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Shuffler
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By Togashi Katsuko
3 months ago  (5 days ago)
    2 thumb_up    3 mode_comment    4 call_split    0 schedule    0 video_library
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Deck Strategy
Experimental build I created out of boredom. Main strategy obviously is breaking provinces.

Any help for improvement appreciated as I am not that familiar with Dragon (yet)
today Matches
  Shiro Nishiyama
101
  Kyūden Isawa
202
  City of the Open Hand
101
  Hisu Mori Toride
011
comment Comments
As someone who has ran a verry similar deck to some success, I can give you a few ideas.

1.) Run Sacred Sanctuary. Putting it under your box gives a remarkable ability to come back late game, and is invaluable to any build with lot's of monks.

2.) Add another Mitsu, and another HP. Both are verry good cards and work well together.

3.) Drop seeker of enlightenment. Unless your running tech to support her, she isn't worth it. Imo. Replace with Raitsugu.

4.) The value of this deck ( as you probably know) is getting maximum use out of your board state by having a single big unit in multiple conflicts. So to that end I recomend adding IW.

There are more changes that you may or may not want to make. But I suggest those mentioned above and see how it plays for you.
Thanks for the replay Turtle_Dude!

The issue I have with SS is that I'm not very impressed by its 2 str which is simply not enough for the box in my eyes. But I never tested it then.

I'm always unsure about Seeker. I want her to be good but she's rarely worth it. I did had a play with two of her and 5 fate on rings but that happens too rarely so she would be the first thing to drop when changing Dynasty.

When adding another HP and IW what would you recommend to drop instead? Or is it ok to go to 43+ cards with Dragon? I put in CtM to see how well it can work. I think I have enough Shugenja to pull it off but didn't tested it yet.
To make room for the IW and HP just drop down to 1 fan, 3 swords and no method. You already have seal which gives a pol stat bump. So 1 fan will be enough. And without NM you don't need more than 3 swords. Plus it reduces the cost of your deck a little.
Another option is to drop/reduce Hawk tattoo. It's great to get around covert, or in dueling focused decks. But in your's you have plenty of anti-bow/ready actions. So your likely to already be in the conflict if you want to be.
A 3rd option is to drop Kazu and/or kasori. I like both of these cards, but the deck doesn't need them to function. The best thing you can do is test and see. Tweak it, and test again.

As for SS I had the same trepidation, untill I played it that way. It is incredibly strong, because it almost guarantees a defender, and a little protection on top of that. Save back a VF or 2 and one personality can defend SH all on their own. It rarely comes down to just one extra point of force.

Cloud the mind is a auto include IMO. There are just too many characters out there that need to be delt with. And cloud is the most direct way to do that. And dragon is a clan with no shortage of shugenja to pull it off.
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Stats
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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 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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Date:
Event:
Clan: 
Stronghold: 
Role: 
Influence Clan: 
 
Total Cards in Dynasty Deck: 
Card Name / Set
Qty
 
Total Cards in Conflict Deck: 
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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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