The Emerald Dojo

A Legend of the Five Rings Strategy Site

Seekers of Wisdom

Updated 28 June, 2020

By paulofhallett#7086

Mysterious and elusive, the Dragon clan seek to know the world through their devotion to meditation, study, and action. Located in their remote mountain monasteries, many Dragon live their lives without setting foot beyond their borders, creating an aura of myth about their clan which they are generally happy to maintain. Their monks spend multiple lifetimes honing their skills, often with no idea where this will lead them. In battle, however, they are able to use their impressive skills (embodied in their mysterious tattoos) to overwhelm and disarm opponents.

Traditionally, Dragon players clan focused on towering up a powerful Monk character and using Void Fist to close out key conflicts. Of late, players have begun to experiment with the new stronghold High House of Light, capitalising on the benefits that come with playing a large number of cards during key conflicts. Dragon dueling decks can also be encountered at tournaments, but with the banning of Mirumoto Daisho they are now less common.

This guide covers the most commonly-encountered Dragon cards in competitive play, and ends with a rundown of the current competitive deck archetypes.

Strongholds

Much of the Dragon clan philosophy revolves around the Buddhist concept of letting go of earthly attachments. This is somewhat at odds with their core stronghold which focuses on gaining value from attachments. Then again, the Agasha do make some nice toys.

Mountain's Anvil Castle provides a reliable boost to military or political conflicts throughout the game. Under optimal conditions it can buff a character with two attachments in Turn 1, when +2/2 makes a significant difference during conflicts. While the effect of the stronghold diminishes as the game continues, it is never unhelpful.

The buff only lasts until the end of the current conflict, and can be used early to save cards such as Banzai! for later, or deliberately delayed as a gentle reminder to an opponent that there is still +1 or +2 in the bank.

Monks gameplay is designed to mimic kung fu movies in which a flurry of punches and kicks overwhelm an opponent. This is represented in game by cards such as High House of Light which reward playing a large number of cards during conflicts. The +3 province strength is very nice, although the 7 influence is abysmal. That said, Monk decks tend to work best with in-clan cards, often to the point of not including splash cards at all.

Thought should be given as to when to use the Action ability. If used early it provides protection against cards such as For Shame!. If used later, it can help a key character stay on the board for longer.

Provinces

Thankfully, Restoration of Balance received an errata changing its interrupt timing from "when revealed" to "when broken". That said, it can still cause significant disruption to an unprepared opponent, who may be required to bow, send home, or even discard their own character if the consequences of a Restoration break are too dire.

As a fire province it can be played alongside Upholding Authority, meaning small pokes may be required to avoid significant hand loss when clearing the Dragon row.

Sacred Sanctuary allows Dragon players to put up fierce resistance on their stronghold. Although the province strength of 2 is weak, the reaction provides outstanding value, allowing a key character to ready (and thus join as a defender), and remain unbowed at the end of the conflict. This character is also immune to bow effects (although send home and discard effects will still work if High House of Light not used in a timely fashion).

In practice, Sacred Sanctuary allows a key Monk character to participate in three conflicts every turn. If the Dragon player has the First Player token they can attack with a key character, and then ready and defend with Sacred Sanctury. The character then remains readied at the end of the conflict, and is thus able to declare as an attacker or defender in a subsequent conflict.

If the Dragon player does not have the First Player token they can defend as usual in their first conflict, and then trigger the stronghold for their second defence, thus readying a key character who will subsequently be able to declare as an attacker for the final conflict of the phase.

When a powerful Monk such as Togashi Mitsu is honoured and supported by multiple attachments or events this can be a real headache for opponents.

Sacred Sanctuary has also ensured that Seal of the Dragon is the only such card to regularly see competitive play.

Holdings

The sister card to Kakita Dojo, Mirumoto Dojo unfortunately does not see a lot of play due to the lower frequency of Dragon dueling decks, and what is generally considered a weaker effect. Like Mirumoto Raitsugu, the Dojo removes fate from the duel's loser (which is discarded if the winner is a duelist). This is good, but lacks the immediacy of the bowing and blanking effects which come with Kakita Dojo.

Characters

Ancient Master and Tattooed Wanderer are both 1-cost conflict character cards which feature a monk standing on one leg with palms pressed together. Thus, they are easily confused, but it is important to recognise the difference as both offer excellent value in their own way.

Ancient Master has two distinct purposes. At 1 cost for 2 glory he is an excellent tool for obtaining the Imperial Favor when played in the final action window of the conflict phase. Clans will sometimes splash Dragon for this purpose (which also provides access to the excellent Let Go). Ancient Master's stock has also gone up in recent times with the High House of Light archetype as, when played as an attachment, his ability enables additional cards to be played during conflicts.

Tattooed Wanderer can add the Covert keyword to a character as an attachment, thus enabling an enemy tower to be potentially bypassed for just one fate. He also has solid stats (but no glory) if a conflict character is needed in a pinch.

Doomed Shugenja offers outstanding value on a limited time frame. Her stats of 3/3 are hands down the best in the game for a 1 drop, but, without fancy tricks (which are probably not worth it) she will only stick around for one turn. Said fancy tricks could include Ancestral Daisho or Kitsuki Method which return to hand when the attached character leaves play, but these attachments are generally considered too expensive to play competitively. Saves such as Reprieve are possible, but as a non-unique character she cannot be duped in the dynasty phase so it's generally better to let Doomed Shugenja burn out rather than fade away.

It is also worth noting that Doomed Shugenja has the Limited keyword. Until recently this did not mean much, but the keyword has been popping up more recently and means, for example, that Doomed Shugenja cannot be used alongside Those Who Serve.

The Agasha family invented the katana and so it follows that their celebrated smiths should be represented in the card game. Swordsmith's ability provides repeated value, although he is prone to being assassinated (his action should be used before the first conflict to avoid this).

His ability works best in decks with a fair number of attachments. This suits both a tower archetype which plays a large number of cheap attachments, and more contemporary decks which focus on expensive attachments such as Way of the Dragon, Dragon Tattoo, and Togashi Acolyte.

The fact that the conflict deck shuffles any unused cards (rather than discard them) means that any event cards (especially Void Fist) placed on the bottom of the conflict deck by Togashi Mitsu can potentially be redrawn much sooner.

While he can be used as a conflict character in a bind, Togashi Acolyte works best when played as an attachment on a key character. Once attached, every subsequent card played in a conflict adds +1/+1 to the attached character, and this effect stacks with multiple Acolytes.

2 fate is a lot to ask, but this value is recurred the longer the attached character remains in play—a relatively easy prospect with High House of Light and Togashi Kazue.

The Kitsuki family believe in understanding the world through rationale thought and deliberation. Such behaviour is considered almost heretical by most Rokugani, but is nonetheless capable of impressive results.

Kituski Investigator is likewise capable of impressive results, being able to remove a key card from an opponents hand once per turn. His stats are sub par to compensate for his powerful ability, although he does reach 5 political skill when honoured.

Under optimal circumstances his ability should be used on a political defence, allowing the 1 fate that has been spent for his ability to be recouped in the next attack. His ability can be replicated with Way of the Dragon, provided he can participate in a later conflict (his ability can only be used once per conflict).

Be wary of playing Investigator against the Unicorn as cards which flip a political conflict to military (such as Captive Audience or Khan's Ordu) will render the Investigator all-but-useless for the turn.

A Core Set card, Kitsuki Investigator later gave rise to an entire Kitsuki archetype based on hand knowledge and manipulation through the Shiro Kitsuko stronghold. Sadly, this has not proven competitive and rarely sees play.

Mirumoto Raitsugu is a capable duelist who delights in stripping fate from unsuspecting opponents. Miromoto Hitomi is another staple character in Dragon dueling decks who can bow up to two opposing characters, reflecting her mastery of the niten (two swords) technique.

When equipped with a pair of Fine Katana and buffed with Mountain's Anvil Castle, Raitsugu and Hitomi can reach 9 and 10 military respectively. With cards such as Favorable Ground or Hawk Tattoo they can also be moved to multiple conflicts to use their abilities on the most valuable targets.

Togashi Kazue (protagonist of the excellent novella The Eternal Knot by Marie Brennan) is a 3/3 for 3 conflict Monk. Her impact, however, comes when she is played as an attachment on a key character.

Once attached, she can move fate from another participating character to the attached character. This works against both friendly and unfriendly targets, meaning fate can be stolen from an opposing tower and added to one's own. Kazue's initial 3-fate cost is recurred after two turns of this (each use of her ability is effectively a 2-fate swing), and she can be used to speed up the demise of important opposing characters.

If an opponent begins to avoid facing Kazue's character, fate can simply be moved from a lesser character on one's own board to keep an important character in play indefinitely.

Ready effects, like bow effects, are powerful. Niten Master can ready twice per round, provided weapons are available to attach to him.

The removal of Niten Master from the restricted list, combined with the arrival of the free Sharpened Tsuruhashi, led to a brief resurgence of Niten Master decks, but his lack of synergy with either Monk or Duelist archetypes has seen this wane, although the arrival of the in-clan Inscribed Tanto has led to another mild resurgence.

Champion of the Dragon, and, if legend is to be believed, the living embodiment of the original Kami Yokuni, this character has been a staple in most Dragon decks since launch. He is a rare example of a character with Bushi and Shugenja traits, and his high glory can be a blessing or curse depending on one's deck and opponent.

Where things get interesting is with his ability.

Never play a Border Rider with Yokuni on the table: to do so is to give a Dragon opponent's 5/5 character a free ready. Indeed, be careful of playing anything that will offer Togashi Yokuni a significant benefit. His owner, meanwhile, can use his ability to gain an extra use of one of their own significant character abilities, whether that be Agasha Swordsmith, Kitsuki Investigator, or Togashi Mitsu.

While his lack of Monk and Duelist traits is regretable (he is a common target for Seal of the Dragon), Yokuni still brings enough to the table to justify his inclusion in most competitive decks.

The original incarnation of Togashi Mitsu is a true one man army. When honoured he becomes an impressive 7/6, and he features the Monk trait and valuable Covert keyword. During conflicts he is able to recur a Monk, Tattoo or Kiho card from the discard pile, which can lead to multiple Void Fist during key conflicts. With careful plays he can be kept on the board indefinitely through High House of Light and Togashi Kazue, and he can avoid bowing after conflicts through Indomitable Will, Centipede Tattoo, or Sacred Sanctuary.

The more recent version of Togashi Mitsu was initially scoffed at, but has since proven a fearsome opponent. To begin with, his 5 political skill is valuable, and, although he cannot Covert an opposing character, he at at least cannot be coverted himself.

Where things get interesting is his ability.

Ring effects represent the fundamental mechanics through which players interact with the game. Togashi Mitsu can, after 5 cards have been played, resolve any one of these powerful effects. And, with Way of the Dragon, this effect can be resolved twice to, for example, strip 2 fate from an opposing character or enable a 4-card swing from two Earth rings.

Playing against either Togashi Mitsu is challenging. While he is expensive, he be kept on the board long after his expiry date and can participate in multiple conflicts per phase with Sacred Sanctuary or Indomitable Will. When the time comes to break Sacred Sanctuary this must be done with overwhelming force, as a series of smaller attacks will simply be resisted by Togashi Mitsu (or another powerful Monk) each time.

Attachments

Dragon have a number of attachments that provide an economic boost, often through interaction with fate on rings.

Daimyo's Favor is a free attachment that provides a 1-fate discount each turn. The act of playing the card, using the action, and then playing another attachment, helps to increase the number of cards played in a conflict, assisting with cards such as High House of Light. These actions can also can also be used to draw out a conflict while waiting to see what lines of play an opponent is pursuing, or to 'waste' an action if Hida Kisada is in play.

Jade Masterpiece helps to maintain an economic advantage over an opponent by denying access to fate on rings. It can be used before declaring a conflict as an attacker to ensure that maximum fate is claimed when choosing a ring, or to shift fate away from a desirable ring when an opponent is preparing an attack.

The Togashi monks who reside in the High House of Light spend multiple lifetimes developing their skills through meditation and training. As part of their initiation, these monks receive mysterious tattoos inked from the blood of Kami Togashi himself. These offer supernatural abilities to be used in the eternal battle against Fu Leng and the minions of Jigoku.

In game, these Tattoo take the form of attachments which can be searched for with Ancient Master or recurred with Togashi Mitsu.

Centipede Tattoo is a free attachment which ensures the attached character does not bow after conflicts it loses. If attacking alone with Indomitable Will in hand this effectively means the character will not bow after the conflict unless otherwise interfered with.

Hawk Tattoo received an errata which reads "Attach to a character you control". Prior to this it was the ultimate harpoon, capable of moving characters to conflicts in which the had no business participating. It still sees play, most often in dueling decks which require presence in multiple conflicts, or in Monk decks to enable Void Fist.

Dragon Tattoo was the cause of some consternation when announced, but did not initially see a great deal of play. At first reading it suggest that Banzai! can be played twice, offering a massive +8 military for -2 honour. It has been ruled, however, that the maximum of once per conflict restriction on Banzai! stands. Dragon Tattoo can, importantly, still be used to play multiple Hurricane Punch or Void Fist, but thankfully not the now-banned Policy Debate.

Way of the Dragon is the only 'way of' Philosophy which takes the form of an attachment. It's high cost is not justified by its stat boost, but it provide an extra use of the excellent abilities on Dragon characters. This allows, for example another discard from an opponent's hand with Kitsuki Investigator, or another recursion with Togashi Mitsu.

Where things can also get particularly interesting is when Way of the Dragon is combined with cards such as Duelist Training and Justicar's Approach.

Consider the text of Duelist Training. It is not the attachment itself which can initiate a duel. Rather, the attachment adds an additional action to the character's text box. Note also the wording of Way of the Dragon, which allows the attached character to trigger each of their abilities an additional time. With both Way of the Dragon and Duelist Training attached, the Dragon character is able to use Duelist Training twice to bow two opposing characters. This synergy is then effectively doubled each time a new Duelist Training is attached to the character.

Justicar's Approach offers a similar effect, and while it has not quite lived up to its initial hype, under the right circumstances it can put significant pressure on an opponent. It can only be attached to a Courtier, usually necessitating a Void role and Crane splash for A New Name. It provides only a minimal stat boost for its 1-fate cost, but it can be initiated during any type of conflict and, depending on the target's status, will either dishonour, bow, or discard them. Way of the Dragon allows more duels to be initiated, meaning characters can be moved more quickly to the the desired state.

Dragon duel decks, then, have the capacity to put an inordinate number of dueling actions on tower character with Way of the Dragon. Assembling such a character takes time, meaning the deck is vulnerable in its infancy, but once it builds inertia it can be very difficult to stop.

Events

Let Go is an excellent card. It has no cost, no restrictions, and can remove any attachment on the board. It is also only 2 influence, making it a popular splash choice (along with Ancient Master and Tattooed Wanderer).

While its popularity fluctuates somewhat with the meta, expect to see it consistently as a 3x in Dragon, and in decks that are vulnerable to powerful attachments.

Outside of the much-maligned (but occasionally popular) mantra cards, these four cards represent the current suite of Kiho cards available to players. They are the flurry of punches, kicks, and stances practised by Monk characters, and synergise with effects that reward playing a high number of cards during conflicts.

Hurricane Punch is the bread and butter of any Monk deck. It is free, adds +2 military, and draws another card. The sooner in a game it is played the better, as this stocks the discard pile with potential cards for Togashi Mitsu to recur while also powering High House of Light.

Iron Foundations Stance is interesting. Its effect is powerful, but as with High House of Light a decision must be made as to whether to play it early in the conflict to gain the protection it offers, or later to gain additional value from the card draw. This will largely depend of the opposing clan and board state (in particular, whether or not the target character is dishonoured).

Wildfire Kick and Void Fist are two 'finisher' cards that are particularly effective against swarm and tower decks respectively. Each require some build up, which can be assisted by Shinto Monastery. Each can also be recurred with Togashi Mitsu. Note that Void Fist requires that the opposing character be of equal or lower military skill to a participating monk. Togashi Acolyte can ably assist here.

Listed as a Technique rather than a Kiho, High Kick nonetheless synergises quite well with the Monk archetype. In the best case scenario a 1-cost Monk is bowed to also bow a high-skill opponent. This is an expensive trade, however, costing 2 fate for a single bow. That said, being able to shut down the ability of a key opposing character is a nice bonus.

There are two events which synergise with the Dragon dueling archetype: Magnificent Triumph and Rising Stars Kata. Both work best if a duel has already been won, which does little to help win the duel itself (although Rising Star Kata does at least give +3 duel pre-duel, but then gives up the extra +2 to help win the conflict).

Magnificent Triumph can give the target character a rare political buff, with the added bonus that they cannot be chosen as the target of events.

Mirumoto's Fury and Indomitable Will represent the current suite of bow/no bow Dragon cards. The former (a restricted card), can be used to slow down an opponent's advance in the early game when fewer provinces are revealed and an opponent is less likely to have their cancels online.

Indomitable Will works best on a tower character (usually Togashi Mitsu), and can be played both offensively and defensively. It works well in both the early and late game, and provides additional support for Sacred Sanctuary once this has been revealed on the stronghold.

Archetypes

By suburbaknght#4584

Strike the Summit (named for a monk strategy card from the old game) was created as an experiment with help and assistance from Coyote to utilize a lot of the maligned cards from the Dragon clan pack, Seekers of Wisdom. The deck relies primarily on three resources:

High House of Light exists primarily for its second ability: to move fate from a Ring to a tower character (ideally Togashi Mitsu). Done just once or twice is usually enough to ensure your last throughout the entire game. While there's nothing wrong – and it's often necessary – to use the stronghold to prevent event targeting, its primary purpose is to ensure you tower's longevity. That said, once you're in the endgame, use the stronghold for protection

Togashi Acolyte is the key to leveraging all the cards you're playing. The Acolyte turns every card into a +1/+1 bonus. If you're playing 5 cards to use your stronghold, the Acolyte turns that into a +5/+5 skill bonus. For that matter, if you have two Acolytes on a character you generate +10/+10. These are exceedingly high numbers that most clans can't stand against. Even if the Acolyte is removed with anti-attachment cards, Togashi Mitsu can always play the Acolyte from your discard pile or you can reshuffle him in the deck with Slovenly Scavenger. This is on top of the bonuses you get for just playing the initial cards.

Card cycling keeps the deck active. By Mitsu's ability to play Kiho from the discard pile, the Slovenly Scavenger's ability to shuffle your discard back in, and all the card draw from cards like Hurricane Punch and Ancient Master, all mean that you will see constant use of your best cards. While Test might get to use Void Fist two to four times per game, Strike the Summit will often use it eight or nine times per game.

The deck we have linked here is the first version of the deck to really fire (version 1.5); as I write this I'm on version 1.12. So why share an older version?

Quite simply, this is a toolbox deck. It's a deck that's very easy to customize for your personal playstyle. For example, there is no splash clan in the deck, but that makes it very easy to add the splash that you like. As of writing, Gunnar Traustason recently placed in the top 4 at the British Grand Championship using his variation of the deck, in which he splashed Crane for Gossip to get added control elements. Likewise Arash Afghahi was one of the first to start splashing Lion for In Service to My Lord in order to get extra stands. Recognize how you play and customize the deck to your playstyle.

By arash_suri#3491

Test was initially created by Aneil (mindsdesire) and Kingsley around the Imperial cycle. I believe that Kingsley conceived of the deck, and Aneil fine tuned it into the monster that it was back in the day. In the beginning of the deck’s life its performance was bolstered by the fact that it was Seeker of Fire which gave it access to Restoration of Balance and (pre-errata) Feast or Famine. This was bolstered by Void Fist and Togashi Mitsu (in the Elemental cycle), Niten Master, and Pathfinder's Blade. Then all of those things went on the Restricted List or got errata’d (though some of them have since been removed).

Test has always had a reputation for never changing. I disagree with this sentiment, having used the list for nearly two years now. Though it does not change a lot, it has shifted with the meta pretty regularly, in the splash choice and the ratios of different cards (namely things like Hawk Tattoo and The Mountain Does Not Fall, whether to include Hiruma Skirmisher, etc).

The deck functions primarily as a mid-range deck. Instead of focusing on one giant tower, it instead creates several mini-towers (usually a five coster like Yokuni or Mitsu, though sometimes Raitsugu). You then use the strength of your dynasty to outvalue your opponent, creating a board state that they cannot break through. The cards that are used to allow for this are Reprieve and Finger of Jade, which are armor for your mini-towers, making sure that they don’t get killed or neutralized by provinces. Reprieve also obviously allows you to get future value out of your tower.

Because the Test strategy relies on big bodies in the dynasty phase, you often start slowly to amass fate. Oftentimes you start the game by buying small characters, banking enough fate to buy a big character, starting either turn 2 or 3. After that, you usually try to strike a balance between turns where you buy small and turns you buy big. With the plan being that you build board advantage.

This strategy is supported by your province row, which is still brutal for most clans (not Unicorn). Between Restoration of Balance and Upholding Authority, you have hand control which can be really punishing for players. Oftentimes other clans have to tiptoe around your province row, not fully committing to breaking because of how devastating it can be. You also don’t really have any provinces that can be farmed, which is a huge advantage against Scorpion.

Usually the game plan is that your first two provinces get broken pretty quickly, and then you stabilize and really hard defend your third province. Oftentimes the other clan will get to your stronghold, but that is where it stops. Sacred Sanctuary is an amazing stronghold province that can be really punishing for a clan to get through. Because of this game plan, defending and attacking is a really tricky skill to learn. It is a common adage to say that Dragon requires you to defend perfectly. Under defending Sacred Sanctuary is really easy, and is a big mess up that will cost you the game. Late game strategy is often on a thin razor of predicting what your opponent has, how much you can afford to use offensively, and what you need to be doing to make sure that your stronghold is safe.

This list is the lightest on political skill that Test has been in a while. This is generally fine because there is a lot of military skill boosts, but not many political buffs. However, it does mean that against clans that are very political inclined (like Scorpion) that you need to aggressively use your Stronghold on defense (it acts like a 1 Ornate Fan) and be a little judicious in your use of Void Fist.

Will (a Dragon hatamoto and winner of last year’s adepticon) and I went through test and a couple of other decks in this video, which might be useful-

https://www.youtube.com/watch?v=SCDSyeia45g

Feel free to message me on discord if you wanna talk about Dragon!

Dueling Tower

By WorkerBee#3527

A prominent trait of the Dragon clan (besides Monk) is Bushi and therefore it’s only natural that an archetype around that trait exists. The Bushi build differs from the other two deck archetypes by abandoning the “Monk package” (consisting of Togashi Mitsu, Hurricane Punch, Void Fist, Seal of the Dragon and Sacred Sanctuary) and focuses on a few main characters: Niten Master for early aggression, Togashi Yokuni for mid game dominance (by providing a massive tower), Mirumoto Raitsugu to destroy the opponent’s board and Mirumoto Masashige to honor your high glory characters.

Except for Indomitable Will, Dragon has no in clan ready effects (except for Niten Master, of course) to get these Bushi towers into multiple conflicts, so the splash in this archetype is focussed on providing unbows and non-bows. Therefore most of these deck splash either Lion (for In Service to My Lord, Sashimono, Heroic Resolve and/or Ready for Battle) or more commonly Crane (for Kakita’s Final Stance or Return the Offense). The later also provides a way to get extra value out of your towers in the form of Duelist Training to bow your opponent’s characters.

Most of the Bushi decks rely either on Policy Debate or less frequently on Mirumoto’s Fury for the restricted pick. Policy Debate usually leads to a very Duelist centric build. The holding Proving Ground can become a nightmare when facing such a deck as it enables the Dragon player to bid low and pressure a dishonor victory while simultaneously breaking provinces.

The most common deck is a Crane splash Duelist/Bushi hybrid. Cards like A Perfect Cut, Court Games or the aforementioned Mirumoto Masashige make Niten Master and Togashi Yokuni real powerhouses. When facing this deck you need to keep in mind that all unbows/non-bows except for Indomitable Will are requiring a duel to happen in order to activate. So most of the time, if you can’t tower higher than the Dragon player, the best course of action is not to defend their towers but do damage on the counter attack when they are bowed. Also keep in mind that any character with a low political skill is a perfect target for Policy Debate or Return the Offense.

On last thing: When you see a Dragon player with a Water role (mostly Keeper of Water), you are most likely facing a Niten Pupil deck, a variant of the Dueling deck that uses the Dragon 2-cost conflict character to cheaply break provinces. Elegant Tessen can ready their Pupil for only 1 fate and once the Pupil has been in a duel, its base Mil and Pol skills double until the end of the Phase. Combined with Way of the Dragon, this 2 coster can break provinces left, right and center. And when Togashi Yokuni hits the table to copy Niten Pupil, you gotta prepare for a lot of pain...

Conclusion

In the early days of Legend of the Five Rings the LCG players quickly learned the value of tower platforms that could participate in multiple conflicts and remain in play for as long as possible. Dragon have a natural proficiency for this type of play and quickly became the tower deck of choice.

The banning of Nitten Master and Void Fist, however, combined with the power creep of the other great clans, left Dragon struggling in the competitive scene. The arrival of dueling archetypes with Children of the Empire alleviated this to a certain extent, but Crane dueling decks remain more common on the competitive scene.

The Dragon clan pack Seekers of Wisdom was greeted with lukewarm enthusiasm, but in the months since its release players have experimented with the tools which reward playing a large number of cards, to the point where Dragon are once again a top-tier deck.

Always mysterious and elusive, the Dragon clans rewards patient and creative plays and players.