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The Way of the Dragon

by Ben Moss

 

For a long time dragon pulled average results at best in most large tournaments and were seen as an easy victory by many opponents but that is finally starting to change.  At the beginning of Diamond many people feared the blitz potential of Dragon more than anything else as horror stories of second turn military victories started to circulate.  Somehow though those initial worries seemed to fade away as the inconsistency of some of those early builds became apparent.  With the coming of Hidden City the Dragon clan have finally come to the fore.

 

Traditionally the Dragon have been seen as the jack-of-all-trades clan, able to do everything to some degree but never as well as another clan and this really hurt when it came to large tournaments.  As a clearer focus has started to emerge for the clan with an emphasis on monks and kiho as well as the more traditional duelling personalities several different deckstyles have started to emerge.  Where most clans have one or two competitive deck styles Dragon have somewhere in the region of five, although even then there are many variations of each of these.  In this article I'm going to take a look at each of the five most dominant Dragon archetypes as things stand in the Hidden City environment.  The thing to bear in mind here is that the real test of any deck is at a major tournament and put bluntly, there haven't been enough tournaments for me to play all of these decks in that level of competition.  So when writing this article I went looking for players with experience of the decks in question at the top levels of play.  So without more rambling from me lets get onto some deck discussion.

 

Shiro Mirumoto Honour

 

Many people wrote this stronghold off going into the kotei season and were completely unprepared for how to play against it.  In this case all credit must go to Faber van Kraanen who took this archetype to victory in the German kotei.  With results like that it seems that Faber’s deck is an obvious starting point for looking at what this archetype brings to the table.  In his own words he describes it as a Dragon Control deck rather than an honour deck. Because that’s what it does, it controls the board and accidentally gains honour in the meanwhile.

 

Shiro Mirumoto, Underhand o/t Emperor

 
Dynasty (40)

 

3x Kitsuki Iweko

3x Kitsuki Tadashi

1x Koto

3x Mirumoto Gonkuro

3x Otomo Taneji

3x Shosuro Maru

1x A Favor Returned

1x Gifts and Favors

3x Gold Mine

3x Kakita Dojo

2x Sanctified Temple

3x Shrine of the Sun

1x Shrine to Daikoku

1x Shrine to Fukurokujin

1x Birth of the Sword

1x Chrysanthemum Festival

1x Commanding Favor

1x Naga Storm Mirumoto Mountain

1x Promotion to the Court

1x Rain of Blood

1x Strange Assembly

2x Refuge of the Three Sisters


Fate (41)

 

1x A New Guardian

1x Bonds of Fate

2x The Time Is Not Right

1x Imperial Edicts

3x For the Empire

3x Iaijutsu Challenge

3x Now Face Me

3x Words Cut Like Steel

3x Storm Heart

3x Keen Eye

3x Smoke and Mirrors

2x Loyalty Renewed

3x Show of Good Faith

1x The Egg of P'an Ku

1x Make a Wish

1x Ancestral Kabuto

3x Blade of Penance

2x Corrupted Jade Sliver

1x The Imperial Standard

1x Yoshi's Fan


This deck was built from scratch and tested locally, where it won every single match-up against military decks except Lion ones. It also easily won against every honour deck except Crane, because those guys are just plain better at duelling and in the meanwhile run cards like dismissed and the time is not right to disturb my control attempts. Lion is too fast in the first few turns so they will get a province early, likely even two, and their PH is just too high for the underhand (unless you draw a Yoshi's Fan). Many Lion decks at this time were also playing at least 25 fast personalities, which is kind of bad for control. It is worth noting though that at that time Crane were perceived by many as being too weak and Lion had fallen from their dominance of the earlier sets.  This meant that neither deck was particularly well represented at many tournaments making this variation of Dragon control a strong meta-game choice.

The deck basically creates time. Time to survive against military so you can get two blades of penance out and win the game with the solid card draw this deck has, from its stronghold and its wind. The basic theory is just to kill or bow every personality that hits the table in the first few turns. When they are finally ready to start crunching provinces you should be ready to shoot to 48 honour and win the game by strange assembly or just reach the usual 40 and survive the next turn. Against honour you need to work around courtiers so they can't dismiss (although keen eye can help at preventing this) or the time is not right you. This is wear Shosuro Maru comes into play as she can bow out the first few courtiers and this can be followed by the less powerful limited actions in an attempt to draw out any defences an opponent may have.

 

Phoenix is likely the easiest match-up for this deck, because as soon as you get two blades of penance you can easily out run them on honour.  Scorpion control is a hard match-up, because both decks have lots of the same sort of actions, and the scorpion have almost entirely courtiers (which makes both words cut like steel and stormheart substantially weaker). These games will take a long while and will include many moments that will have you sweat and think you will lose.  Remember that you have a large amount of personality kill in the deck to kill problem personalities such as Bayushi Kaukatsu and with the sanctified temples out you are forcing your opponent to find a means to stop you from winning.  Shadowlands personality kill is maybe an even easier match-up than Phoenix honour. They are just too slow to keep up with the personality kill, so they usually have no personalities in play in their own limited phase, making their own personality kill useless.

 

Enlightenment should be an easy match-up due to the now face mes and the storm hearts, Kitsuki Iwekos and iaijutsu challenges. If the enlightenment player is playing out of the House of Tao and starts with the ring of fire in play though the deck can have real problems if it doesn’t get just the cards it needs.  The only military clans you could have trouble with are once again Dragon with House of Tao and ring of fire, Lion, and Crab out of Razor’s Edge Dojo.


A couple of tips when playing this deck: Never let any cards sit in your provinces. The events and regions in the deck need to show up and you will need them more than Gonkuro or Iweko. Also, buy as many cards out of dynasty as possible each turn, buying peeps with honour is not important if it lets you buy another card. You need stuff on the table, you don't need honour, honour you will get out of the fate. And lastly you should draw as many cards as possible with both the wind and the stronghold effect. Don't be afraid of discarding because you have above 8, its all about getting those 2 blades of penance and thinning the deck is really important. You will quite often draw 1 and need to search for the other with a refuge of the three sisters.  And finally don’t be afraid to attack when the option arises.  Kitsuki Iweko may look weak at 1 force but do not forget that she is also a tactician!


Come Wrath of the Emperor this deck may not be as strong an option as it was previously.  Scorpion control will likely be an auto loss instead of a tight game. Plus Ratling will be quite strong against decktypes like this. This would mean the deck has 4 bad match-ups clan wise, plus 2 bad match-ups in Razor’s Edge Dojo and House of Tao - ring of fire. That said, there may be a variant possible running Hoshi Yoson and fall before the master but that will probably be too inconsistent with the courtier component shown here.

 

Enlightenment

 

Enlightenment found a new home in Diamond. House of Tao in its nice new yellow border opened the way for competitive Dragon Enlightenment decks. Of course a deck is only as competitive as its player and if you want to win with House of Tao Enlightenment you’d better be paying attention 100% of the time. The main challenge in playing with, or against, what is often referred to as “Blitz Enlightenment” is that the game can hinge on a single mistake from either player. But whatever the result you will probably scare a lot of people!


There are two main archetypes for blitz enlightenment, and these depend on whether you choose to start with the ring of fire or the ring of earth. This is because these two rings are generally the most difficult to put into play, requiring the most interaction with your opponent. People often comment that enlightenment these days is about non-interaction. Well, when you are building your enlightenment deck the first thing you have to consider is “How am I going to interact with my opponent to get that last ring into play?”. Are you going to try to win an opposed battle? Or would you rather go for winning two duels in a single turn? Both decks share many cards in common but the answer to that last question will determine the final make-up of your deck.  Ultimately though your deck has to be geared almost entirely around playing 4 of the rings so the most important part of the deck is working out exactly which cards are needed for each ring.


Ring of the Void: Requires three personalities in your home, or two plus the egg of P’an Ku in your hand. Relatively easy unless you are playing against Scorpion or Shadowlands Chi death decks in which case this should be the first Ring you put into play!


Ring of Air: prayers and blessings is your friend and coupled with shrine of the eternal it can be quite easy to play this off a single shugenja or Monk. There should be plenty of kihos or spells in your deck to make this ring fairly simple.  In many cases it is the first ring that is put into play due to the consistency with which it can be played and the assistance it can give with both your defence and putting out more rings.


Ring of Water: strategic crossroads was superb pre-errata. Post-errata it can still help but makes it much less likely that you will be able to play two rings off the one card. However there are plenty of other battle actions that can help out here including summon earth kami (doubling up with ring of air), tireless assault (can also help with ring of earth), and on the dynasty side military advisor.


Ring of Earth: summon earth kami is the traditional approach to playing this ring, the problem being that it gives your opponent presence. The accepted remedy for this problem is the addition of honour’s lesson dojo, although you can’t rely on it turning up in any given game and your opponent may yet stop your action with fall on your knees.


Ring of Fire: Any two duels in one turn usually means iaijutsu challenge with kenshinzen to prevent refusal with plenty of Chi-boosting kihos (prayers and blessings, blessings of the dragon,) cast prior to the duel or use of temple of the ages late in the game.  There are also more heavily political versions of the deck that run words cut like steel and  now face me (to combo with show of good faith and the egg of P’an Ku) instead of the kenshinzen.  In either case shosuro technique and kharmic strike can ruin your day but some decks get around this by playing an exchange student: Doji Domotai.  Shadowlands duelling running private dojos or any Crane deck out of Kyuden Doji can also be tricky to deal with but generally just require more setup than against other decks.


The moral of enlightenment is that you must know every card in your deck and be able to visualise when that card will be needed. One of the keys to this deck style is knowing when to ditch one card for another and when to force a ring into play with the Voice of the Emperor (and which ring to force). Oh, and deck search is your friend!

 

The only other card that really requires definite mention as vital to these decks is lessons from earth.  Remember that you can force rings into play temporarily with your stronghold and any courtiers (e.g, Otomo Taneji) before you play the lessons from earth.  Build your wall early and remember that your provinces are only important in the first few turns. If you can hold up military for a few turns you should easily get those four rings out. This card makes up the entirety of the deck’s defence in some versions of this deck while others supplement the permanent province strength increase with a temporary one from importune kami or outer walls.

 

So a typical blitz enlightenment deck may look something like this.

 

House of Tao/Ring of Fire, Voice of the Emperor


Dynasty (40)

 

3x Tamori Chieko

3x Otomo Taneji

3x Ratling Conjuror

3x Tamori Minoru

2x Tamori Shaitung

2x Togashi Shozo

1x Koto

1x Kyuden Tonbo

1x Honour's Lesson Dojo

2x Personal Librarian (helps you survive doom of the dark lord)

1x Gifts and Favours

1x A Favour Returned

1x Legacy of My Ancestors (saves summon earth kami)

2x Temple of the Ages

3x Gold Mine

1x Shrine to Daikoku

3x Shrine of the Eternal

1x Chrysanthemum Festival

1x Doom of the Dark Lord

1x Imperial Ambassadorship

1x Shogun's Fealty

1x Wisdom Gained

1x Togashi's Shrine

1x Refuge of the 3 Sisters


Fate (40)

 

5x Elemental Rings

3x Summon Earth Kami

1x Fist of Osano-Wo (destroy an opponent’s honour’s lesson dojo)

3x Walking the Way

1x Importune Kami

1x Egg of P'an Ku

3x Lessons From Earth

3x Introspection

3x Blessings of the Dragon

3x Prayers and Blessings

1x The Future is Unwritten

2x Path of Wisdom

3x Scroll Cache

3x Outer Walls

3x Tireless Assault

2x Strategic Crossroad

 

Temple of Hoshi

 

Of the three strongholds available to the clan right now, the House of Tao utterly dominated the kotei season, scoring seven of our eight wins with many different archetypes. Even though it hasn’t won a single kotei, Temple of Hoshi military was consistently seen in the top 4 and the top 8 of many of these tournaments. Hoshi military is very different from House of Taoring of water and House of Taoring of fire military: while it lacks the sheer power and the blitz capability of the ring of water variants or the attrition provided by duels in ring of fire military, it has several other advantages.

 

While the House of Tao really shines because of its versatility, actually being five different strongholds rolled into one, the main strength of Hoshi military is its stability. First of all, its starting stats are overall much better than those of the House of Tao: a province strength of 7 means you’ll have a better early defence, and a starting honour of 5 lets you always go first against Unicorn (and House of Tao of course), which is often really important in matchups against the purple ponies.

 

But the main strength of Hoshi lies in its trait: by letting all your Dragon clan personalities cast kihos as if they were monks, it allows you to play with the best personalities available while efficiently using powerful kihos like palm strike or turn of fortune. One of the main mistakes made while building a Temple of Hoshi deck is to think that, because all your personalities can cast kihos as if they were monks, you have to play a full-samurai line-up. The best thing to do is to forget about it, and just run the best personalities, be they samurais or monks: a personality like Hoshi Chuichi is just too good to pass up.

 

One of the main strengths of Hoshi military lies in the very focus of the Dragon clan. No, not rings, the other focus. Card drawing. With personalities like Mirumoto Satoe, Mirumoto Takeo and Hoshi Oki, you can easily draw two or more cards a turn. Adding cards like grove of the five masters, shrine of the eternal and hoshi house guard to the mix means you’ll often be able to build up a perfect hand before going into battle.

 

Having such a drawing machine available means you can toy with your Fate deck as much as you want. While certain cards are just too good and as such are auto-includes (palm strike, chasing Osano-Wo and flee the darkness/turn of fortune come to mind), you should have room for at least twenty cards of your choice. The best option is often to divide these cards into two categories: on one hand battle actions, be it game-swinging terrains (battlefield of shallow graves or even the unexpected suspended terrain) or simple attrition (mainly steel on steel and/or to do what we must), on the other hand meta cards.

 

Your first targets for meta cards nowadays are control decks that are dominating the environment, mainly Shadowlands personality kill and Scorpion dishonour or control decks. You already have an extraordinary weapon against those decks, a wonderful kiho named turn of fortune. Changing the target of a key action will often mean disrupting your opponent’s whole strategy for a turn, and having multiple turn of fortunes in hand (or just using the hoshi house guard or shrine of the eternal to recycle them) will give your opponent a headache. One of the most difficult things to learn when playing Hoshi military is exactly when to play your turn of fortunes, especially against a control deck, because a well-timed one can win you the game while a bad-timed one will have no effect whatsoever.

 

But let’s get back to meta cards. Outside of turn of fortune (you should run at least two of those), one of the best cards against control decks is balance in nothingness, especially when used in conjunction with your turn of fortunes, letting you cancel entire actions. And it’s always fun to cancel an action targeting your bowed Hoshi Chuichi during battle. Other than that, outmaneuvered by force is still a good card, even though it’s probably inferior to balance in nothingness and even to the underplayed enough talk.

 

If versatility is Hohsi’s main strength, reactivity is its main weakness. It’s no wonder if one of Hoshi’s key card, turn of fortune, is a reactive kiho. Most of the time when playing Hoshi military you will wait for your opponent to make the first move and then react to what he’s doing. So even though you have a high starting honour stronghold, you will often wait for your opponent to attack you first. It may be particularly dangerous against some military decks like Crab or Scorpion, because they tend to become much stronger if you give them time to install their cards.

 

In those situations, the so-called Hoshi military will often turn into somewhat more of a Hoshi switch. Because you go first, you can afford to buy gold for one more turn than usual, which gives you enough resources to buy most of your personalities for full, gaining honour while setting up your defence. This strategy has two advantages. Because you are in a defensive stance, you don’t need to attack and expand cards and personalities to maybe take a province, which means you can build a perfect hand waiting for your opponent to come for you. Additionally, by gaining honour, you’re setting up a clock for your opponent: if he can’t take you down before you reach 40, you win. This kind of situation will often lead an opponent to attack too early, and given the formidable control you have over battle, he will probably lose most of his army, giving you both time AND honour in the process.

 

Crab is another problem. While this technique will often lead you to victory, it will always be more painful because of Crab’s extraordinary resilience: cards like Hida Daizu, feign death, Kisada’s shrine and pick your battles are a pain when you’re trying to kill an army. You can recover from a pick your battles followed by Yu, but it means that the end of the game will be particularly tense, especially if you don’t have any mean to rebuild your hand.

But your real bad matchups are neither Crab nor Scorpion military, not even Shadowlands personality kill or Scorpion control (though they will always put you under hard pressure if you don’t use your turns of fortune wisely). Your biggest weakness comes from your biggest strength: while you have an extraordinary control over battle, some clans just do it better, namely Mantis, Rats and Horiuchi decks.

 

Mantis is an extraordinary threat because of three things, ranged attacks, Yoritomo Utemaro and defensive screen. Ranged attacks mean that they will always have more battle actions than you do, a situation you’re not really accustomed to (and trust me, when it happens, you really don’t like it). Yoritomo Utemaro might be the biggest threat because it allows the Mantis player to play direct assault so easily, but you should be packing at least a mean to disrupt the formation, be it Strike at the Tail or Champion’s Strike (or just plain battle personality kill). Lastly, defensive screen just acts like pick your battles: it forces you to use your hand to try and win a battle, and then denies you of all the reward.

 

Horiuchi decks may be even worse for you than Mantis. They have a lot of force, they use weapons (which means no palm strike), and can play direct assault using items – ie. you can’t disrupt it by simply killing the followers, you need to kill entire units for it to work. Your third worst matchup is Rats. They are basically Mantis with furs: they play a lot of battle personality kill (including direct assault, even though it’s easy to stop it) and can run away if things go wrong. Though if you play enough battle personality kill on your own (to do what we must and/or steel on steel will do the trick), you should be able to delay them long enough to reach 40 or take three provinces.

 

This would mean that a typical Temple of Hoshi military deck might look something like the following:

 

Temple of Hoshi, Black Heart of the Empire


Dynasty  (41)

 

1x Hoshi Chuichi

1x Kaneka

3x Mirumoto Arai

3x Mirumoto Gonkuro

1x Mirumoto Mareshi

3x Mirumoto Satoe

3x Mirumoto Takeo

3x Togashi Kansuke

1x Togashi Satsu Experienced

1x Togashi Tsuri

1x A Favor Returned

1x Gifts and Favors

1x Corrupt Officials

3x Gold Mine

3x The Hiruma Dojo

3x Shrine of the Eternal

1x Shrine to Bishamon

1x Shrine to Daikoku

2x Shrine of Duty

1x Grove of the Five Masters

1x A New Wall

1x Blood Money

1x Commanding Favor

1x Refuge of the Three Sisters 

 

Fate  (41)

 

1x Ruby of Iuchiban

1x Bloodspeaker Students

2x Traveling Ronin

1x The Egg of P'an Ku

3x Chasing Osano-Wo

2x Feeding on Flesh

3x Palm Strike

3x Flee the Darkness

3x Turn of Fortune

2x Battlefield of Shallow Graves

2x Wedge

3x Outer Walls

1x Strike at the Tail

3x Tireless Assault

2x To Do What we Must

2x Refugees

3x Retribution

2x Outmaneuvered by Force

1x Tribute to your House

1x Desperate Wager

 

Finally comes the most important question: what will Hoshi military look like comes Wrath of the Emperor ? Honestly ? It’s very hard to tell.  At first glance, Wrath seems to give a bigger advantage to House of Tao decks with cards like Someisa Sensei, or even to Shiro Mirumoto decks with Mirumoto Kaiji. While it’s definitely true, there are a couple of gems that can be used in Hoshi military. Someisa Sensei is one of them: even if it only makes Togashi Tsuri boxable and allows you to buy Togashi Satsu on your third turn, it’s a good deal. Add Hoshi Oki, Hoshi Chuichi and maybe another non-unique Monk to the mix, and it’s really great. Not as great as when your entire personality base is Monks, sure, but still.

 

You can also go the switch way by using our brand new Mirumoto Narumi (even more card draw, yay!) instead of Togashi Kansuke. It might be a good idea if the environment becomes really dominated by control decks, even though you’re losing some speed in the process (unless you’re willing to pack three of our brand new – maho – kiho, shifting fortunes, and turn your Mirumoto Narumi into a 4/2 berserker). Finally, Hoshi military also benefits from several new kihos, like the amazing martial instruction (especially good with Mirumoto Satoe) or shifting fortunes and for the Lady.

 

Ring of Water military

 

At the core there are two different approaches for a House of Tao deck starting with ring of water, or Water Monk as some like to call it (this name is actually slightly misleading as it refers to the Monk faction having the House of Tao as their stronghold in older versions of the game rather than any use of monks in the deck itself).  The first of these two approaches is based on the premise that the ring of water gives you an edge in the race to a military victory by providing a means of taking multiple provinces with a single personality.  The second approach is instead based on a longer term strategy of utilising the mobility given by the ring of water to take undefended provinces and leading to an overwhelming production advantage come the mid-game.  So how do you go about taking this strategy and turning it into a playable deck?

 

Lets start by taking a look at the first of these approaches, the blitz option.  The key here is that you are looking to make the most of the ring of water’s ability to move into a battle and take a second province in a single turn.  This involves two key components, getting the force onto the table to take the province and finding a way to either straighten in the second battle or still contribute your force.  At this point the approaches taken with this deck start to vary a great deal.

 

Many of the earlier builds used the force based kiho such as chasing osano-wo to provide the necessary force but these builds were often too unreliable as they relied on not only drawing one of a very limited number of force boosting kiho but also a second way of straightening after casting.  This unreliability was also hidden from some players who focussed too much on a small selection of the Dragon personality base that could ignore the costs of casting the kiho (Hitomi Daisetsu and Hoshi Chuichi).  In effect though this just made the decks even less stable than they previously were.

 

The more successful versions instead ran some of the higher force Dragon samurai over the monks available and a variety of cheap 3 force followers such as fortified infantry and chitatchikkan.  The problem with this setup was that the follower needed to straighten as well or taking multiple provinces was not an option.  With this in mind the straightening options were limited to spearhead.  So rather than the reliability failing at the stage of taking a province it failed at the taking of multiple provinces.  While not an ideal solution it was a big step forward from the kiho based variants.  The samurai based variants of the deck do have a big weakness to losing that early personality and dishonour could lock the deck down entirely due to the honour requirements.  In the current environment both of those are serious problems.

 

Once again the deck has evolved as ways have been sought to remove the lack of reliability or certain metagame weakness from honour requirements and the like.  In some cases this has come from running weapons as opposed to followers so that not only do they still contribute force while bowed but also offer additional straightening options in the form of cards like superior swordplay and armed and ready.  On the downside the force to gold ratio is not as good as that offered by the followers that have already been mentioned, although there are variants of this deck running a large number of crab personalities and dai tsuchi.  It is another option but probably not a strong enough one yet.

 

The final common straightening mechanic available is that provided by the use of terrains and well prepared.  To make this work with any consistency though it becomes necessary to run probably in the region of 10 terrains, many of which are not actually helping you take a province and this is not conducive to the reliability necessary in this style of deck.  It does however give you a strong option in the second style of ring of water military, the slow build variant. 

 

It should also be borne in mind that it is possible to reduce the lack of reliability through the use of whatever free card draw mechanisms are available to you.  Many people will say that Dragon are the kings of card draw but in a tight blitz build you almost certainly won’t have room for those personalities that provide it as they are simply not efficient enough from a military standpoint.  Instead you should probably be looking at birth of the anvil, doom of the dark lord and imperial ambassadorship, as well as the manipulation available from cards like face of Ninube.

 

Whenever you’re playing this style of deck though you should always keep in mind the strengths of the deck.  It will very efficiently take undefended provinces but will start to suffer once an opponent gets defence onto the table.  There are ways of taking advantage of this, such as Shosuro Maru and the ruby of Iuchiban, both of which will help take out any early defenders that come out allowing for the taking of undefended provinces.  Don’t allow an opponent any defenders when you attack and they can have all the battle defence they like, it will do them no good.  That is a huge advantage if you can find a way to consistently capitalise on it.  As things stand though there are probably not enough high force personalities available without an honour requirement to make this a stable enough build but it would not take much to make this deck viable again and it could prove a strong metagame choice as people move away from blitz defence once more.

 

Now lets take a look at the longer term build option.  This is more like those variants of the deck used by Robin Pailer at the Test of the Ruby Championship and Lucas Twyman at Origins.  As was already explained the principle with this style of deck is to provide a production advantage going into the midgame.  With this in mind the deck needs to be capable of producing the force necessary to take a province but at the same time it needs to be able to win opposed battles, something lacking from the blitz variants.

 

Rather than rely on preventing an opponent from assigning any defence and crippling them before they get into the game you are playing a much more attrition based strategy here.  Ranged attacks such as feeding on flesh or other powerful battle actions in the form of palm strike and even Tsuruchi technique.  These cards will all help win battles and failing that will at least remove an opponent’s personalities allowing you to build upon the advantage gained by taking any undefended early provinces.  In this style of deck the terrain model also becomes by far the most preferable option with regards to straightening as cards such as battlefield of shallow graves come into their own as they are not only helping the combo with well prepared but also improving the chances of winning an opposed battle.

 

The attrition is an important aspect of this deck and this should also be considered when it comes to the personality base as there are many personalities out there with built in battle actions that should be considered.  Tsuruchi Nobumoto and Yotsu Dagurasu are both worthy of mention here.  Tsuruchi Nobumoto  is probably the more common choice for his ability to assign and force an opponent to either be shot (allowing Tsuruchi Nobumoto  to move home again) but defend the province or allow a high force unit to move in and take the province.   If Crab and Shadowlands (or potentially other dragon) are the expected opponents though there is a strong argument for choosing Yotsu Dagurasu instead.  While he does not provide the naval option of shooting first the increased strength of the ranged attack can prove decisive.

 

The final thing that should be mentioned with respect to this deck type is Stonebreaker.  This personality is an exceptionally powerful unit that will cause many opponents to weep as it ignores a large number of the control elements of many common decks.  This card can single handedly win games though you do need to consider how it can impact the rest of a deck due to the requirement for followers.

 

Ring of Fire military

 

Whenever you’re building a deck it is often a good idea to consider what your edge is.  What is it that this deck can do that other decks can’t that will enable me to win.  In the House of Tao Dragon have been given an ideal way to create just such an edge.   With an advantage of just a single point of chi (or other appropriate stat) a duel becomes almost an automatic win for the Dragon player.  That victory occurs on more than one level as not only does the improved focus value increase the likelihood of winning the duel against anyone that doesn’t possess double chi but also restores your hand in any protracted focus battle.  This means that the age old tactic of military decks with high static force to deplete your hand is now redundant, filling one of the greatest weaknesses of duelling.  Combine this with the potent selection of kiho available and you have a very strong basis for a military deck.

 

The premise of the deck is essentially that you will win any battle that you go into by simply overwhelming your opponent with battle actions.  In many respects the deck plays out in a very similar fashion to the Temple of Hoshi military already covered elsewhere in this article so rather than go over the same material again the focus will be on the differences between these two decks and the options provided by each.  At it’s heart though the Temple of Hoshi focuses on a versatile personality base providing some redundancy in the use of kiho where as the ring of fire military relies on a greater range of possible actions instead to give it that edge.

 

Most duelling decks require that some deck space is used up to provide some sort of edge to their duellists, typically in the form of weapons and items.  There are certain implications of this format though. Firstly, it takes time to equip these items and that time is something that many military decks will capitalise on as you cannot defend effectively without those items.  Secondly it creates a tendancy towards having a limited number of personalities that are capable of duelling efficiently and their loss really hurts the deck.  By using the ring of fire these issues are all avoided as every personality has the edge they need to win a duel.  This means that all those slots used on items can then be used on something else.

 

Many of the limited phase duels available unfortunately require a courtier or a shadowlands personality, both rare or dangerous commodities in a House of Tao deck.  With this in mind it is probably better to focus on just the battle options that are available.  Steel on steel, test of might and rage are generally the first cards to be considered when it comes to the battle actions available but there are a couple of others that should not be discounted either, most notably drunken mantis (if only for it’s recursive qualities with shrine of the eternal and Hoshi house guard) and brutal confrontation.  This last suggestion comes about from the fact that many of the Dragon personalities are 4 force and thus out of range of any ranged attacks and it takes full advantage of every personality at the battle.  This single card can win games and there is very little an opponent can do to stop it.  In combination with turn of fortune and flee the darkness to stop any possible backlash it is an exceptionally strong card that few people will expect.  Of course duels aren’t limited to your fate hand and shrine of courage can also provide you with an extra duel for that final battle when you really need it.

 

While I have pointed out that the ring of fire allows every personality to duel the nature of these actions should also be considered.  Duels do not generally bow the person issuing them and thus a single personality can defeat a much larger number of opposing personalities if protected from a small number of key actions that an opponent may use (such as overwhelmed).  This can bring you to a secondary theme that can be added to these decks.  This has partially been covered already when both turn of fortune and flee the darkness were mentioned but it is possible to go a step further and run faith in my clan as well to stop any endgame battle turning actions such as direct assault or archer squad.  This may require the addition of assuming the championship to add some extra reliability but with the card search available from aid of the grand master it should prove fairly easy to get the necessary components to make this work.  With these additions single personalities can take out entire armies as they repeatedly duel every personality opposing them.