When the Scorpion returned from the sands they were not what we expected, for it seems they possess a steel that they have hidden from us all. Face them in battle, and no matter what your force they will turn it aside and against you. I have seen one man destroy an army, for their fire and determination knows no bounds. They do not seem to fear death for where one falls another will always join the lines to replace them, till it seems that there are an infinite number of them. When you fight one Scorpion you fight them all.
Akodo Kakutsu, Tactician
This is the Scorpion Military deck that I decided to play for Race to Volturnum. I knew that people would expect me to be playing dishonour, yet again, and it seemed like time for a change. Also I really like the Yogo towers so I couldn't wait to use them. Deciding that I didn't really like the ratling hordes, no matter how much force they gave, I went with a scorpion bowing deck. I also wanted to do the storyline job of reclaiming the scorpion ninja (little did I know that decklists were not wanted for this one) and so included Muraisan and Yudoka, along with Ninja Tricks to make use of them. As it turned out Muraisan was a bit of a let down, he seldom came out when I needed him, but Yudoka was a one-man killing machine, he can tactician, ninja-tricks, bow people, destroy terrains and more, I love him and would never build a Scorpion Military deck without him now, even if he does lose me force/honor.
Another one man star turned our to be Soshi Jomyako, who, along with plans within plans, provides great selective card removal. In one game during strike Jomyako ditched a first turn temple, a second turn master smith and a third turn Mizuchi, as well as something else later in the game. Given a plans a first turn Jomyako can be death to a lot of decks. Similarly the plan of using one Hojyn to kill events also worked very well.
I knew right from the start that one of this deck's weaknesses was going to be duelling, hence the three Shosuro tech's. In fact the more I played with the tech the more I knew it was simply a godlike action, duels or no duels, since it easily let me wipe out shadowlands people. It didn't quite win duels against Yoshi, however, hence the Poisoned Weapons, which allowed many duelling kills (shosuro tech, strike, poisoned weapon, I win). Finally the Master Smith turned out to be probably the strongest card in the deck, as it gave me late game force, duelling defence, immunity to the first scroll, and ability to kill shadowlands marshes, its superb.
On the fate side Ninja tricks was slightly less useful than I expected, as was Command, which lacks the suprise value of confusion, but the arrows, deadlys and the Ashigaru were superb. In a deck with 6 farms an early ashigaru often meant an early provice, especially when stuck on a hisa with a master smith or gohei's daisho. They also largly protected me from ranged attacks.
Although I didn't win (I came second versus, of all things, Phoenix dishonour) the deck was very quick and very strong and won a lot of games, and I enjoyed playing it more than any other military deck that I have tried, even if it lacked the raw force of some of them.
The Towers of the Yogo
Personalites (21)
3x Yogo Shidachi
3x Bayushi Hisa
3x Bayushi Eiyo
3x Soshi Jujun
3x Shosuro Yudoka
2x Soshi Jomyako
2x Bayushi Muraisan
1x Bayushi Aramoro xp2
1x HojynEvents (4)
1x War Weary
1x Far from the Empire
1x Kisada's Funeral
1x Imperial GiftHoldings (14)
3x Small Farm
3x Large Farm
3x Corrupt Geisha House
3x Geisha House
1x Charter of the Scorpion Clan
1x Master SmithRegions (2)
2x Crossroads
Items (1)
1x Gohei's Daisho
Actions (32)
3x Inner Fire
3x Dying Effort
3x Shosuro Technique
3x Ninja Tricks
3x Command of the Kami
3x Sneak Attack
2x Confusion at Court
2x Rallying Cry
2x Arrows from the Woods
2x Plans within Plans
2x Deadly Ground
2x Superior Tactics
2x Poisoned WeaponFollowers (9)
3x Ashigaru
3x Ashigaru Archers
3x SpearmenRings (1)
1x Ring of the Void
Sensei (2)
1x Hantei Sensei
1x Yoshi Sensei