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Shuffler
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Deck Change History
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By Severijn
1 month ago  (1 month ago)
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Deck Strategy
Let's play not the standard Phoenix affair of buying characters with fate and making mini-towers with . Let's explore instead.

This deck has a silly component, and also an earnest attempt to make put in the work and make it draw a bunch of cards throughout the game.

The earnest attempt involves and as methods to strip fate from the table. I hooked this into the strategy so that I can deploy a lot of strength even though none of them will stick around and have a trickle of honor coming in. The dynasty deck has few holdings, and a lot of cheap characters with some high-end cards that work alright with this strategy. Your turns will be all about attempting to break provinces with your unfated characters and punish your opponent if he tries to build up fate on multiple characters. This has been working out for me, as it meant I was often getting a fresh card on top of resolving a mono no aware thanks to the stronghold.

The more silly aspect is from Crane. This card never found a home, but in this one it is pretty great with Kaito Mai. Use Captivating Performance on Kaito Mai while you have 1 province revealed, and you are removing one fate from an opposing character and have 6 political strength on the table with Mai, and this gets better the longer the game goes. This is also great with the because it'd turn him into a whopping 9 political.

This deck has been really fun to play for me as it brought something new, but it also needs a lot of refinement. Here's my current observations:
There's too many ways to ready the character with, and not enough conflict characters. I would look to start removing and maybe trim too. and are fine because it can be used in a reactionary fashion, though I've had times where I didn't have a target for the Against the Waves.

Speaking of conflict characters, the pair of Political Rivals have been pretty excellent in this deck. I am tempted to just play the third as well.

is cute with Mono no Aware, and has felt worthy as an inclusion.

I've been happy with , but I could see to still be better comparatively.

I have been thinking about playing in this deck, but on the other hand it's not going to net two fate all that often, so I don't think it's really worth it. Maybe it could put in the work if everyone is playing non-uniques, at which point you can combo it with .


_
When you play this deck, I would recommend paying attention to the order of your provinces in the row. I've been putting my more defensible ones in the middle so that they persist longer, which sounds like a plus for Guardian Dojo in case it ends up on those.

This list is made in the Jade edict format rather than the Imperial Law format. I think this strategy should be even better in imperial as guardian dojo strategies tend to be. Removing rally is a major issue for the guardian dojo idea. I think the core idea with mono no aware and cleanse the empire can definitely be expanded upon with other lists using this stronghold.

Update 14May2021: I want that third political rival, and the ready effects did not feel as needed. -3 Return the Offense for +1 Political rival, +1 Steward of law. I am trying +3 Meddling Mediator over -3 Young Philosopher because the mediator just looks superior to me as I don't need her traits and the +1 political isn't really needed. Added in 2 Ramparts of Stone For one of the return the offense slots and a clarity of purpose slot because that card should be alright in this list.
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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
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Provinces
Quantity
 Title
Strength
Traits
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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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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
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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)
☐ Confirmed correct province ring types
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