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Shuffler
terrain  Provinces  shuffle
  Dynasty   0view_headline   0delete_outline   shuffle
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By Notfragile
6 months ago  (6 months ago)
    5 thumb_up    2 mode_comment    16 call_split    0 schedule    0 video_library
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The shockers in my deck are propably flooded wastes, 2 reprieves, 0 ctm, no tetsubo and the 1 censure. I sincerely believe that flooded is the best stronghold province because the main clans that hit your stronghold are either phoenix (the game is decided way before that), unicorn, dragon and the mirror. Lion are one too, but they are on the weaker end of the spectrum and so the deck isnt tailored towards them. Flooded stops unicorn dead and can save games where you are way behind. It even helped me against a scorpion player in swiss. Ctm is just bad for scorpion and phoenix matchups because for scorpion if you pressure enough and bid low turn 2 or 3 so he cant just ignore your offensive conflicts the opponent has no way to magistrate you with a lot of fate and for phoenix you need to see it in combination with the iuchi since you dont want to buy the witchhunter. Finally the tetsubo seemed lackluster in the same exact matchups, the 2 reprieves are not 3 because you already play the rebuilds that are dead 1st turn and my big chars most of the time stay alive until the game is practically decided and i am forced to get 0 value out of a card in my hand that could potentially snowball advantage for me if it was something else. Censure was decent for swiss and top cut, because in swiss nobody expected it and played right into it and in top cut it stopped scorps basing their play around display of power, could potentially steal games from phoenix if i nulled 5 fires. It is also an insurance card to stop their duty (won a game like that) and lock out the drawn out games versus scorp. In general it is a card i consider to be greedy, but it is worth it. Finally, when playing crab uni i advise you to consider the fact that every character you buy, and how much fate you invest in them is 90% of the game, so take time and recall after losses if and when could you have played differently.
comment Comments
Congratulations and great job!
I am testing this build for a nats tournament and its pretty good... Great job
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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
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 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
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
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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Date:
Event:
Clan: 
Stronghold: 
Role: 
Influence Clan: 
 
Total Cards in Dynasty Deck: 
Card Name / Set
Qty
 
Total Cards in Conflict Deck: 
I
C
Card Name / Set
Qty
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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