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Intriguing
Submitted by
Dextronus
, Aug 11 2015 02:23 PM | Last updated Aug 11 2015 02:23 PM
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The core strategy of this deck is to destroy your opponent's hand with intrigue, whilst neutralising the board with help from tears, milk, and treachery. PLOT CHOICES A Game of Thrones: often gives you a turn where your opponent can't make any challenges. You will usually want to go second on this plot. A Noble Cause: lots of gold, pretty simple. If you know/think your opponent plays naval superiority be careful playing this. This is my usual turn 1 plot. Calm Over Westeros: lots of gold and prevents the challenge you're weakest too. I usually play this early (often turn 2) to set up board control. Confiscation: very useful utility plot; get rid of your opponent's nasty weapon or a milk from your guy Marched to the Wall: this plot punishes a board of big guys; I will often play this after a wildfire if they don't marshal chumps Wildfire Assault: pretty straight forwards, a board equaliser. You should be able to recover after this better than your opponent because you have been discarding his hand! The Winds of Winter: nothing fancy; straight forwards claim 2 plot; use when you've got board control and great if you've got an Olenna's informant in hand OTHER PLOTS OPTIONS Counting Coppers: if you think you need more card draw Filthy Accusations: useful for getting through a big guy and getting unopposed challenges Naval Superiority: great counter to a few plots (like noble cause), but really sucks if it misses Power Behind the Throne: really good with cersei, jaime, casterly rock, and olenna's informant
Sample Hand:
Plot Income: Average Plot Income: 0 Setup Eligible Cards: 0
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