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A Noble Cause

Small Council scantrell24

A Noble Cause

I’m taking a break from my regular column to discuss the finer points of House Baratheon’s new agenda, A Noble Cause. It's a breath of fresh air in the current control-dominated metagame.

If you’re not familiar with A Noble Cause (FF), like all agendas it has a benefit (extra renown) and a disadvantage (draw fewer cards). How can we maximize the benefit and minimize the disadvantage? Win challenges, and win them quickly! Each turn we fall further behind by one card, but with this agenda it’s possible to win on turn one (occasionally) or turn two (frequently). Of course, we're digging our own grave if the early rush fails. It’s difficult, though not impossible, to find a second surge and win past turn three. I've compiled a 21-11 recored so far, even winning a game during round seven! The key is to apply constant and unyielding pressure. Your opponent should always fear that this round might be the round he hits 15 power.

First I’ll breakdown some different approaches to deck design.

Holy Crests

This build runs 2x The Power of Faith (KotStorm) because characters with renown are good, and tri-con characters that don’t kneel to attack are good, but characters with all of the aforementioned attributes are insane. Non-kneelers can easily win dominance and Epic battles too, leading to fast victories.

Non-Holy Crests

This build, rather than focusing on non-kneelers, turns to vigilant characters and standing effects so that each character can participate in multiple challenges. It lacks the abundant intrigue icons of the Holy crest build, but is more versatile because it doesn’t rely on The Power of Faith, so the plot deck can serve other functions.

Mixed

This build incorporates the best of both worlds. It runs only one copy of The Power of Faith and a handful of holy crests, and plans for a potentially longer game that lasts four or five rounds.

The Plot Deck

Outwit (TIoR) was my original counter to Valar Morghulis (Core), with Litany of Light (TIoR) providing the learned crest, but that was janky and unreliable. It’s possible to use At the Gates (GotC) to grab Oldtown Advisor (GotC) to have a guaranteed learned crest for the next round, but there are better options. For example, simply try 3x Willas Tyrell (VM), and if he’s not around at the proper moment, have a fallback plan, such as…

The Art of Seduction (LotR) which can punish an opponent with an itchy trigger finger, leaving him a 2-gold and 0-claim plot for consecutive rounds. It won’t save our characters from death, but it makes a second rush easier. Alternatively, we can reveal Art on turn one, thus delaying our opponent’s Valar until turn 3 at the earliest. That’s a risky strategy that backfires if we pin something unpleasant, but a first-turn Art done correctly allows us to flood the board with impunity.

Negotiations at the Great Sept (TPoL) is another anti-Valar plot because it boasts high claim and refreshes our hand, all in one neat, on-demand package. It does require at least 1 card in hand when revealed, but even with this agenda it’s not difficult to plan ahead. The only other restricted card worth consideration is Narrow Escape (KotStorm), and it’s a distant second.

Forgotten Plans (KotStorm) is a great opening plot against Knights of the Hollow Hill (MotM) decks that start with The First Snow of Winter (ODG) (ODG), Bungled Orders (OSaS), or other nefarious means of delaying their inevitable defeat. If you reveal Forgotten Plans later in the game, prime targets include Cersei's Scheme (TPoL), Shadows and Spiders (LotR) and Dry Season (CbtC). In the past I’ve rarely felt the need for a 3 gold plot that doesn’t do anything half the time, but in a rush deck it’s important to have answers for your opponent’s answers.

Game of Thrones (LotR) functions like a third Power of Faith in case the opponent survives the first two.

City of Spiders (TftRK) can copy Negotiations, but it only provides one gold, so refilling the board is difficult without extra economy.

An early Counting Favors (Core) helps us find the right pieces, or it can jumpstart a second surge in the mid-game. It’s another plot that normally sucks in joust, but we’re committed to “go big or go home”, so it fits.

Melisandre's Scheme (RotK) also helps repopulate the board during the mid-game, but I’ve had mixed results in A Noble Cause. Most of your guys end up dead through claim or Valar, although a few might be discarded from intrigue claim, Ally-hate, their own effects (Brightwater Man-at-Arms) or Bleeds.

Many Powers Long Asleep (RoR) revives Melisandre or another holy crest in the mid-game to maintain board presence.

Winter Festival (WotN) wins the game if you’re sitting pretty at 14 and don’t want to leave the next round to chance. Our other plots provide relatively few gold dragons, so sometimes you’ll be cash-strapped and Winter Festival’s four gold can help get that extra chud on the board.

The King's Law (KotStorm) makes sense because we have little to no shadows, and it’s an initiative-winning trump card when you need to attack first. Similarly, Betrayal at the Wall (THTW) wins initiative without taking up a valuable plot slot. There’s little downside to running Betrayal as an 8th plot because with this agenda the game is usually decided early.

Rule by Decree (Core) with a pre-plot Epic Battle on turn one can mitigate our substandard framework draw and put both players on even footing. Plus four gold isn’t shabby.

Burning Bridges (QoD)stops almost anything that might slow our relentless pace. Five gold makes it a strong opener.

Fortified Position (LoW) blanks annoying control effects on opposing characters, and our characters keep their renown (it’s gained text). Man-at-Arms even sticks around for another turn.

Attack from the Sea (PotS) kneels Pentoshi Manor, influence, and other obstacles, but also hit’s our own Smuggler’s Coves.

An Empty Throne (KotS) gives your vigilant characters an extra power challenge so they can rack up even more renown.

Redwyne Straits (FF) opens up more room in the deck for characters instead of resource locations. It’s a strong opener if you setup one less card than your opponent.

Finally, there’s one plot you don’t want to include: Valar Morghulis (Core). If our all-or-nothing rush deck needs to reset the board, it’s already lost. We can’t recover from a self-inflicted board wipe and begin to rebuild with just two gold, one new card, and no claim, so leave Valar in your binder.

Characters

At the zero and one gold slots, your characters won’t gain renown, so they’re primarily for setup (because with just 2s and 3s it gets clunky) and claim soak (to keep your big hitters alive). Bearer of the Light (KotStorm), Old Red Priest (Core), Shireen Baratheon (FtC), Carrion Bird (ASoS) are decent options, although with Carrion Bird there’s risk that you might run into an opposing Samwell Tarly (TRS), who draws off Ravens, or Ygritte (THtW), who steals neutral characters.

Two gold characters lie in the sweet spot. River Runner (TGF), Lyseni Pirate (TCC) and Brightwater Man-at-Arms (FF), along with Acolyte of the Flame (TWH) in the holy build, do a lot of heavy lifting. They’re capable of winning multiple challenges and racking up power quickly.

You’ve got rush mainstays like Willas Tyrell (VM) with a learned crest for Outwit, Edric Storm (Core) with the ability to initiate an extra challenge, and Selyse Baratheon (Core) with a holy crest and a valuable intrigue icon. Other options include Coldhands (THtW) who clears whatever is in the way; Ser Preston Greenfield (TK) who can attack during the challenge phase and again during an Epic phase; Devan Seaworth (Core) who usually has stealth and an intrigue icon; and Marya Seaworth, who is admittedly less useful because many of our characters don’t kneel to attack. Unfortunately, the Runner, Acolyte, Willas and Devan are Allies, but it can’t be helped.

For 3 gold, Dragonstone Convert (APS) and Zealot of the Light (BtW) make the holy version shine. Don’t forget to use the Zealot’s ability during dominance when he’s still standing. Priestess of the Pyre (ASoS) and Shadow Enchantress (OSaS) are decent second-tier options if you’re craving redundancy, but they’re less efficient.

In the non-holy version, only a few non-uniques deserve a look. Banner for the Storm (CtB) grants vigilant, House Florent Scouts (TWot5K) has big-play potential, and Royal Entourage (TTotH) jumps into play for free. However, each of these characters requires a deck tailored to their abilities: the Banner is best on a tri-con; the Scouts are better when you attack first; and the Entourage needs Lords and Ladies.

Heavy-hitting three gold uniques include Brienne of Tarth (PotS), who’s an auto-include because she stops opposing shenanigans; Ser Cortnay Penrose (KotStorm) who attacks twice; Ser Davos Seaworth (WLL) who survives a reset and has stealth; Dale Seaworth (AToTT)who fetches whatever we need to keep swinging; and Knight of Flowers (SaS) who can potentially participate in four challenges.

Other legitimate options include Maester Lomys (CbtC)to dissuade a reset; The Bastard of Nightsong (VM)to steal power even faster; Alester Florent (TBG)because he’s got a Holy crest and can push through a power challenge; The Laughing Storm (GotC)for deadly and hand protection; Ser Axel Florent (Core) who can potentially attack twice; Khorane Sathmantes (TCC) who brings stealth and an intrigue icon; Margaery Tyrell (AToTT) who brings melee and an intrigue icon; and Renly Baratheon (TRS) who brings high strength and an intrigue icon.

Ideas from left field include Moon Boy (AToT), who can prevent Valar under the right circumstances, and Margaery Tyrell (ASitD), who can make troublesome plots disappear, although she’s expensive and has to kneel for her ability. Finally, if you want to add influence, Renly Baratheon (Core) can participate in multiple challenges every round, but I think the addition of influence would dilute the deck and become nothing more than a distraction.

At four gold, Salladhor's Crew (ASitD) is both economy and a body, but I’m not convinced that we’ll always have another expensive character in hand to follow him. Shadow Killer (TK) makes sense because we’ll likely fall behind in cards at command, but he’s expensive and can’t attack twice.

For high-cost uniques, Melisandre (RotO)sets the standard. At the very least, our opponent will feel pressure to chump block and thus have fewer characters left for offense. In the best case scenario, her extra power or two wins the game before Valar, Bleeds, or other calamities can strike. The newest Melisandre (TK) wins dominance and helps maintain board presence, so she’s not bad, but RotO Mel’s speed is hard to match. Robert Baratheon (KotStorm) grants an extra power challenge, but he’s too expensive to be reliable. A new Mace Tyrell debuts in A Hidden Agenda, but he ‘s a better fit in a combo-type deck that builds exclusively around his ability. Finally, if you want to go the noble crest route with The Power of Blood (Core), then Knight of Flowers (TftH), Robert Baratheon (Core), and Stannis Baratheon (VM) are still a force to be reckoned with.

Locations

Smuggler's Cove (KotStorm) pumps characters who attack twice, and it’s great on setup. Three copies are essential. Massey's Hook (ASoSilence) synergizes with Smuggler’s Cove. Oakenshield Port (TPoL) claims power rapidly, and it’s not a bad idea to diversify our board presence with a power-gaining location that’s safe from character resets. Bay of Ice (KotS) improves setups so we start fast, and the holy version boasts several high initiative plots anyways. Other options includeBrightwater Keep (TBG), Altar of Fire (RoR), and King Robert's Hammer (TBoBB).

Attachments

As is often the case, several attachments are oh-so-tempting, but hard to justify because they’re fragile and can’t be setup. Fanatic (RoR) grants vigilant to holy crest characters on non-PoF turns, or it turns a normal character into a non-kneeler on PoF turns. Bound by the Light (DB) acts almost like a save by replacing a dead Asshai, although any power on the dead character is still lost. R'hllor's Blessing (AKitN) draws a card during the marshalling phase and grants a strength boost.Lucky Bones (GotC) pumps cards into the discard pile if you want to try a slow-but-steady recursion build. And finally we consider the new hotness, Melisandre's Favor (THtW). It’s possible to win immediately by stealing a character with power on it, but that’s a pipe dream. It’s hard to endorse a three cost attachment in a rush deck, no matter how fantastic the ability, but a single copy might do the trick.

Events

Epic Battles create an extra opportunity for our characters to earn renown, and they grant a bonus to the victor. For example, The Battle at the Wall (EB) refills our hand so the party don’t stop, and War of Five Kings (RoW) delays an opposing Valar. Power of Faith, vigilant, and standing effects make it easy to have standing characters around during the epic phase. The downside is that Epic Battles can only be played during the Plot phase. If you find one during the draw phase, the opportunity has passed, and you’ll have to wait a full turn. Also note that Epic phases unfortunately take place after Man-at-Arms is discarded and after Westeros Bleeds hits.

The rest of our event slots focus on draw, standing, and power-grab. King Robert's Debt (OSaS), Ours is the Fury (TPoL), Superior Claim (KotStorm), and Make an Example (PotS) accomplish these goals. Obey the King (KotStorm) can also stand one of our characters, or be used defensively in a pinch, but it doesn't have big-play potential like Ours is the Fury. I’ve also given thought to Much and More (AHM) as a means to dig for whatever piece we’re missing. Finally, an upcoming card, Riches of the Reach, allows us to bypass the draw cap and immediately draw four cards, but we forfeit all future draws for the rest of the game. I’m cautiously optimistic that this card might be the last burst of speed that A Noble Cause needs to become consistent.

99 Problems

This agenda can do amazing things, but it can also fall flat on its face. The early results have been good, but there are obstacles, and control decks will make adjustments. For example, Coldhands can remove a Holy character for the duration of a PoF turn, clear the power off a character, discard an attachment, and generally be a pain in the ass. Our opponents will often Valar even if the board position is even because they’ll outdraw us for the rest of the game and thus recover faster. If a Noble Cause can delay Valar, or have the right tools to recover from Valar, it will stand a greater chance of success.

Opposing Forgotten Plans can blank our Power of Faith. Bungled Orders mucks everything up. First Snow and Westeros Bleeds make us start over again. Cancels, especially for our card advantage effects, can be crippling. Ally-hate hurts worse than usual because each of our cards is valuable; losing a single character could set us back by several power tokens.

Lannister decks were always difficult matchups because their kneel effects like Cersei's Scheme (TPoL) and Enemy Informer (Core) are hard to overcome. Pentoshi Manor (AHM) strips renown for the duration of the phase or prevents us from winning key challenges. The Iron Throne (LotR) stops River Runner and Dale, among others. Our holy crests turn Ser Lancel Lannister (TPoL) into a monster. We’re ripe with tasty targets for Enslaved (THoBaW), and running so many Asshai, Kngihts, and Laides makes A House Divided (WLL)troublesome.

Stark decks have new toys like Robb Stark (FF) and Northland Keep (TBG), which can muck with the Acolyte and Man-at-Arms, both of which have higher strength than printed cost. Shaggydog (LoW)’s strength reduction lasts the entire phase, so it hurts our non-kneelers. Kill events and high-claim military challenges allow Stark to wipe our characters, and we can’t afford to lose many because we’re not drawing enough to replace them. Cheap claim soak is extremely important.

Martell packs ways to steal our power like Ellaria Sand (PotS) and Southron Mercenaries (TBoBB). Their vengeful keyword means we’re not getting power from unopposed challenges. Nasty tricks like Burning on the Sand (RotO)and Red Vengeance (PotS) slow us down immensely. Greenblood Merchant (ARotD) removes any icon , and we have several vulnerable ones, such as River Runner’s power icon. Venomous Blade (TBoBB) eats up our weenies, and it’s seeing a resurgence in play.

Targ KotHH is a pain despite not having a setup. They’ll reset and delay until we’re out of cards. I recommend that you open with Forgotten Plans to blank The First Snow of Winter (ODG)or Bungled Orders (OSaS). Then try to win early intrigue challenges and pray that they don’t draw enough influence to get rolling.

Greyjoy is mostly about aggro and killing stuff right now. Thankfully the Man-at-Arms can defend successfully, or at least prevent Hammerhorn Raiders (THtW)from raising claim. If we lose a high-claim military early then the going gets tough. Iron Islands Brigand (TCC) and Maester Murenmure (CbtC) cancel our mega-reducer, Seat of Power (WotN). Greyjoy’s saves allow them to reset the board at unpredictable times, so matching their Valar with Outwit, Art, or Negotiations is difficult.

Baratheon KotHH used to be slow out of the gate, but then Redwyne Straits (FF) came along. Now they can spew out 7+ cards on turn one and establish board control. Motley (Core) and Margaery Tyrell (TftRK) slow the game down, but at least The Black Cells (TftRK) doesn’t affect our non-kneelers.

I’d love to hear your thoughts in the comments below, or in the Noble Cause deck thread on the forums. All of my points are intended for Jousting only, but Melee input is welcome. Thanks for reading!
  • Kennon, Amuk, starhawk77 and 8 others like this


38 Comments

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emptyrepublic
Jan 08 2014 06:31 AM
It was my understanding that NatGS couldn't be replicated by City of Spiders.
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accountdeleted
Jan 08 2014 07:12 AM

It was my understanding that NatGS couldn't be replicated by City of Spiders.


I know this is hard for you, but you've got to face the truth. It pains me to say it but there's no way around it. Cities are op.


Thanks for reading!


That is literally the only thing I've read. You're welcome though.
    • Nate likes this
I've had some decent success using Black Amethysts in an Asshai Noble Cause rush deck. They're free, can be played during setup, and often force through those tasty unopposed INT/POW challenges that really maximize Mel. I've never seen anybody else use the card, but I think it actually provides pretty solid value in rush builds.

I've also been using Narrow Escape as the restricted card, although I'm considering switching to Negotiations and using those deck slots for something like War of the Five Kings. NE evens the playing field after a reset, but you have to have it in hand at the right moment. Negotiations can provide a similar leveling effect on a more consistent basis, so that seems like the better option.
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OldShrimpEyes
Jan 08 2014 08:00 AM
Other 2 cost Baratheon cards that I think may be worth consideration in a noble cause deck are Shyra Errol and Spiteful Bastard.

Both get renown from their cost. Shyra can help with lessening the impact of a targeted kill while the Spiteful Bastard has the ability to either have another crack at a challenge if things don't go to plan, and also act as a decent blocker should you need to take care of a chump challenge that you would otherwise let through unopposed.

Not auto includes by any measure, but food for thought.

This was a good read. I tried to build a holy version but bottled out of using it, I can't seem to find that sweet spot where the theory behind the deck turns into the practicality.

It was my understanding that NatGS couldn't be replicated by City of Spiders.


Unlike At the Gates/Manning, NatGS doesn't say "no City plots in your used pile", it says "no other City plots in your used pile". That means if NatGS is the only City plot in there, you can replicate it just fine.
    • SirDragonBane, emptyrepublic and Entice like this
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LorasTyrell
Jan 08 2014 10:21 AM
Imho, this deck is way too fragile at the moment, it would need a bunch of control tools restriction to work properly, or being in a very particular (and strange) meta... Or Greg Atkinson inventing some crazy stuff :D
I can see it winning some sporadic, casual games, but not much more. It is definitely fun though. I might be wrong, time will tell.
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emptyrepublic
Jan 08 2014 11:44 AM

Unlike At the Gates/Manning, NatGS doesn't say "no City plots in your used pile", it says "no other City plots in your used pile". That means if NatGS is the only City plot in there, you can replicate it just fine.


Yeah, of course, totally read over "other".

I've had some decent success using Black Amethysts in an Asshai Noble Cause rush deck. They're free, can be played during setup, and often force through those tasty unopposed INT/POW challenges that really maximize Mel. I've never seen anybody else use the card, but I think it actually provides pretty solid value in rush builds.


I run x3 Black Amethysts (MotM) in my Asshai deck, I love that card.
Try this deck out...

Bara Noble Cause

A Noble Cause (FF) x1


Character (30)
Willas Tyrell (VM) x3
Royal Entourage (TTotH) x3
Stannis Baratheon (VM) x3
Edric Storm (Core) x3
Salladhor's Crew (ASitD) x3
House Florent Scouts (TWot5K) x3
River Runner (TGF) x3
Royal Guard (SB) x3
Brightwater Man-at-Arms (FF) x3
Summer's Champion (ASoS) x3


Location (15)
Bay of Ice (KotS) x3
Narrow Sea (Core) x3
Seat of Power (WotN) x3
Street of Sisters (Core) x1
Street of Steel (Core) x1
Shadowblack Lane (Core) x1
Aegon's Garden (Core) x3


Event (9)
The Battle at the Wall (EB) x3
King Robert's Debt x3
Superior Claim x3


Attachment (6)
Court Advisor (PotS) x3
R'hllor's Blessing (AKitN) x3


Plot (7)
Outwit (TIoR) x1
An Empty Throne (KotS) x1
Loyalty Money Can Buy (QoD) x1
Valar Morghulis (Core) x1
Game of Thrones (LotR) x1
Next 2 plots is up to you

But I use...

Take Them by Surprise
King's Landing Coup

(both for the high initiative)


So far, it's been working well. I win on turn 1 and 2 but surprisingly has enough steam to last til 5 turns.

I've used it against Stark Kingsguard, GJ Holy, Martell KOTHH, Bara Knights, Targ Dothraki and Stark Siege with all wins. It loses to Lanni PBBTT Hyper Kneel though with all the kneel and discard you will suffer.

Give it a shot. Might work for you.
My deck is very similar to the non holy version you mention so I'll just mention the few cards I am using that I didn't see reference to. I have no attachments in my deck and my events are pretty much exactly as you list.

For plots, Men of Duty. High initiative and tricons for the first challenge so its a good finisher when combined with stand effects. I might switch it out for an Empty Throne though - it does lose out on initiative to a lot of HH plots which has me concerned.


Ghost of Winterfell. Vulnerable to burn but having a cheap character with deadly to ensure I either get UO or a card drawn - that is win win. Intrigue icon too which isn't that common in non holy.

One I'd be interested in hearing people's opinion on - The Foxes Teeth. I only have 1 copy but I can see that being a game changer even if I don't go first.

I have Alester Florent also. Whilst discarding cards is risky, the ability to count more strength again to trigger Ours is the Fury or Make an Example seems powerful to me and a potential closer.

Vanguard Lancer to help with initiative - whether going last on a Bungled Orders turn or going first on your finishing turn.

Finally I have the fleets. Might take them out but they bring a lot to the table with stealth and naval, and again make winning by 4 or more easier.
I am running the holy version and it has been doing quite well against most deck types except burn. With a good setup I win on turn 2 (or turn 1!). With a non-ideal setup I can still win later in the game. Paper Shield has been indispensable. I've been countering Valar with either Willas + Outwit or Many Powers Long Asleep. RotO Mel means that you get a surprising amount of power on your house, so resets aren't quite as bad.

Battle at the Wall & King Robert's Debt are both important for making up card draw. If I get to draw 3 extra cards, that makes up my entire card disadvantage for as long as I expect the game to last.

lastly, I'm playing Fury of the Stag as my restricted card, and I'm very happy with it so far.
    • OKTarg likes this
I wonder if To be a Stag is good.

Probably not.
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OldShrimpEyes
Jan 08 2014 07:44 PM
I love the Foxs Teeth. I actually use it in my Baratheon Black Sails deck, but it really, really messes with people's challenge math even if you aren't going first.
I want to second Black Amethysts and Ghost of Winterfell. I've been playing both of them in my mixed build and I have to say that I really like the deadly. Gaining more power for unopposed or helping even up card parity is just what I feel the deck needs.
I find it useful to use high claim plots + Vanguard Lancers and Bay of Ice to overcome draw deficiencies. =)
I imagine this agenda is terrible in Melee, right?
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scantrell24
Jan 09 2014 02:43 PM

I imagine this agenda is terrible in Melee, right?


A lot of people are having success in Melee actually. It's might be better than in Joust.

I want to second Black Amethysts and Ghost of Winterfell. I've been playing both of them in my mixed build and I have to say that I really like the deadly. Gaining more power for unopposed or helping even up card parity is just what I feel the deck needs.


I'll have to try those. I like the idea of Ghost of Winterfell, but 1 strength is such a turn-off. I hate burn...

lastly, I'm playing Fury of the Stag as my restricted card, and I'm very happy with it so far.


Nice idea! I suppose that without Negotiations or Narrow Escape you're probably relying on Bay of Ice, Battle and the Wall, and King Robert's Debt for draw. Anything else?

Imho, this deck is way too fragile at the moment, it would need a bunch of control tools restriction to work properly, or being in a very particular (and strange) meta...


Pentoshi Manor is a huge problem for this deck right now, but I expect it will be re-restricted or made unique in the next FAQ.

Nice idea! I suppose that without Negotiations or Narrow Escape you're probably relying on Bay of Ice, Battle and the Wall, and King Robert's Debt for draw. Anything else?

Yup, I've got Battle at the Wall and King Robert's Debt. Just played a game last night where I won on turn 1 challenges phase. Power of Blood and played 3 holy crests (including Mel), Willas, and BMAA.

Many Powers and Mel's Scheme help me out if I need to restock the board, but I've also been holding back some characters in hand (unless I think I can win turn 1).
This is no criticism of those of you having great success with this agenda, but I would personally hate to lose turn one against anything. Just absurd to me on some level.
    • widowmaker93 and Jensen22 like this

This is no criticism of those of you having great success with this agenda, but I would personally hate to lose turn one against anything. Just absurd to me on some level.


Fair point. But I also hate losing on turn 58 against Martell KOTHH, Wildlings, etc
    • widowmaker93, scantrell24, JCWamma and 2 others like this
I hate losing to anything. On turn 1 or turn 58.
    • Kennon, widowmaker93, Alex and 2 others like this
Jensen couldn't be more correct.

Also all of the turns in between.
    • Alex and ClunarX like this
My favorite turn to lose on is turn 6.
    • JCWamma, OldShrimpEyes and Alaka like this
I'm finding A Noble Cause a weird one. I put off piecing a deck together until the last moment and when i did, i went with a character heavy glass cannon build (not entirely dissimilar to yours actually, Kennon).

Every game i've played has won on turn two. Now i like winning as much as the next man but having been on the arse end of many NPEs in the past, i can only imagine what it must be like facing a deck that barely allows you to draw breath before it has 10 power and you're already Art of Seductioned out of choosing a plot next turn. Not that the deck can't be beat of course, it's just that you have to work reasonably hard on the back foot to do so, and for the sake of gamesmanship, fun and not being thrown out the house by my better half i think i'm going to take that build apart and put together a slightly more interesting, later-rush, little-bit-of-control version and see how that goes.

Believe it or not, i quite like getting more than one turn out of a game as well, even as the "protagonist". This almost sounds like #firstworldproblems, and I can hear the cries of why-play-a-game-if-you-dont-want-to-win-blah-blah but hey, as I prefer to play this game for fun you can look forward to meeting me in a tournament and thrashing the hell out of me.

As long as it's in turn 3 or later, i'll love it, I promise.

PS: i look forward to the cries of "hyprocrite" and "why play Bara then" etc etc. Bring it on.
@cockbongo - I'm just happy that we live in a world where Baratheon can be unhappy about winning too quickly.
    • baracarl likes this