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Golden Army

Lannister
Submitted by: NuFenix
Submitted: Oct 12 2013 08:08 PM
Views: 1741
Last updated: Oct 13 2013 06:30 AM
Category: Lannister
Deck Name: Golden Army
Deck Contents: Total Cards (60)

House (1)
House Lannister (Core) x1

Agenda (0)

Plot (7)
Muster the Realm! (QoD) x1
Cersei's Scheme (TPoL) x1
Wildfire Assault (Core) x1
Blockade (Core) x1
A Song of Summer (ASoS) x1
Men of Pride (THoBaW) x1
Breaking and Entering (LotR) x1

Character (30)
Gilly (RoW) x1
Lannisport Weaponsmith (Core) x2
Lannisport Moneylender (LotR) x3
Penny (VD) x1
Tommen Baratheon (SA) x1
Syrio Forel (TftRK) x1
Painted Dogs (IG) x3
Tribes of the Vale (LotR) x3
Ser Amory's Poachers (LotR) x3
Lord Tyrion's Host (LotR) x3
Chella, Daughter of Cheyk (Core) x1
Varys (SaS) x1
Ser Arys Oakheart (PotS) x1
Ser Addam Marbrand (LotR) x3
Ser Gregor's Band (LotR) x3

Location (24)
The Goldroad (Core) x3
Pentoshi Manor (AHM) x3
Lannisport Treasury (LotR) x3
Golden Tooth Mines (Core) x3
High Ground (QoD) x3
King's Pavillion (KotStorm) x3
Training Grounds (LoW) x3
The Iron Throne (LotR) x1
Lannisport Tourney Grounds (ODG) x1
Lannisport Brothel (Core) x1

Attachment (3)
Increased Levy (LotR) x3

Event (3)
The Wealth of the Rock (LotR) x3

First off, this is a deck that only got tested a couple of times, and is a couple of packs behind the times. I wanted to get that stated right away, as whilst there are some tweaks I would likely do, I wanted to put out the current incarnation of the deck.

The idea behind the deck was first thinking about how viable would it be to have a non-kneeling Army deck to abuse with PbtT. With now 10 Intrigue Army cards in-house for Lannister, it didn't feel to crazy an idea. But after some testing, I felt it was better to not focus on that. (Doesn't mean I won't try again in the future however.)
I also tried out using Joffrey (LOTR) to keep all non-uniques knelt, but as my armies shouldn't be kneeling, it won't impact me. But it wasn't reliable enough, meant I couldn't have Tommen in play, and if they have a King he is useless.

Deck breakdown:
PLOTS
Muster the Realm - I wanted a high gold plot without a downside, as Addam, Tyrion's Host and the Poachers all rely on me having more gold than my opponent. Being able to lessen the chances that my opponent can declare a Military challenge against me is useful, and with half of my character having the Army trait, it is unlikely I won't be able to declare my own.
Cersei's Scheme - Little reason for a Lannister deck to use it, and I doubt I will ever fully escape from using kneel effects with Lannister.
Wildfire Assault - My general preference as a reset plot. I prefer it over Valar, as I like still having a claim, and since the only duplicated unique I have is Addam, Valar would be painful for me.
Blockade - Increases my chances of out-earning my opponent, to keep Addam and friends on.
A Song of Summer - Big money, good initiative, no downside. On the rare times my opponent makes it Summer, I get rewarded for it, and wil show my gratitude by punching them harder ;)
Men of Pride - The options for a non-restricted claim 2 plot is low, and since money is essential to the deck, it is my best option. As I have minimal keywords on my non-uniques, it will hit me less then it does them. Oh how I wish Retaliation! wasn't restricted.
Breaking and Entering - I wanted a second claim 2 plot, and with reasonable gold and initiative, B&E feels like a solid option. The chances of the plot working against me are low enough to be acceptable in my mind.

CHARACTERS
Gilly - Good with setup, works as claim soak, and handy if they make it Summer for me.
Weaponsmith and Moneylender - Gold production is critical to the deck, being a variation on a big money deck. There are only two Weaponsmiths, due to owning two core sets and not seeing him as critical enough to borrow a third. I haven't gone for a Councilor as Power is the least important icon early in the game, and late game strength 1 just won't cut it.
Penny - Even what feels like a mainly aggro deck, I can't escape my control nature. She is a viable character to be dropped however.
Tommen - Card draw and shuts down certain kings.
Syrio - Stealth is something my deck lacks, and I have always loved this character, as bouncing back to the shadows means he avoids being burnt to death by Wildfire, gets around Westeros Bleeds, and other simil
Painted Dogs - One of the cheapest armies in the game, which is also a bicon, no penalties, and can act as a strength buff to other characters. They are simply amazing!
Tribes of the Vale - Now, I know some may question why I am using them, as they could be only strength 2 if I don't have less cards in hand than my opponent. But being able to vomit out cards, and being a cheap Army, it does well with the deck. I would love to give him a Flaming Sword to make him strength 7 no matter how many cards we both have.
Ser Armory's Poachers - As I mentioned with Syrio, Stealth is a weakness of the deck, and being the only card besides Ser Arys to have renown (sometimes), they help speed up the game for me. Then there is the fact they are another Army for the deck theme.
Lord Tyrion's Host - Having a strength 6 Army for three gold so long as I have more leftover gold is great, and gives strong competition for even many of Starks armies.
Chella - Location control is not something that Lannister has in spades, and with other Clansman characters in the deck, it means she doesn't have to be in the challenge to help bounce cards. Even returning a 0 cost +1 gold location can slow them down, whilst also keeping their hand up for Tribes of the Vale.
Varys - Too handy to not use, as there is rarely a deck without a single Ally I want to deal with.
Ser Arys Oakheart - My only true renown character, and the added discard effect from playing him is just the icing on his glorious cake. Doesn't need much justification to be in Lannister (or Martell) decks, or at least until his new version is released.
Ser Addam Marbrand - The key character to the deck, and whilst it will work without him, it works best with him out.
Ser Gregor's Band - I found that they are rarely strength 3, as between my own renown, theirs and giving out power through Pentoshi Manor, their strength builds up quickly. However there are now alternatives I would contemplate, as detailed later.
LOCATIONS
Goldroad and Golden Tooth Mines need no justification.
Pentoshi Manor - My choice of restricted card, as the defensive boost it gives is tremendous, potentially improves Gregor's Band, and I don't own Pyromancer's Cache which would be my other choice.
Lannisport Treasury - Going up to 6 limited locations is reasonable, as I haven't found myself to be restricted by it on many occasions. The extra gold gained over Goldroad helps keep Addam and friends active, and play out my hand for Vale to stay active as well.
High Ground - Relying on Addam would be too risky, so even if I have to kneel my Army characters to attack or defend, this helps keep them available. It also protects me against kneel effects from rival Lannister decks.
King's Pavillion - Having non-kneeling Army characters get bigger to make it even easier to win is just too good a chance to pass over. Sure they get it as well, but I'm expecting it to help me more than it helps them.
Training Grounds - Similar to High Ground in that I can't always rely on Addam, though unless they are using location destruction, a single copy should suffice.
Iron Throne - Rarely will there not be a character ability I wish to cancel, even if it is cancelling using a duplicate to save a character.
Lannisport Tourney Grounds and Brothel - Like Penny, I can't escape my controlling nature, and both are too good to pass up.

ATTACHMENTS
Increased Levy - Having effectively 6 Goldroads in a deck, without the limitation of limited to prevent me playing multiple in a turn, makes them too useful for my gold demanding needs.

EVENTS
The Wealth of the Rock - Even if they only have 3 or 4 characters, getting that much extra gold to play another character, or keep Addam active is just too good.

So there is the deck and the logic behind my choices. I have found that locations have always been higher in my Lannister decks, which makes it tough to have other events and attachments. The upside is that I keep my options up for setup.

Possible deck changes
Manning the City Walls - An option, however as my most expensive army is 4 gold, and would have to be left in my hand from the previous turn, I decided to not go for it. Is it worth the slot, possibly replacing Men of Pride? Or is my current logic against it strong enough to be against it?

Make an Example - With the strength of my armies, especially with a King's Pavillion or two floating around, getting the ability to trigger this should be possible.

Ser Kevan Lannister - With no agenda, dropping in a single copy to turn into an agenda is a possibility, but considering how the deck is not built around kneeling, I don't know if he would really add much.

Sitting the Iron Throne - After challenges are over, any excess gold I have is wasted, so being able to turn that gold into power makes it useful.

House Clegane Brigands - I still need to get the pack with these in, but I think switching these in for Gregor's Band is going to be better for me in the long run, as without Addam it helps keep the pressure up. Unfortunately it does mean once he is out, their ability is wasted, which slightly puts me off.

King's Landing Guard - Same strength and icons as Brigands, but gives me hand control instead of a standing effect. Weakens Tribes of the Vale and Painted Dogs, but if I can keep their hand down, then I should be able to keep pushing through challenges and win.

Bodyguard - With how important Addam is, an extra save could be all the differnce. And with it meaning he now has an attachment, it protects him from certain burn effects (though they can likely discard it), as well as effects such as Bear Island. But it would end up sitting in my hand until I see Addam, which could make me wish to have another card in the deck instead.
Graphs:
Sample Hand Reload
Other Information Income on Plot Cards: 5, 3, 3, 0, 5, 4, 3
Average Plot Income: 3.286
Number of deck cards providing income: 14
Average deck cards income: 1.214
Number of cards providing influence: 0


1 Comments

The king's pavillion kept helping my opponent with their non kneeling characters too.