1 votes
The Naked Deck - Episode 2
Posted by
darknoj
,
15 May 2012
·
597 views
Game of Thrones LCG AGoT deck building blog
Authors note: If you have not read Episode 1 read it first at: http://www.cardgamed...ck-–-episode-1/
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"No, don't stop" her voice quivered ever so slightly, almost pleading with me to keep going. In her eagerness she leaned forward over the table, the top of her dress parting, inviting my gaze.
"Um... ok..." I swallowed the growing lump in my throat.
---
It can be tempting to try and include some complex draw mechanics - especially when not incorporating "redundancy though replication" (see Kennon's article at http://www.cardgamedb.com/index.php/index.html/_/game-of-thrones/crafting-the-theory-redundancy-r145 ) - however, as aggro decks should be designed to win by the turn of the third or fourth plot any draw mechanics must be kept simple. Flea Bottom Scavenger (AToT) provides a fast and relatively cheap draw mechanic: two gold for three cards and should be playable on turn 1 60% of the time. An additional three cards on turn one will allow you to establish a strong board presence quickly. Any additional draw needs can be fulfilled by links if needed.
The three-four turn constraint should also influence the choice of locations. With an aggressive Martell deck I would suggest ten zero-cost resource locations. The resources will be important to pay for Flea Bottom Scavenger (AToT) and to field your turn 1 horde, and when coupled with zero-cost / cost-one characters, it should be easy to setup with four to five cards and establish pressure early and consistently.
Event selection in this type of Agro deck should enhance the power rush, provide some limited control or cancel and help preserve board position.
This makes Citadel Politics (HtS) a good bet; most of the renown characters either have or gain an intrigue icon (10 of 13) (and the Black Iron Link can be used to bestow an Intrigue icon on the remaining three if needed). The Intrigue icon, combined with certain plots will allow some or all renown characters to attack without kneeling during intrigue challenges.
With so many strong characters Make an Example (PotS) would also fit nicely and can easily be triggered for a large unexpected power bump.
He Calls It Thinking (PotS) provides a small bit of response control that can easily stop a direct kill event or many of the more bothersome locations likely to be faced.
Finally Narrow Escape (KotStorm) should be considered to give the deck another way to maintain board control in the face of kill, high claim or a reset.
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I would have continued had I not felt a soft hand laid atop mine, "Oh, I just love it when you talk about your deck" she breathed. "Is it very hard… …to play?"
[To be continued...]
This article had been spiced with 100% pure Loshad - Loshad, because it just makes everything better!
-------
"No, don't stop" her voice quivered ever so slightly, almost pleading with me to keep going. In her eagerness she leaned forward over the table, the top of her dress parting, inviting my gaze.
"Um... ok..." I swallowed the growing lump in my throat.
---
It can be tempting to try and include some complex draw mechanics - especially when not incorporating "redundancy though replication" (see Kennon's article at http://www.cardgamedb.com/index.php/index.html/_/game-of-thrones/crafting-the-theory-redundancy-r145 ) - however, as aggro decks should be designed to win by the turn of the third or fourth plot any draw mechanics must be kept simple. Flea Bottom Scavenger (AToT) provides a fast and relatively cheap draw mechanic: two gold for three cards and should be playable on turn 1 60% of the time. An additional three cards on turn one will allow you to establish a strong board presence quickly. Any additional draw needs can be fulfilled by links if needed.
The three-four turn constraint should also influence the choice of locations. With an aggressive Martell deck I would suggest ten zero-cost resource locations. The resources will be important to pay for Flea Bottom Scavenger (AToT) and to field your turn 1 horde, and when coupled with zero-cost / cost-one characters, it should be easy to setup with four to five cards and establish pressure early and consistently.
Event selection in this type of Agro deck should enhance the power rush, provide some limited control or cancel and help preserve board position.
This makes Citadel Politics (HtS) a good bet; most of the renown characters either have or gain an intrigue icon (10 of 13) (and the Black Iron Link can be used to bestow an Intrigue icon on the remaining three if needed). The Intrigue icon, combined with certain plots will allow some or all renown characters to attack without kneeling during intrigue challenges.
With so many strong characters Make an Example (PotS) would also fit nicely and can easily be triggered for a large unexpected power bump.
He Calls It Thinking (PotS) provides a small bit of response control that can easily stop a direct kill event or many of the more bothersome locations likely to be faced.
Finally Narrow Escape (KotStorm) should be considered to give the deck another way to maintain board control in the face of kill, high claim or a reset.
---
I would have continued had I not felt a soft hand laid atop mine, "Oh, I just love it when you talk about your deck" she breathed. "Is it very hard… …to play?"
[To be continued...]
This article had been spiced with 100% pure Loshad - Loshad, because it just makes everything better!














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