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Shuffler
terrain  Provinces  shuffle
  Dynasty   0view_headline   0delete_outline   shuffle
  Conflict   0view_headline   0delete_outline   shuffle
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By Blackheartz
5 months ago  (4 months ago)
    1 thumb_up    3 mode_comment    9 call_split    0 schedule    0 video_library
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Deck Strategy
The first full blown reanimator/dredge deck is here and it feels strong.

Aggressively mill yourself to get fatties in the discard pile, buy cheap bodies to keep your storms powerful and maximise the benefit of the strength of the ancestors.

Master instead of fire elemental guard because master seriously blows out some clans. One Toturi provides another fattie to reanimate or charge and works well with our favour control. This deck is not actively hunting for it but still you will end up with favour 70-80 per cent of the time.

Satoshi is instant buy all the time every time unless your discard is already filled with all the relevant creatures.

Assassination is there as a silver bullet since you end up drawing half your conflict deck anyways in this game 1ofs are fine. You can cut either that or one display for the 3rd walking the way.

Edit: Made some changes according to the successful lists from Gencon. Mainly adding Kaede in.

Have fun!!!
comment Comments
Looks like fun!
Didn't understand why gencon winner is running 3x Ancestral Shrine? Tsukune won't stick to the board if she gets reanimated ... so synchronization with Keepr of Air and honor gain? Did he win something at 25 honor?
No but milling yourself all the way can happen with this deck. So you will be taking the 5 honour loss. This deck aims to win only through province breaking. You want to be bidding 5 for as long as possible. You will always have rings to spare for honour gain. Makes playing against Scorpion and some crab much smoother also. So spent them there. I am not running 3 because I find I do not need them that much but they are definitely solid to have.
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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
 Provinces
 Provinces
 Provinces
 Provinces
 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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Clan: 
Stronghold: 
Role: 
Influence Clan: 
 
Total Cards in Dynasty Deck: 
Card Name / Set
Qty
 
Total Cards in Conflict Deck: 
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Card Name / Set
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Province / Ring Type
Verify these before submitting deck list:
☐  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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