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Shuffler
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Deck Change History
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By Boothberry90
2 months ago  (3 weeks ago)
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So here it is my sixth edition to the Spicy Crabcakes line of Dishonor Crab. If you fallowed any of my previous variants you get the jist of the deck but here is a breakdown all the same.

First off we are running Keeper of Water this time around to have access to some unique cards water role cards that we'll go over in a bit. Province Row is Fertile Fields for card draw, City of Rich Frog to help fish out key Dynasty cards, Kuni Wasteland to under your box, Shameful Display to dishonor your opponent's dudes while honoring yours and Shinsei's Last Hope to help you drop cards cheaper than normal for a nominal dishonor fee of course.

This deck is a defensive deck that doesn't attack a lot but that doesn't mean you won't attack at all. Once again old box is seeing love here cus you want the pump, to help toughen up your forces. Hida Guardian, Kuni Lab, Banzai, many attachments and the cards you use to Dishonor your opponent's characters all help yo bolster your defenses and preserve your provinces. New additions to this deck are Butcher of the Fallen who is just good and really adds some muscle to the line up offensively and defensively. Intimidating Hida is good for a solid 3 drop body and Oguri is gold for any Crab deck in my opinion.

The main way you'll be winning despite all this power is by dishonoring your opponent to death. To do this we have the tried and true cards from the last few versions of Spicy Crabcakes. Shameful Display, Purifier Apprentice, Intimidating Hida, Watch Commander, Court Games, For Shame, Levy, and Backhanded Compliment and Miyako. New editions are Hiruma Outpost which you wanna try to get one out first turn, and then Recalled Defenses to your box a.s.a.p! This will really put your opponent in a bind and helps set the tone for your success in matches. The next is a new Water Role Scorpion card Way With Words which takes an honor from your opponent if you win a political victory. Now I know as a Crab winning in political conflicts is tough, but with Hida guardian, the old box and guys like Oguri it is doable.

Hand bids are also a huge part in dwindling honor so always bid low and accordingly, to help offset this Shrewd Yasuki, Fertile Fields and Kaiu Envoy can help you to draw out of turn.

Cards like Fight On and Common Cause keeps your important Crabs upright and ready to fight when you need them to be. Defend Your Honor is here to stop opponent's counter cards from stopping your finishing blow with Backhanded Compliment or any move you absolutely need to go off in order to win a defense. Assassinate and WotC need no explanation, play them when the opportunity is most beneficial to you in either attack or defense. Lastly Reprieve, and Iron Mine help to keep your important characters around for the long term while two fans help to beef up that political weaknesses we mentioned before hand.

So that's about it, hope you all enjoy this latest version of those extra spicy Crabcakes.
-Boothberry90
comment Comments
Swapped Sukune out for a Kaiu Inventor to see if we can't get more uses out of Hiruma Outpost and Funeral Pyre

-Boothberry90
So I recently got a chance to use this deck at a local event and placed second overall. I played against a Phoenix, Crane and Crab in that order and this is a rough rundown of how each match went.

Phoenix (Win): This was my first match of the day against a high glory phoenix deck and to be honest it was a bit of a blur. I first turned a Butcher with one fate along with a Shrewd Yasuki out of Shinsei's and Funeral Pyre so I low balled my hand bid out the gate and smashed an easy win air ring as I was first player. Most of the match was then spent with me smashing provinces and stalling out as I slowly drained honor away. A late game Butcher, two backhanded compliments, watch commander and the air ring pretty much won me the match on turn five. Never got my Hiruma Outpost Recalled Defenses combo off but I did get an outpost to drop on top of Shameful which was great for me. All in all it was a good match for me bad for the Phoenix

Crane(Loss): This is my titular match up against a good friend of mine and his kill Crane. I knew how to play against his deck for the most part and knew I could get his honor down which I did. First two turns were a lot of tit-for-tat but I did again first turn a butcher that broke Tsuma on uncontested air ring. He had a lot of big honor guys and by turn three broke my two eminent provinces. I got him down to four honor though and things were getting intense. Final turn he had one honor but was threatening my stronghold with Kuwanan and two Brash Samurai. I survived the first attack on my box but couldn't pull any backhandeds so was unable to finish him off and he finally broke through with Kuwanan after throwing my last defender (a butcher) off a bridge. Close but no cigar for me.

Crab(Win): This match was weird cus my opponent was using the all holdings This Is Stupid deck. Once I figured out what was going on I hard mulliganed every round for Intimidating Hida which I got second turn. After that I just poked an easy province for the air ring a lot and bled this poor Crab dry of honor. It was a match that took longer than it needed too but it was mine to lose. This was the easiest win of the day for me.

Standouts in this deck that day were Butcher of the Fallen, Shrewd Yasuki, Common Cause, Fight On and still oddly enough Hiruma Outpost. They showed up in all my matches and did good work for me. I like the economy advantage I get with Shinsei's Last Hope despite the cards being dishonored out the gate. Also I love how even against a Crane I was still able to aggressively drain honor away. The deck isn't bullet proof but it does what it wants to well which makes me happy.

Soooooo yeah that's all I got to say

-Boothberry90
So I gave Lost Papers a try and honestly they felt meh to me and I'd much rather have my Student of Anatomies back so I made the swap.

-Boothberry90
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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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☐  40-45 cards in each deck
☐  1 Stronghold & 5 Provinces
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☐  Maximum influence not exceeded (1 other clan only)
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