view_headline Deck Remaining: count of cards remaining in deck.
delete_outline Discard: count of cards in discard pile.
shuffle Shuffle: will reset, reshuffle, and redeal the respective deck.
close Swap: will swap out the province card for the remaining unshown province card, allowing you to arrange the province row as you wish.
[M] Mulligan: will mulligan the card, replacing the card with the top card of the deck while returning the existing card to the bottom of the deck. Once any card in a deck is played or dealt, all mulligan functionality is suppressed for that deck. The deck will be reshuffled before the first card is played/dealt (assuming the mulligan occurred).
Play: will discard the card as if played. A dynasty card will be replaced with a new faceup card from the deck.
filter_1 Deal: will deal the number of cards shown.
fast_forward Deal All: will deal the remaining cards in the deck.
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The main victory condition is dishonor, but push for breaks at the same time. Both are real win cons for this list. It's a 2 dishonors for 1 conquest proportion.
. Attached to that, always have Imperial people in play.
Bid 1 always, unless you have a good reason to bid higher.
How to Shoshi ni Kie: depends on what is going on. Is the opponent going wide? The Scorpion Clan Coup. Are they going tall? Courteous Greeting in general or Weight of Duty if they're not strong in uniques. Also remember your target has to be ordinary, this makes Court Games a tricky card in this list, saving it to fix your own bodies is sometimes better than dishonoring one of theirs. Last but not least, you can play Shoshi ni Kie on their characters if needed.
Remember your provinces work on the attack. Exploit that (remember SSK). On that note, consider leaving their Void province alive so you can farm it with Weight of Duty if needed.
Put fate on your people, not a lot of fate cause the game is usually over rounds 3-4, but you're in for the value game and SSK demands bodies, so gotta fate the board. Be conservative with your conflict characters, 5 is usually enough to make the deck work, but you have to play them carefully.
You're gonna lose a few provinces, make them pay for the breaks, and persevere.
I love that people are seriously trying out bid 1 now. One of my good friends has been pushing bid 1 scorp since basically the beginning of the game and it's been really solid. He got to the round of 64 at worlds 2019, and that was even before shoju2
I do think you have some questionable dynasty choices. Attendant to the emperor in particular is pretty suspect. I'm not a huge fan of vanilla beatsticks in a deck where *every* dynasty buy has to be valuable. And even with that, wouldnt Ishikawa be a better choice in almost every circumstance? The only thing attendant provides that ishikawa does not is the courtier tag, which you have plenty of, especially in addition to the 4x conflict courtiers. plus the only courtier keyed cards are for shame and ibuki. Ignoble enforcers falls into the same category for me. A little less so, because he lets you leverage the honor you almost always gain at the top of the game, but he still feel like the most cuttable card
I highly suggest you test Hantei 38. Especially in a low-hand situation, Hantei 38 makes soooooo many cards absolutely unplayable or you get wrecked. He slows the game waaaaay down, which gives you more time for shoju to tick them down.
I'd also suggest slotting in some Imbued with shadows. Really helps out in the lion and crane matchups, gives you a mostly-free way of keeping high-glory shoju from being dishonored, and lets you leverage your higher honor when you 1-5 at the top
Thanks for the comments! I also like that bid strategies are getting more varied :)
Imbued: that one could be good. I don't think it is better than any other card in the conflict side, though, but I'd definitely put it in if I could find the space,
Attendant: she brings a huge amount of stats for the cost and works very well with SSK. Beatsticks are valuable when hands get tiny. Attendant is a perfect target for Ibuki. Attendant also gets extra value out of River of Gold. Ishikawa is a cool dude, but he requires a developed board to start rivaling Attendant in stats, which pushes him to being a late game buy, BUT the late game buy is already Shoju. That leaves Ishikawa without a place. We tested him before and it wasn't worth it.
Enforcers in this deck is equivalent to a 4/4 for 2 fate. That is huge. Also great support for SSK.
Hantei 38: I haven't tested him here, so this is pure theory. I think the deck cannot support a 6 cost character with double dashes, I just don't see that as an option for SSK. Granted his abilities are great, but I believe the interrupt would be a lot less useful than normal due to the limited hand sizes.
Kakita_Komai
1 week ago
fair calls on attendant and enforcer, i've just always felt like when they flip i'd rather they were just about anything else in the deck
The emperor is actually insane at lower hand sizes. A card nuetralized when they have 10 cards in hand is pretty negligible, but in low hand size, every card you neutralize is a higher percentage of their available resources and helps you push to that "checkmate" state. And emperor does more than neutralize cards, he turns some really powerful cards into a complete downside to play. Give it a try in the enforcers slot. I think youll be pleasantly surprised
I tested Hantei 38 in half a dozen games, and I really don't think he has a place in here. I didn't want to buy him in a single game. It's just too much money on a body that can't do conflicts.
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unique Identifier typically found within URL near the end. For Youtube you must remove any time markers. For example, the bold section here is the Youtube Id https://www.youtube.com/watch?v=zhCGHhP8BYA&t=1s
You may replace 1 province of any element with an additional province while deck building. Reaction:After an province you control is revealed - gain 1 fate.
You may replace 1 province of any element with an additional province while deck building. Reaction:After an province you control is revealed - gain 1 fate.
You may replace 1 province of any element with an additional province while deck building. Reaction:After an province you control is revealed - gain 1 fate.
You may replace 1 province of any element with an additional province while deck building. Reaction:After an province you control is revealed - gain 1 fate.
You may replace 1 province of any element with an additional province while deck building. Reaction:After an province you control is revealed - gain 1 fate.