Eternal Victory Dojo
Border Keep Exp
Bamboo Harvesters (Basic)
# Dynasty (40)
# Events (4)
1 Times of Strife
1 Imperial Gift
1 Glory of the Shogun
1 The Emerald Championship
# Celestials (2)
1 Ryoshun's Guidance
1 Akodo's Guidance - exp
# Holdings (16)
3 Remote Village
3 Ageless Shrine
3 Prosperous Village
3 Copper Mine
2 Chugo Seido
1 Traveling Peddler
1 The Imperial Treasury
# Personalities (18)
1 Akodo Dairuko
1 Akodo Tsudoken - exp
1 Akodo Kobi - exp
1 Matsu Kasei - exp
1 Akodo Kano
1 Matsu Hana
3 Ikoma Ayumu
3 Akodo Makotai
3 Akodo Kamina
1 Kuronada - exp2
2 Matsu Yuuto
# Fate (41)
# Strategies (32)
4 Reckless Rush
4 Brawl
3 Control the Board
3 Banish All Doubt
3 Dislodge the Foe
3 Consideration
3 Retribution
3 Know No Fear
2 Broken Alliance
1 Peace
1 Creating Order
1 A Game of Dice
1 Honor Never Falls
# Followers (1)
1 Elite Sentry
# Items (5)
3 Wyrmbone Katana
1 Blade of Champions
1 Hunger
# Rings (3)
1 Ring of Water
1 Ring of the Void
1 Ring of Fire
Okay here is the explanation:
Dynasty Side -
4 events see like a bit much, but so far it has not hampered me in any way (so far).
Times of Strife - Pretty much the best honor/defensive cards at this point boost provincial strength (Think Flooded Pass, Indomitable Home, Bayushi Shibata, Ebisu's Honesty, Willing Spirits, Wall of Honor, Boastful Proc, etc. . .). This card stops all of them making them dead for two turns. In addition - Tricks that are done without presence will cause your opponent to ditch cards which is always good versus honor and dishonor.
Imperial Gift - Honor gain to (maybe) buy you some time, but mostly to pull a Wyrmbone or (gasp, boo, hiss. . .) Hunger. This works in conjunction with. . .
Glory of the Shogun. With all of the card draw this deck can provide having the ability to attach as an Open/Battle is great and the extra card draw is excellent. Yes my opponent gets a chance to do it as well, but I figure that a very high percentage of any big attachment deck is going to run it anyway. It has ended up helping me much more than my opponents so far.
The Emerald Championship - Straighten as an Open/Battle works well as Bow meta as well as on defense.
Yes, Run both Ryoshun's and Akodo's Exp. Why? Because you plan on using them within 2 turns of them hitting the board. Don't let em sit. Meele 4 doesn't see very strong, but it is another battle action that does kill stuff. Go ahead and take the favor if you can because you will just straighten with . . .
Ageless Shrine - Take the Favor and attack all with one guy, Straightens Kamina (so you aren't pitching battle actions), Defense - Straightens personalities to defend so you can over-commit to attacks (Pretty much by mid game the gold should take care of itself and you can leave EVD and 2-3 Ageless Shrines unbowed).
Yes - TWO Chugos versus Two Peddlers. Pop the Chugo as soon as you can use it, go get another one with Peace. Card draw isn't the problem. Having your guys die is.
The personalities are pretty self explanatory. I am seriously thinking of ditching either Kuronada or Kano for another Yuuto. Kano has been a liability (with Effortless Counterattack being prevalent and a REALLY low force. . . 3 I can deal with, 2 breaks the deal). Yuuto has been fantastic and his trait is absolutely amazing.
Hana can be a beast when you target her with Kamina, she can bow down champions and/or shuggies with loads of spells and gain honor for it.
Kasei seems weak, but he tends to get Hungry for an 11 F unit that can send a guy home. If they target a non tactician and kill him that just means they didn't target the tactician.
Fate Side -
Reckless Rush - AMAZING CARD. Attachment Hate - Check, Bow Meta - Check, Bow something Down - Check. All in all it is a beast of a Battle Action.
Brawl - Again an all around solid card. Destroy Terrains? Check. Bow Something Down? Check. Destroy Regions as an open? SOLD (cause you know there aren't any good regions right now right?).
The only card that is questionable is Broken Alliance. Yes it kills attachments, but the real reason I put it in was the unit move and straighten. I almost put in Effortless Counterattack instead. . . I hate send home though and if they aren't playing Additional Actions (like me because of Effortless being pretty prevalent) then it is not as useful as Broken Alliance. On the fence, but haven't got a good reason to drop it.
Elite Sentry - The gold scheme in this deck is built to drop big attachments. If they kill it with Sundering Strike (and pay 6 gold to do it) or Broken Alliance (paying

then I just prevented another personality from hitting the board. However the destruction and unit straighten is VERY strong and you put one on Yuuto and it is immune from ranged attacks (kills cav, but at that point who cares).
Blade of Champions - Redirect.
Hunger - Makes people all giddy that I have to attack them each turn (and it gives me an excuse to). Consideration makes sure that I get a chance to kill something before I go down and Movement negation is gravy. In addition to that if you attack in with one guy (let's assume a tactician) use Dislodge the Foe to go to a different province and see how he does one on one. Plus at 6 gold it is a cheap 5 force (ensures that they have to use sniping to kill him. . . ).
Ring of Fire - Basically reads - Never
actually "lose" a battle. You are going to kill someone. The Chi values are pretty high and with Ryoshun's you can target every champion in the game with most of your personalities. I have killed many, many units with this card. So you had to pop your Hungry personality with Ring of Fire. . . I bet you killed something. . .
Basically the idea is to be super aggressive (now temper this a bit and be careful on defense or you will eat sneak attacks and Sniping if you aren't careful). There is a bunch of open straighten so you should be able to get defenders in place. Additionally there is a bunch of Terrain Destruction and Bow prevention/Meta. The whole deck is battle actions and they are very strong ones. Use your Tactical Open/Limited (s) to establish card draw during both turns and burn cards during the attack. Seeing 3 cards a turn, plus Banish All Doubt makes card draw extremely fast. The strength of the deck is honestly not in the personalities. . . it is in the fate deck and you can use it up fast.
Blow your Guidances as soon as it presents even a little benefit (this goes for Chugo as well. . . you want to use it before the next one shows up - 2 turns or so). The extra battle action(s) from the guidance or using up an opponents fate card (if you redirect) is worth it. Don't be afraid to use Consideration on your opponents Turn, especially to deter an attack or if you are holding a Retribution, the odds are that you are going to see another one pretty soon.
Questions or comments are welcome.