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Shuffler
terrain  Provinces  shuffle
  Dynasty   0view_headline   0delete_outline   shuffle
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Deck Change History
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By Daidoji Sumiteru
5 months ago  (4 months ago)
    1 thumb_up    1 mode_comment    7 call_split    0 schedule    0 video_library
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Deck Strategy
This deck is about time walks. Basically the idea is to shut down the opponent for a turn, allowing you to do anything you want in that period of time. Gossip on key cards, Guest of Honor, Kakita Yuri vs certain mil-focused clans, Above Question to stop their key events, unbows, pumps, Voice for the rest, Toshimoko to negate entire conflicts, Pilgrimage to negate rings... It's about getting your win con so advanced by the time they can interact and advance theirs again, they can't catch up.

The big thing to note here is that when the time walks stop, their hand will be chock full of gold, and often times their board will be massive. So once you start locking them out, you are on a clock because when you run out of locks, they will flood you to death. You need a turn or two to set up, barring going first with a Guest in row, so be careful about when to commit and start being aggressive.

It has issues with decks that can outlast you, so you need to put pressure on early. Crab in particular is very difficult, so finding ways to bow them and stress their saves is huge. The Scorpion matchup is really hard, but I'd say the right move is to use your honor tech to keep your guys *neutral*, not honored. Neutral means less stress on your honor total when folks leave play, and presents less value for Mark of Shames. Just accept that Voice is mostly a dead draw. Get used to playing without it. Everyone else does! You will also collect Voices for your big push, after they have exhausted their targeted dishonor effects, which can cripple their plans. Also be aware a lot are running Display, and don't slam Air all the time, as it will bite you. Earth is generally the best ring to play into Display, with Water being next. Only go into a possible Display on air with live cancels, or Guest.

The stronghold vastly outperformed my expectations. In my opinion there's no real argument that Shizuka Toshi is as good as Kyuden Kakita anymore. Every other turn or so, KK handed out a +2/+2 or larger attachment that also turned on Voice, Magistrate Station, Spear Rushes Forth, etc. There is nothing close to that in the argument that ST "warps play". Yknow what warps play? Stats. Kyuden Kakita does have its issues with influence and deckbuilding restrictions (it needs Kaezin, Dojo, and Toshimoko at a minimum, plus a few conflict side duels if you're not also running Yuri) but this deck feels much stronger than old Crane Goodstuff, and many of those cards were seeing play in ST decks anyway. It's just a straight upgrade, even if KK isn't on the level of Kyuden Isawa or old COTOH. All my opinion, of course.

_____________________
For changes I'd make:

1. Yuri is in there because he pretty well murders Lion and Uni if they oppose him, and often has super-covert vs them since they don't want to face his duel if you swing first. Honestly he under-performed, and may be swapped for #2 on this list, but I also saw only 1 Lion player all weekend, and no Uni. Weirdly his duel was best vs Scorp, where I could sometimes prevent them from swinging twice, which allowed me to be more aggressive in a matchup where you are playing against the clock, and undefended conflicts are a disaster.

2. Asahina Takamori. Every time I post the list, I get asked why I don't have him. I only didn't include Takamori because I hadn't had any chance to play with him by the time I decided I needed to lock down the deck and start playing every Jigoku game I could. To me, reps > deck list almost every time, especially if you're talking one Dynasty card. He is hard to play extremely well, and buying him at the wrong time or vs the wrong deck can be a disaster. I think he probably finds his way in here, I just need more time with him. He certainly fits the time walk idea, and I am excited to finally test him.

3. Above Question is unexpected, and folks often have to read it, especially when you put it on their characters. I didn't see any vs Crab, which was the matchup I had them in for, but it did ok in the Elemental Challenge vs Lion, and against Phoenix, where it helped stop unbows, blocked Storms, and ate attachment removal so I could get Duelist Training to stick. But not phenomenal. May be swapped for Fumiki, or something, as I found myself missing conflict characters often. Rip Steward, you shall rise again with Duel to the Death.
 Hall of Honor
Kotei - Top 8 - Hatamoto
Date: 05/25/19 thru 05/26/19
Number of Players: 51
Location: Atlanta, GA
today Matches
  Shiro Nishiyama
101
  Mountain's Anvil Castle
101
  Kyūden Isawa
101
  City of the Open Hand
112
  Kyūden Bayushi
112
star Most Valuable Cards
Guest of Honor
3
05/25/19
05/25/19
Gossip
2
05/25/19
05/25/19
comment Comments
So I added notes on the matchups, but they apparently didn't save. I'll ad them here instead.

1. Game 1 Win v KB Scorpion - This was an odd deck, with a less focused approach than I see out of a lot of Scorpion. It seemed more break-focused, but without the rampant covert of Ian Fite's style of deck, and didn't have the dishonor of a Palumbo Scorpion. Nonetheless, he almost won because I was trying to Gossip around those two builds, and was thus whiffing. I eventually started seeing my Guests in the bottom 15 or so of my dynasty deck, and they sealed the game. MVP Guest.

2. Win v COTOH Scorpion. This was Steve Palumbo, the eventual winner. I beat him basically by playing Guest turn 1 with 3 fate, and matching his bids. Props to Aneil who told me he'd likely be on a 5-5-1 pattern for bids. An event-focused deck that can't play events is pretty hosed, and he didn't get the big honor swing out of me with the 1 bid to put me in range.

3. Loss v KB Scorpion. This was Mark Armitage, who was playing another DH burn deck but out of Kyuden Bayushi. He bid nothing but 1 the entire game. I had this in the bag until I made a few bad mistakes, both based on mis-reading the board state. First, I attacked into a face-up Abandoning Honor when I had a 2-fate, dishonored Toshimoko with attachments on board, because at a glance I mistook his dishonored token for an honored one. Second, I poked Void at his province for my last conflict because I didn't realize he'd gone to 3 fate. He DOP'ed and killed my 1 fate Guest of Honor, which otherwise would've won me the game next turn. So it took two colossal blunders to throw this game away.

4. Win v. Kyuden Isawa Phoenix. This is on Hisshou Gaming's twitch channel, so you can check it out there. I don't remember the game much, to be honest. I do remember at one point having a key character clouded, and knowing that the game was over anyway so I didn't even use the Let Go in hand.

5. Win vs. Crab. I Gossip'ed naming Fight On two turns in a row and he died to that. Otherwise I would've lost for sure. Pro tip: when you think they're going for a Fight On turn, where they will swing hard, wait til they swing into your row to name the card. Then their guys just bow and there's nothing they can do. I do want to address some issues with my play during this game. First off, I was a real jerk to the Crab player in this game, and I apologized to him afterwards. Basically, he allowed me a HUGE takeback (let me play Political Rival after I passed by mistake on the SH swing), and I didn't allow him a very minor, literally inconsequential one (missed Watch Commander trigger), when I should have. I apologized, we are all good, but remember that having fun > winning sometimes. Second, I miscounted on the final game-winning duel, by 1. I had several outs in hand, but as it was his character should've stayed standing. We were both wrong on the count, but it still felt like a terrible way to end a close game.

6. Win v. Dragon. This one was just a high-roll, and down to timing. We both rapidly broke row provinces, and were on each others' box on the same turn. I just happened to be going first. Once again I played Gossip, naming Cloud the Mind, because I had a Political Rival, two Guests, and Toshimoko on the board. That basically sealed it, as he couldn't Void Fist my political bodies home without Clouding the Guests.
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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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☐  40-45 cards in each deck
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