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Shuffler
terrain  Provinces  shuffle
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Deck Change History
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By KCOOREY
3 months ago  (3 months ago)
    5 thumb_up    4 mode_comment    11 call_split    0 schedule    0 video_library
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Go second in all cases but aggressive unicorn. This deck is flexible enough in most match ups to be able to adapt to your opponents game plan. The main reasons you want to go second is because getting the first assassination off in a matchup where an opponent is running assassination and being able to turn on forgery is huge. Also, if someone attacks political against you turn one there is a good chance they won't be able to cancel a regal bearing.

Dynasty Mulligan - The nice thing for this deck is that it is very likely to have a good starting set up. As long as you see a one or two cost courtier you should be feeling fairly good. I find that putting one fate on low cost courtiers works well. Not all courtiers are created equally for turn one of course. Manipulator is the best card to see turn one followed by loyal challenger and court novice. Manipulator turns on forgery and in several match ups can even prevent the opponent's assassination turn one with forgery because of honor differences. The challenger and novice are great because they have zero glory, so there is a good chance they will be able to re-stand at least one if not two times turn one with little downside. If you do start out with some low cost courtiers of course imperial store house and Acclaimed Geisha House are great to see too for card advantage and being able to ready your characters / stop the opponent from getting the ring they want.


Conflict Mulligan - You are looking for regal bearing to get card advantage. Also in my experience this might be one of the few turns your opponent bids five if they are overly concerned about regal bearing. Which is a good thing. (I'll talk more about that later) Elegant tessen is another great card to see turn one so you can ready your characters for additional conflicts. Forgery is the cancel you want to see on turn one that as a Kyuden Bayushi player is most likely already turned on for us. (Unless you are playing the mirror match) Shosuro Sadako is also amazing to see turn one. She of course is good for conflicts, and equally good at stealing the favor at the end of the round. Play her as needed.


Turn one - Gain the favor. Having access to your censures is of course huge and will most likely put you in control of the game. Like I was saying above I think Shaosuro Sadako breaking opponents provinces turn one is great and sometimes you get to do that and re-stand her for favor but if I had to pick between breaking an opponents province turn one and claiming favor I am almost always going to pick getting the favor. If you don't see Sadako you hopefully have two courtiers out and should be able to put them into more conflicts then your opponent can patriciate in. Ideally that will give you favor through ring advantage.

-Gain card advantage. Sometimes this isn't always possible but getting a regal bearing off turn one is of course a huge advantage. After buying characters for turn one you should hopefully have somewhere between two to five fate left. If you buy two small courtiers turn one leave yourself with at least two fate. This fate will most likely go towards a regal bearing or forgery. (maybe both) If you get regal bearing off turn one you should have card advantage at that point and if you see a make an opening that's probably a free win on either attack or defense.

-Poking and maybe breaking provinces. The next goal turn one is to see what your opponents provinces are. With cards like banzai! and court mask you are often able to break provinces too if you can afford to do so.

Turn two - If you fated your characters and you have two left standing I often pass turn two to save fate. Sometimes there are things worth buying or maybe turn one didn't go as well as planned but saving fate is huge for controlling the game later. After the bid if your opponent bids five again... great! Hopefully you get to see a regal bearing by this point of the game and if not that means that most of the cards in your hand are low costing and usable. This turn is about maintaining control to save fate for following turns, claiming favor by getting rings and glory or if you have already broken some provinces racing your opponent to their stronghold to make them more worried about defending then attacking. This deck like many other decks can be flexible with how you win.

Turn three plus - You most likely have card advantage either through regal bearings or your opponent biding low and hopefully have fate advantage. If Kachiko shows up this is where I like to buy her. Otherwise I like to start two fating my smaller characters as long as I either have favor or a good amount of forgeries saved up. That way I can start controlling the board until the opponent can't keep up with my pace. Otherwise continue to buy small character with one fate and try to get more card advantage.

Notes - If your opponent starts to bid three or one at some point great! That turns on your forgeries, I can swims and Make an Opening while giving you card advantage. Also if you opponent is trying to dishonor you they have to respect duty. I played many games where I am on two honor and my opponent bids four just to stop the duty from going off. This can turn on your regal again in some case. Of course getting the old bid five using duty is amazing too. Keep your opponent guessing and try not to be too telegraphed with duty.

Learn to play more risky with your honor - To fully get the benefit of duty over edict you have to play as aggressively as you can until you get to a point of control. (and even then you have to be fairly aggressive) Beautiful entertainer, loyal challenger and blackmail artist are also there to save you from your honor hate. (lol) Slovenly scavenger can also save you from decking out and help you get your cancels back.

Dial manipulation - A huge part of this deck is dial manipulation. While duty is great for keeping your opponent guessing loyal challenger is huge to get things like I can swim and make an openings off. There have been several games where if I have enough honor where I will bid five just to win a duel and then follow up with make an opening in the next conflict. Again don't be too predictable with this strategy. Social Puppeteer is a great card to help get regal bearing off when your opponent is low bidding. Just bid five yourself and switch honor dials with your opponent. If your opponent is biding five it is nice to switch honor dials after a regal to get an I can swim off too.

Rally is good - season of war, shadow stalker and Beautiful entertainer.

Acclaimed Geisha House - this Calling in Favors and Shosuro Sadako are all S tier cards for KB. Being able to get fate advantage, being able to ready your guys and preventing the opponent from getting the ring they want are all good things.

Court Mask- It's a nice safety card just incase you don't see any calling in favors or Geisha Houses. It's also nice to be able to keep it around after a character leaves play from lack of fate.

Conflict Kachiko - I really don't want to see a Kachiko for at least the first two turns. Having a kachiko in my hand instead of on my provinces row leaves them open for better starting characters. It also gives you the flexibility to play the conflict one if need be.

Seeker of Earth - This can be changed if need be. I really like the provinces I get from the earth role though. Effective Deceptions is so good at getting the opponent in bad positions and courteous greeting is good in a semi swarm deck.

comment Comments
Hey KCOOREY! You kicked my butt with this just now, but it was fun to watch!

Trying to find the list to do some casual play with my buddy. Do you have an updated version posted?
To be more specific, the the KoW version with Renowned Singer, etc. Thanks!
Sadako is such an awesome card. Along with Geisha House. And Elegent Tessen. She can be a really nasty surprise. Love it. Being new at this, I usually use From the Shadows, so she comes in dishonored, but I like the double whammy of Geisha House. I might have to invest in some new cards now.
Yeah here is my most recent version Solo. Sorry I'm not really on bushibuilder ever. https://fiveringsdb.com/strains/c35d6cb8-43c3-11eb-9323-22d334ba48b8/view
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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
Quantity
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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
☐  One of clan's chosen roles
☐  Maximum influence not exceeded (1 other clan only)
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