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GJ Mill/Raiders
Submitted
kuvnynto
, Jul 08 2013 07:47 PM | Last updated Jul 09 2013 01:55 AM
Greyjoy
Submitted by: | kuvnynto |
Submitted: | Jul 08 2013 07:47 PM |
Views: | 1757 |
Last updated: | Jul 09 2013 01:55 AM |
Category: | Greyjoy |
Deck Name: | GJ Mill/Raiders |
Deck Contents: | Total Cards (61) House (1) House Greyjoy (Core) x1 Agenda (1) House of Dreams (ARotD) x1 Plot (7) Fury of the Kraken (AE) x1 Rise of the Kraken (KotS) x1 Building Season (Core) x1 Manning the City Walls (CD) x1 War of Attrition (MotA) x1 Valar Morghulis (Core) x1 Rains of Autumn (Core) x1 Character (30) Asha Greyjoy (WLL) x2 Bloodthirsty Crew (OSaS) x2 Theon Greyjoy (WLL) x2 Victarion's Reavers (CD) x2 Raiders of Orkmont (AToTT) x2 Raiding Fleet (AKitN) x2 Ambitious Oarsman (RoR) x2 Euron Crow's Eye (ASoSilence) x3 Euron's Enforcers (DB) x2 Iron Fleet Captain (CD) x2 Iron Fleet Raiders (MotA) x2 Motley Crewman (IG) x2 Maester Wendamyr (KotS) x2 Distinguished Boatswain (TftRK) x3 Location (18) Bay of Ice (KotS) x3 Deepwood Motte (AToTT) x2 Longship Grief (CD) x1 The Iron Cliffs (HtS) x2 Bloody Keep (KotS) x3 Corpse Lake (TBC) x2 Iron Island Fiefdoms (KotS) x2 Sunset Sea (KotS) x3 Attachment (5) Support of Saltcliffe (GotC) x2 Kraken Tattoo (CoS) x3 Event (8) Ahead of the Tide (WotN) x3 Ours for the Taking (IG) x3 Called to Arms (CbtC) x2 1. HoD is for Longship Grief. Allows you to either defend once and stay standing or attack and stay standing; plenty of reason you should always be wining imitative, so you should always get the one free challenge. 2. Deepwood Motte doesn't get a lot of use, but if used correctly w/ Corpse Lake & the various other discard effects in this deck, (Motley Crewman and Ironfleet Raiders are annoying) unless you've got OVERWHELMING LOCATION HATE, you should be able to effectively mill your opponent while claiming massive amounts of power. Add in Ours for the Taking in order to replicate the effect several times in one turn, and hopefully getting to play Raiding Fleet as well, you can easily deck your opponent rather quickly. 3. The key here really seems to be when to valar. I've noticed that if I valar too early/too late I can totally wreck my strategy. Ideally, you'll discard at least half or more of your opponent's deck, and then valar any good uniques that they have in play. I really would appreciate some feedback on this, as it's become my main deck of late. What I really feel needs serious improvement is my plot cards, but I'm not sure where to go with it. ***Joust Deck |
Graphs: | |
Sample Hand ![]() |
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Other Information | Income on Plot Cards: 5, 1, 4, 1, 2, 2, 4 Average Plot Income: 2.714 Number of deck cards providing income: 0 Average deck cards income: 0 Number of cards providing influence: 5 |
3 Comments
Thanks
Honestly not sure what I'd do to make this a melee deck; probably just switch up the plot cards more.