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	<title>Sun Tao's Journal</title>
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	<description>Victorious warriors win first and then go to war, while defeated warriors go to war first and then seek to win.</description>
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		<title>Sun Tao's Journal</title>
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		<item>
		<title>Why are you running this card?</title>
		<link>http://suntao.wordpress.com/2008/07/24/why-are-you-running-this-card/</link>
		<comments>http://suntao.wordpress.com/2008/07/24/why-are-you-running-this-card/#comments</comments>
		<pubDate>Thu, 24 Jul 2008 22:30:26 +0000</pubDate>
		<dc:creator>Kuni Siri</dc:creator>
				<category><![CDATA[deckbuilding]]></category>
		<category><![CDATA[unaligned]]></category>
		<category><![CDATA[L5R]]></category>

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		<description><![CDATA[You walk into your dojo store and after some games a guy new to the playgroup take yours deck to see what you are running, out of curiosity, or maybe looking for some good card he haven&#8217;t thought. Then a dialog along the following lines occur: “Hey, why are you using this card?” “Well, there [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=suntao.wordpress.com&amp;blog=4244760&amp;post=3&amp;subd=suntao&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>You walk into your dojo  store and after some games a guy new to the playgroup take yours deck  to see what you are running, out of curiosity, or maybe looking for  some good card he haven&#8217;t thought. Then a dialog along the following  lines occur:</p>
<p>“Hey, why are you  using this card?”<br />
  “Well, there is no  Koala Clan Deck without this card! It&#8217;s just awesome!”</p>
<p>But despite all the  awesomeness that card can have, you are lacking a real explanation.</p>
<p>There are some cards  people insist on running in every deck, even when they have to good  reason to  justify it&#8217;s presence there, besides the card being  “powerful”. Very often that card ends being counterproductive or  don&#8217;t work with their game strategy at all, but it remains in the  decklist due to some weird card choices.</p>
<ul>
<li> Doomed Intentions in samurai decks with no Battle action in units (Crab Hero, Crane Magistrate etc); </li>
<li> Governor&#8217;s Court in honor decks with great honor gains based on battles.; </li>
<li> Seikitsu Mountains in offensive decks focused on Bowing as battle tech. </li>
</ul>
<p>The list go on, but  these are good examples.</p>
<p>DI without using its  additional battle frequently is not worth its fate slot. Unwavering  Assault, Ring of Water and Rapid Deployment are main contenders to  take its position.</p>
<p>GC will keep wise  opponents from attacking, meaning that you need double the usual  amount of turns to cross 40, and them you&#8217;ll have to deal with  massive attacks. If your main honor revenue comes from defending,  stay away from GC. GC is just a “cheap” control tech for honor  decks, not a real honor engine, unless coupled with massive control  (try Touch of Ice, Control and GC).</p>
<p>SM on offensive decks  are useful as a guerrilla tactic. It&#8217;s an amazing card to run on  decks with reusable, cheap PK (Kyuden Ashinagabachi, Kyuden  Wasuremono etc), but on decks without this abilities it becomes just  a runaway card, and, to escape from lost battles, Ordered Retreat is  a lot better, due to its straightening ability. It&#8217;s better to choose  cards that help you to win, than cards that help you not to lose.  This may be bullshit in relation to most control decks, but control  decks are a totally different kind of animal.</p>
<h2>What&#8217;s the main idea?</h2>
<p>Every card choice must  be justifiable. It should also be the best choice, to your deck  consistency, to <a href="#dishonor">your environment*</a> and to your strategy. To  take a choice other than the best is to cheat yourself.</p>
<p>There are some steps  you can take to avoid doing bad choices:</p>
<ul>
<li>
<p>Adjust your choices to your strategy.<br />
      Do not play in Time of War on a blitz deck.</p>
</li>
<li>
<p>Always ask yourself how much each card will help you<br />
      How many cards will your Tsi Blade usually draw?</p>
</li>
<li>
<p>Do not make conflicting choices<br />
      Stay Your Blade and Winter Warfare in the same deck is usually a bad idea</p>
</li>
<li>
<p>Avoid using cards as a replacement for lack of skill<br />
      Are your really running The Mikado to know what your opponent may throw at you?</p>
</li>
<li>
<p>4 Card Combo will not happen<br />
      There&#8217;s always a C-C-C-COMBO BREAKER!</p>
</li>
<li>
<p>Trade wisely<br />
      It&#8217;s better to have 3 Seeking the Way than 1 Doomed Intentions</p>
</li>
<li>
<p>No card is sacred<br />
      Absolutely no card. Not even your clan holding.</p>
</li>
</ul>
<p>Advices  on how to evaluate cards were already posted elsewhere by other  authors:<br />
<a href="http://www.outerplanesgames.com/games/l5r/po5r/earth1.html">Philosofy  of the Five Rings: Earth</a></p>
<p>The most important  question to answer is how much will your choice be useful. Think  about in which turns it will be useful, and how many turns it will  help you. An event useful only between turns 4 and 5 should be  game-winning to be played; the same principle applies to every card  choice in your deck. Other important aspect is to analyze the cards  taking into consideration all its aspects. It&#8217;s not because you&#8217;re  building a Honor deck that you should ignore completely your  Personalities Force, after all it may be useless to you, but your  opponent might use it against you.</p>
<p><a name="dishonor" id="dishonor"></a>*: If people still like  dishonoring themselves in your area, please stick to Doomed  Intentions and give them a lesson.</p>
<h2>Decklist</h2>
<p>Here is as an example; an enlightenment Dragon deck with no Gold Mines, and absolutely no  reason to run it.</p>
<table width="75%" border="1" cellpadding="5" cellspacing="0" align="center">
<tr>
<td colspan="2" width="100%" valign="top">
<p align="center">Stronghold: Tetsu Kama Mura</p>
</td>
</tr>
<tr valign="top">
<td width="50%">
<p>3 Banish All Shadows<br />
      2 First and Final Strike<br />
      2 Manipulation<br />
      2 Ordered Retreat<br />
      1 Coward!<br />
      2 A Legion of One<br />
      2 Aligned with the Elements<br />
      2 Draw Your Blade<br />
      2 Kharma in Death<br />
      3 Determination<br />
      1 Impressive Resilience<br />
      3 Song of the World<br />
      3 Stay Your Blade<br />
      1 Ambush<br />
      1 Ring of Air<br />
      1 Ring of Earth<br />
      1 Ring of Fire<br />
      1 Ring of the Void<br />
      1 Ring of Water<br />
      3 Walking the Way<br />
      2 Purge the Weak<br />
      1 A Terrible Oath</p>
</td>
<td width="50%">
<p>1 A New Wall<br />
      1 Wisdom Gained<br />
      1 Emerald Competitor<br />
      3 Famous Bazaar<br />
      1 Shrine to Bishamon<br />
      3 Sushi Stand<br />
      1 Temple of the Seekers<br />
      1 Temples of Gisei Toshi<br />
      3 Venerable Master<br />
      1 Private Trader<br />
      1 Shinsei&#8217;s Tomb<br />
      3 Tamori Konoye<br />
      3 Tamori Wotan<br />
      3 Togashi Chikato<br />
      3 Togashi Keitori<br />
      1 Togashi Tsuri &#8211; exp<br />
      3 Mirumoto Ichizo<br />
      3 Bayushi Kurumi<br />
      3 Kitsune Tsutaro<br />
      1 K&#8217;mee &#8211; exp 2</p>
</td>
</tr>
</table>
<p>The  next topic will probably be “Cheating by the rules – The art of  twisting rules on your favor” or “The Bluff Factor – On how to  win games you lost.”</p>
<p>Comments  would be extremely appreciated.</p>
<p>Written listening to:<br />
The Dresden Dolls –  Yes, Virginia&#8230;<br />
The Dresden Dolls –  No, Virginia&#8230;</p>
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