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Shuffler
terrain  Provinces  shuffle
  Dynasty   0view_headline   0delete_outline   shuffle
  Conflict   0view_headline   0delete_outline   shuffle
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Deck Change History
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By  Siri
3 weeks ago  (2 days ago)
    1 thumb_up    4 mode_comment    9 call_split    0 schedule    0 video_library
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Deck Strategy
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, have Imperial people in play.

, unless you have a good reason to bid higher.

depends on what is going on. Is the opponent going wide? . Are they going tall? in general or if they're not strong in uniques. Also remember your target has to be ordinary, this makes 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 . 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 , 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.



+ for the perfect draw

+ for triggering the same Way With Words twice on the same round.

+ to defend and spread black tokens efficiently

+ // one hell of a province to break.

+ ///
content_cut Cut Opportunities
Messenger of Misery
help Currently Testing
Ancient Master
comment Comments
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.
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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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 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)
☐ Confirmed correct province ring types
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