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Read to the end of the thread, my initial opinions have changed over time with more play, and with input from this thread. So some of what I'm saying early in the thread has changed slightly, but I think it's still useful to show the thought process. So I'm not going to edit any of these earlier posts to update them with my current opinions. I might revisit the questions again periodically in future posts to get a snap shot at the current answers.
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I guess I'll lead the charge on the board for Crab. So in my limited experience I've found in the current environment a couple things are true:
1. Winning by dishonor or honor is an unreliable end goal. So every deck needs to also pressure province breaks.
2. In this game being defensive is fine, but if you don't attack you can't win.
3. Holdings sitting in provinces can become a major issue since it clogs up your dynasty draw.
So given that Crab is a clan that is defensive first, has good dishonor cards and likes to play holdings how do we play them effectively in the current environment. I think we need to process the following questions to work toward the answer:
1. How many holdings should I include in my dynasty deck?
2. How many cards that care about holdings should I include in my dynasty?
3. How many purely defensive cards should I include in my dynasty?
4. How much should I emphasize dishonor in my deck?
5. Given Crabs preference for sacrifice what should my cost curve look like in my Crab dynasty deck?
6. Given Crab's preference for sacrifice how much fate should I put on my characters?
7. What roles are best for Crab?
So here's my take given my limited play experience.
Question 1 how many holdings should I include in my dynasty deck? I'd say no more than 4. We have two in clan holdings (borderlands fortifications and funeral pyre) and two neutral holdings (favorable ground and imperial storehouse). That means right now if we wanted to we could include 12 holdings in our deck, but doing so means it will be highly likely that we'll completely populate our provinces with holdings (multiple times per game even if we leave them in the province from turn to turn) thus stalling out our dynasty deck. That seems ill advised regardless of how much holding synergy we have in clan. So what holdings do I think we should prioritize right now? I think the neutrals are interesting and maybe has some fun interactions with Rebuild, but I don't see how either justifies a slot in a three core set deck. Funeral Pyre gives us more ways to sacrifice, which allows us to have a tremendous draw engine since we can just sacrifice characters after they bow and would be discarded at the end on the round. Though the downside is if you have no one to sacrifice (because you already used other sacrifice tech this round and need to keep the leftovers around another turn) it could completely do nothing. I think Borderlands Fortification is a stronger include if you are including holdings. It is effectively a free +2 on defense to prevent a break and it moves around to what ever province you want. Your opponent will always attack if they are playing to win so it's never a dead cards. So I'd say right now I'm going either 3x Borderlands Fortification and 1x Funeral Pyre or 2x of each. If you are going high on holdings (more than 4) I think you need to strongly consider including Rebuild in your conflict deck. You really need to discard every holding at the end of the round to ensure you don't get holding locked and Rebuild is the only way to pull them back onto your provinces. I currently don't include Rebuild, but I'm also only including 3 or 4 holdings.
Question 2 how many cards that care about holdings should I include in my deck? We have 3 characters that love holdings. Kaiu Shuichi, Shrewd Yasuki and Hida Guardian. I think Hida Guardian is a no brainer. He's cheap so he's good sacrifice fodder and he's reasonably costed for his stats even if his effect never triggers. Shrewd Yasuki also it a perfectly playable character if his effect never triggers. You need politics in this deck and he can even participate in military if necessary. If his effect triggers he's an amazing draw engine and if you get him and funeral pyre into play you are swimming in card draw, which turns on a possible dishonor choke strategy in this faction. Kaiu Shuichi is a balanced 3/3 for 4 Fate which makes him very flexible and he has Covert, which is an amazing ability in this game. Kaiu Shuichi is a 4 cost character though so you need to strongly look at your cost curve to see if he makes sense. So right now I'm putting 3x of both Shrewd Yasuki and Hida Guardian in my decks. Kaiu Shuichi depends on what else I'm including, but he's great on the attack and that's just what this clan needs to pressure province breaks.