mid conflict for extra defend your honor protection, then scoot on out of the conflict for your real attack)
Declare your Mil attack on stronghold with whatever ring has a fate that suits your fancy! Issue a Challenge and Never Yield pretty much assure it's going to be Uji vs one guy, and routes/Duelist training/Storied Defeat are all amazing here for ensuring mastery in this conflict. If you have some favorable grounds you can move one or two guys in but really, all this deck needs is an honored Uji+katanas/banzai to win the day.

Variables:
- Sometimes on Turn 1, you have a god-tier turn with 3 diplomats and an Uji on Tsuma or something. If you can be sure your diplomats will scout the enemy out correctly you CAN buy Uji here with 2 fate but it's a bit risky since you have him in play to be clouded/dishonored now. It gives you a beefy body to defend city with and that's not the worst. Your turn 2 is pretty much the same but now you have bonus fate for a Veteran or something fun (if you have move-in)
- Should you go to turn 3? Usually, it becomes really really rough if you do. You'll need a second scouted somehow (You are drawing 5 every turn because the gameplan was to end turn 2). Three of the six games I've lost with this deck were because I didn't find Uji on turn 2 and that just happens sometimes, Seeker for Summons isn't worth the trade-off from Defend your Honor and Crippling Taxes so for now, it is what it is.

Clan approaches

Crab:
- Diplomats protect you from Way of the Crab and voice is pretty easy to turn on here. Assassinate will get you a lot of tempo and Uji can punch most things they can set up in 2 turns.
Crane:
- Against Tower decks, get ANN on Uji asap to stop those pesky Talismans (Callow and Diplomat also turn this on). Move-in can be rough but you are a big boy and they don't buy that many dudes so Route and bowing them should be easy enough.
- Against honor/dishonor/hand hate decks. These are pretty weak to you. The only threat is them getting favor/having voice turned on but with some careful play to ensure scouted there isn't much they can do
- Also pretty much the only deck that runs 2 Eminent, and makes your combo so much easier to pull off.
Dragon:
- Mitsu combo decks giving you trouble? Route that boy home before he plays 50 cards, Kakita Dojo him, or just ensure you are bigger. You have ANN and Teahouse and that seems enough to put the pressure on Mitsu Tower.
Lion:
- One of your tougher matchups, they can get honor tokens pretty easily so voice/favor control will be critical to your play here. They have plenty of unbow and move in with the right builds so trying to find out early if they are tower or swarm will be really helpful. Teahouse doesn't work on province attachments so be warned, they suck.
- If you aren't careful an honored Master tactician will be facing your Uji. Bid enough to win a defend your honor or kakita dojo duel and then storied defeat them to your heart's content.
Phoenix:
- Phoenix like their 2 drops and the big boys they enjoy throwing at you don't have the mil stats to compete with Uji. Denying will be the biggest nail in the coffin here for them.
Scorpion:
- Your other hardest matchup, as the 6 cancel scorp is your biggest threat. Very focused play will be needed here to deny the favor or ensure you have voices online. Gossip can be a life saver. They can't really outmuscle Uji so if you get the events off you are good to go. Pay close attention to using assassinates or duel bids to drop your honor to turn off their forgeries (not defending when they poke also really helps this)
Unicorn:
- Oh boy it's a race to the finish line. Honestly, you don't really care about them breaking 3 provinces on turn 1, because you are going to break the one that matters on turn 2. Wealth is a big saver here for your 2nd turn.
- Uni can honestly put up one of the best strongholds push with Tents, Noyan, and Cav Reserves if you aren't careful. Cripling Taxes on the tents or extra send home tutoring can be great here depending on your fate pools.
comment Comments
This looks fun as hell! Will give it a spin!
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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.
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
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Dynasty Initial Draw Probability & Mulligan by Trait
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Conflict Initial Draw Probability & Mulligan by Card
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Conflict Initial Draw Probability + Bid by Card
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Conflict Initial Draw Probability & Mulligan by Trait
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Conflict Initial Draw + Bid Probability by Trait
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Legend of the Five Rings
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☐  40-45 cards in each deck
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