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Shuffler
terrain  Provinces  shuffle
  Dynasty   0view_headline   0delete_outline   shuffle
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By Oni no Dave
3 months ago  (3 days ago)
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Deck Strategy
Let this be a lesson: Never let your memes be dreams.

This deck is as close to a dedicated Dragon Dueling Dishonor as I have been able to make. It plays very conservatively until it has its pieces assembled in its hand, and then defends on a necessary conflict. It assembles its tower before the opponent's eyes rather suddenly, then power-drains their Honor in a single conflict, hopefully either eliminating them or putting them in a board state where they cannot risk putting any character into a conflict because doing so will cause their immediate loss through Dishonor.

It achieves this, effectively, by dropping a Mirumoto's Daisho on a powerful character, usually Mirumoto Hitomi, Mirumoto Raitsugu, or Togashi Yokuni (but never underestimate the sheer power of Kitsuki Shomon), during a Conflict. Defend Your Honor against the invariable Let Go or Hand to Hand. Power-up your Tower with the Stronghold, then go to town with Policy Debate, Game of Sadane, Defend Your Honor, Mirumoto Dojo, and either Hitomi or Raitsugu. Also, never underestimate the power of an unexpected Prudent Challenger.

Piloting this deck, you really do not want to spend much more than 2 Fate on Round 1. This would be after the Sincerity on Prudent Challenger, so she is effectively a net of 1 Fate. Your worst Round 1 should be either a naked pass or an Agasha Swordsmith with 1 Fate. If the latter is the case, try to attack on Void Ring, just to get equity from the 1 Fate. Round 2, bring out a tower with good amount of a Fate (unless you are playing against Seeker Phoenix, in which case, never give ANYTHING more than 2 Fate). By this point, you should have 1 or 2 Daisho in your hand. Always drop the Daisho in a Conflict, so the opponent cannot see it coming. Try to do so with a tower who can hurt them with a Defend.

Don't be afraid to bait an Assassination with a Prudent or Doomed and an Ornate Fan or Fine Katana. That's 3 Honor they are not getting back, and will want later on this game.

The trick of the deck is knowing when to switch to Bid 1 on draws (hint: after they hit the Resto) (also, Resto + Policy Debate + Warm Welcome is a wonderful combo to REALLY put the hurt down), and to know when to switch to aggression. Once your opponent has dropped under a certain honor, you can usually grab 1 Province if you are first player or 2 if you are second. Hawk Tattoo is a WONDERFUL intimidation card to fetch with Agasha Swordsmith. Save your Clouds for key pieces who can wreck your strategy, like Yoshi and Tadaka.

Most importantly? When in doubt, don't attack.

Make them sweat.

Let your opponent defeat themselves.
 Hall of Honor
Elemental Championship - Top 8
Date: 03/09/19 thru 03/09/19
Number of Players: 33
Occasion: Elemental Championship - Black Moon Games - 2019
Location: Lebanon, NH
video_library Media
How to Play and Beat the Meme
Date: 03/06/19
Recorded By: Raymond
Commented By: David
Two games of this deck, played against Raymond of the DiceOrDeath L5R Twitch stream.
comment Comments
Are you able to run through some of your card choices?

Things like 2x FoJ and 2x CtM, why not 3x of each?

And why the 1x Tranquility?
1x Tranquility - Shuts down the Emperor, Kitsu Spiritcallers, and Miya Mystics & Isawa Ujina who are not in the Conflict. I have had problems with each, and it is a useful tool that no one expects.

Regarding Finger of Jade and Cloud the Mind - I have gone back and forth on including 3x of each, due to how useful they can be. I have found that I only usually need 2x. The deck is VERY hungry when it comes to Fate, and its Conflict deck is very tight. Depending on the match up, Warm Welcome can also serve as a good way to fetch one of these out of the Discard pile if needed.
How do you deal with the fact that, with this deck, you only build one big tower and that you have nothing to straighten it?
One, I don't need to be Ready to duel-bomb someone to death. Two, Hawk Tattoo gets my tower into the fights I need. Three, Water Ring is good for readying my Tower.

And I don't actually usually build one big tower. I build one moderate tower, and duel-bomb. I don't need to win most of the duels, just survive long enough to eat their Honor.
why not use ancestral daisho & kitsuki's method instead of fan & katana in order for multiple uses when needed????

with the potential draw of the deck i think you could raise up to 41 conflict cards & add a 3rd daimyo's favor...
Because, and I cannot stress this enough, EVERY FATE COUNTS.

The Fine Katana / Ornate Fan is honestly mostly there to bait an Assassination down on a Doomed Shugenja or Prudent Challenger to stop an early Province break.
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Stats
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Role
No Role
Keeper of Air
Organized Play Role
Increase your deck building influence value by 3.
After you win an conflict as the defending player - gain 1 fate.
Seeker of Air
Organized Play Role
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
Organized Play Role
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
Organized Play Role
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
Organized Play Role
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
Organized Play Role
Increase your deck building influence value by 3.
After you win a conflict as the defending player - gain 1 fate.
Seeker of Water
Organized Play Role
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 Crane
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 Inital Draw Probability & Mulligan by Card
Deck must have at least 40 cards to calculate.
Conflict Inital 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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☐  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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