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fast mill


Submitted by: Boboosh
Submitted: Sep 10 2012 08:41 AM
Views: 2018
Last updated: Sep 10 2012 04:58 PM
Category: Greyjoy
Deck Name: fast mill
Deck Contents: Total Cards (61)

House (1)
House Greyjoy (Core) x1

Agenda (1)
The Maester's Path (GotC) x1

Plot (7)
At the Gates (GotC) x1
A Time for Ravens (ACoS) x1
Rains of Autumn (Core) x1
Retaliation! (ASoSilence) x1
Take Them by Surprise (LoW) x1
Rise of the Kraken (KotS) x1
Threat from the East (QoD) x1

Character (28)
Wintertime Marauders (ACoS) x2
Maester Kerwin (VM) x1
Maester Murenmure (CbtC) x1
Maester Wendamyr (KotS) x1
Seaside Urchin (TTotH) x3
Vale Refugee (RoW) x3
Carrion Bird (ASoS) x1
Desperate Looters (SA) x3
Distinguished Boatswain (TftRK) x1
Island Refugee (RoW) x3
Motley Crewman (IG) x3
Wex Pyke (KotS) x1
Asha Greyjoy (WLL) x1
Drowned Fanatic (WotN) x3
The Sparr (APS) x1

Location (16)
Frostfang Peaks (TWH) x3
Frozen Sea (TWoW) x1
Captured Cog (AHM) x2
Corpse Lake (TBC) x1
Sunset Sea (Core) x3
The Iron Mines (KotS) x3
The Iron Cliffs (HtS) x3

Attachment (14)
White Raven (TWoW) x2
Apprentice Collar (GotC) x1
Black Iron Link (MotA) x1
Brass Link (HtS) x1
Bronze Link (FtC) x1
Copper Link (GotC) x1
Gold Link (TIoR) x1
Iron Link (MotA) x1
Lead Link (CbtC) x1
Pale Steel Link (FtC) x1
Steel Link (TIoR) x1
Tin Link (CbtC) x1
Valyrian Steel Link (HtS) x1

Event (3)
Ahead of the Tide (WotN) x1
Risen from the Sea (KotS) x2

My approach to utilise mill options. Maester Path to shorten the deck to maximize drawing chances.

In generall we discard opponent's deck in 4 first rounds and defend. Top priority cards are Frostfang Peaks, Drowned Fanatic and Motley Crewman.
Graphs:
Sample Hand Reload
Other Information Income on Plot Cards: 3, 4, 4, 4, 5, 1, 4
Average Plot Income: 3.571
Number of deck cards providing income: 0
Average deck cards income: 0
Number of cards providing influence: 3


8 Comments

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ShadowcatX2000
Sep 10 2012 06:29 PM
12 chains and only 3 maesters are a huge risk, even with the number of saves you have.
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jackmerridew
Sep 10 2012 06:33 PM
just what i came in here to say


also , with such a strong discard why not run fishmongers square?
Thanks for reply guys. Regarding number of chains/maesters - for now this deck is only on paper, i will begin testing tommorow. propably i will reduce some characters to add another maesters. Still i want to keep 12 chains to shorten the deck as much as possible - i want to have crucial cards in play after setup/first marshalling.
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ShadowcatX2000
Sep 11 2012 04:32 PM
Shortening the deck so you can draw what you want is all well and good, but it will avail you nothing when you are in a situation where you can only, at best, get a tie, because your opponent has killed your maesters.
I'm aware of that. As i'm beginner in AGOT enviroment (but with plenty of experience from other card games - Vtes, L5R, MtG etc.) I still don't know the possible threats from other clans. As i checked card lists i noticed that there is not so many direct kills, and in assumption i will have enough bodies on table due to low cost to fulfill the claim of military challenges. Also as you can see i'm almoast 1/5 of deck is save tech.
But I see the dangers of having only 3 maesters so there is my question - what option is better - to add 1 additional copy of maesters i have or to add 1 gold neutral maester in 3 copies?
Regarding ties - i was informed that if i didn't remove all chains from path, in case of tie i automaticaly loose - is that correct?
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ShadowcatX2000
Sep 12 2012 04:32 PM
You don't automatically loose if you can't remove all your chains, instead the best you can achieve is a tie. Normally, if a game goes to time players receive "modified" wins and losses based on who has the most power at the time. However, with Maester's path, you can't receive a modified win if you have a chain left on your agenda, the best you can hope for is a tie.

As to dangers, there may not be a huge number of cards, but they're all commonly played (and several more are coming out in the next couple of chapter packs). Stark and Targ will be your biggest threats for direct kill. Against Targaryen burn your saves won't mean anything, it'll pretty much be an impossible matchup. Against Dothraki, well they can put out 2, claim 3 military challenges a turn. Stark meanwhile has enough direct kill to walk through your saves and can put out as much as 3 or even 4 claim 2 military challenges a turn. It'll be claim 3 military challenges a turn if the targaryen free cities / pike phalanx combo catches on. And with stark, it is possible not all the challenges will happen during the challenges phase, so your Frozen Sea can't be counted on to protect you. (Martell can bring enough direct kill against you to at least rival your saves as well, but as a general rule, they don't.)

I notice that you're wanting to defend for the first 4 or so turns, be wary of that, many games only go 3 - 4 turns, and power grab decks (especially Baratheon) can win even 2nd turn.

As a general rule of thumb, I try and have as many (or more) Maesters as I do chains. I would definitely run Maester Aemon (Core) in every Maester's Path deck I ran unless I had a VERY good reason not to.
Thanks for your reply. I'm after first testing of this deck. I played against Martell deck on renown/vengeful/losing - lost because of my mistakes, it was very close; Stark Tully defence win, Baratheon renown rush - lost but because it was first game of this deck - i think it will do better if i will do better, Baratheon knights win, Lanni on intrigue agenda - same as with bara rush). Unfortunately i don't have Targ burn in my enviroment but i know this will be auto lose if he will have right hand. What i achieved is constant total discard of opponent's deck on beggining of round 4. After that i play valar and simply win becouse opponent has nothing on table or has one/two unique characters. Suprisingly it worked all the time exept really fast decks, excluding my mistakes etc. what i'm thinking of is one of two options:
A. in place of 2x Risen from the sea, 1x Asha greyjoy/seaside urchin add 3x Ice Fisherman - my best chance with fast decks is to choke them.
B. in the same slots + 1x ahead of the tide (or maybe in place of other cards - any suggerstions?) add 3x Naval Escort and 1x Captured Cog for better challenge offense/defence?
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MrCarbohydrate
Sep 25 2012 03:37 AM
My main complaint, maester count aside, is that I'd use
Island Refugee (RoW) instead of
Vale Refugee (RoW)
and Finger Dance. Who doesn't love
Finger Dance (WLL).

And yeah, I just can't see a Stark deck not walking over this. Frozen Solid your locations, Bear Island/No Quarter/etc your Maesters. Your saves go away....and they're quick enough to have 15 on turn 2/3.