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Shuffler
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By Enegon
4 months ago  (4 months ago)
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Deck Strategy
Hey everyone, you might know me from discord as Enegon. After CotE was realesed I have been working with building the best Crab/Lion deck that I can. Just before CotE was released in my country(Greece) I had an unsuccessful tournament result in an elemental championship that was took place in Athens while playing Crab/uni. During the games at the tournament my deck felt so slow and so non responsive to what my oppenents were doing. I lost 2 games to some very good Greek scorpion players, they both knew exactly what my strategy was how to play around it and one of them even had a card that crushed me in the early game (peasants advice), I on the other hand had no idea what splash they were playing nor which cards are in their decks. For all of you crab/uni players I know how frustrating it can be to try and grind out a game which takes an hour to only lose at the end because the Scorpion player had the answer to your win. As a result with the help of a friend I tried to make a deck that lucks the grind method and focuses a bit more on aggression. We all know Crab like "towers" and this is due to saves that we have as a clan so the moment I saw True Strike Kenjutsu I though that this card is more of a Crab card than a lion one and the rest of the splash come in naturally, crone is really good in crab that we don't want to play many actions during a conflict she provides the stop playing things like watch commander, ready for battle and hand to hand are great utility cards that you might think that in 1 or 2 match ups are not doing great but that is why I have added one ballista to the build. Hand to hand is mainly there to remove cloud the mind and trust me you can find spots to play it were it wont effect your other attachments. Think how many times you have witch hunter with a cloud the mind and no other attachment on her. Just send her on a military attack or defence and break that cloud the mind. It is also great in T1 if they like cloud the character you bought. The bread and butter of the deck is of course True strike, defend your honor and jade tetsubo. Especially vs phoenix were they keep many holdings and try to tower one big shugenja like Ujina or Tadaka you can use the combo, attach tetsubo they let go you defend your honor and wipe them of their big guy and most likely on the following turn they will flip some small shugenja characters and you will have a stronger board to destroy their stronghold. To sum up this deck likes to pressure allot your opponent early on and tries to establish a much stronger board position + more breaks in order to make it very hard for your oppenent to reverse the situation.

After my bad result in the elemental championship I mentioned, an earlier version of this Crab/Lion deck made me elemental champion in another championship we had in Greece :D

Would really like your feedback on my deck.
 Hall of Honor
Elemental Championship - 1st Place
Date: 03/24/19
Location: Greece Heraklion
comment Comments
Hello, what would you say is the weakpoint of your deck against Crane/dragon if you had to play against such deck ? :p
As a deck builder I appreciate how-fine tuned this deck is. Almost all elements are made to work around this idea of dueling on military. Even the damn, otherwise useless, Along the River of Gold ;)
@Chuterêve you got that without my advice :D.
@Dydra thank you !! I am now trying to test if Watch Commander is a good card in this deck
What are your thoughts on Ivory Kingdoms Unicorn? Might it have a place in this deck?
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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
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 Provinces
 Provinces
 Provinces
Quantity
 Title
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Traits
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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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Clan: 
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Role: 
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Total Cards in Dynasty Deck: 
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Total Cards in Conflict Deck: 
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Province / Ring Type
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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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