I think of L5R as the boardgame of deck design card games (CCGs and LCGs). It plays longer, has more structure to the rules up front, but within that could attain the same depth without relying on wild swings in card play.
I picked this game up toward the start of its last cycle as a CCG, Ivory Edition, and that didn't go well. While I loved the game, I realized that the CCG aspect and the way they designed that edition wouldn't give me any tools to deal with stuff added by later sets, and got out quickly. I donated all my cards to friends who still played.
This time around, they've fixed a lot of things that I saw as flaws of the old design.