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Shuffler
terrain  Provinces  shuffle
  Dynasty   0view_headline   0delete_outline   shuffle
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By Life_in_god_mode
4 weeks ago  (3 weeks ago)
    0 thumb_up    10 mode_comment    1 call_split    0 schedule    0 video_library
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Deck Strategy
Infinite loop for logistics to reduce an opponent's dynasty to zero cards so they lose honor repeatedly until they lose.

Dynasty deck mostly irrelevant.

Amended to try to get around the problem of not drawing when your deck is empty. You need a little more fate now to pull it off and have to use TI a lot to dig for the combo pieces but you should be able to use the Ingenuity to make your deck eventually be only logistics by taking out the other two events once you have the loop going.
comment Comments
This is.... Wow. I don't have the words. Well done, sir
R.I.P. L5R
I can’t believe I am contributing to this, why not use Kyofuki’s Hammer. Each conflict win would trigger a reshuffle (instead of oracle or storm).

Otherwise why say RIP L5R? This is likely the jankiest of jankness anyway.
Hammer is too much influence for 3x but you could put one in instead of a favor. Every card in the deck is irrelevant except ancestry, logistics, ingenuity and calling. The rest were literally only chosen to be zero cost and always playable so you can cycle your deck. What they actually are doesn't matter so much. If you pull it off you won't even resolve a single conflict to actually trigger hammer. You just sit there and cycle through your own deck endlessly without honour loss moving cards from an opponent's province until they have to refill, but have none left in deck or discard. Then they lose.
Ah I just thought of something that saves the game from this nonsense: you won't cycle your own deck without a way to draw a card when it's empty. It's still theoretically possible as logistics draws a card, and there's storehouse in there too but probably looping your deck won't be possible. Thankfully. Need to think if there's a way around this.
Hammer is only 2 influence. The same as Oracle. If you replace it with 13 influence (keeper) having currently only spent 9, I think you would be fine. Technically you just need two logistics anyway. Play one at one card left. Then play the next. It reshuffles as soon as there is need.
Wait, I thought you were actually milling and reshuffling opponent 's deck over and over for a 5 honor blast each and every time. But it's even worse ; the opponent just has their whole deck stacked on a random province, is that it?
Are we sure they lose if can't actually reshuffle? If so, then it's simple to remove this nonsense.
That's our understanding how it works. When their whole dynasty is out and a province empties, then they try to refill, lose 5, have nothing to shuffle and then just keep losing 5. However even if it was ruled that only happens once, earth role lets you take Sabotage so a 1x of that will let you keep feeding them one card to reshuffle so they do lose the 5 and then you just keep going and they will lose without relying on the empty deck = unlimited honour loss.

At the moment the game doesn't allow for you to have nothing in a province. But possibly the rules do need updating to allow that 5 honour loss to happen once and then you just keep going without refilling, until it's possible for you to do so. It might even be necessary: if the opponent also plays divine ancestry then the game just breaks as they keep trying to reshuffle infinitely without losing honor.

But I do think 1x sabotage makes the loop work even if the rules were changed.
Would you please explain to me how the loop works? I can't find a card named "calling the storm" in the database.
It's a bonkers Phoenix card previewed in a marketing fan image for coils of power:
https://store.us.asmodee.com/catalogue/l5r-lcg-coils-of-power_3295/

0F, discard your hand. Until the end of the phase you can see and play the top card of your deck.

So you trigger Divine Ancestry to make sure you don't lose honor when you reshuffle. Play Calling The Storm, and then your whole deck is 0 cost except the two characters and you can play it all. You get the whole lot out on the table and then so long as you have logistics as your last card, or in hand, or some way of drawing a card, eventually you need to draw a card from the effect, which reshuffles your deck. At that point your only cards left in deck are copies of Logistics. You can then play one, to draw another. Keep doing that: you play one in your hand, which shuffles the one in your discard into the deck, which you draw to hand. Do it forever until your opponent has no dynasty left.

I think TI is useful for making sure the sequencing at the end of your deck works properly. But Courtyard can also guarantee a Logistics at the bottom.

If they changed the rules so you can only lose 5 honor once a round for running out of cards in a deck, that would stop something like this working.

Please don't actually play or try to play something like this though. It's just a thought experiment cause that Calling card is silly.
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Stats
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Role
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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
S
Provinces
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Traits
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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
☐  One of clan's chosen roles
☐  Maximum influence not exceeded (1 other clan only)
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