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All Things Shagga - Shagga Melee
Jul 11 2012 05:00 AM |
Kennon
in Game of Thrones
Small Council All Things Shagga Kennon
This week, All Things Shagga, turns our attentions back to our roots. I’m bringing the focus of the column this week back to what I first started with- examination of the construction of a Shagga melee decklist.I feel that I must warn you all though, that parts of this article may seem like a bit of déjà vu. The reason for this, is that we’re working on converting a joust deck that I’ve discussed here before into a melee deck. For those curious, you may check out my prior article on the Stonewall Martell deck. In a nutshell, this deck uses a treaty agenda to offer cheap access to Stark’s Riverrun and a plethora of Tully characters and combines this with a heaping helping of Martell draw and challenge control to shore up any weakness in your defense.
As with any strategy that makes heavy use of control cards, this can be considerably more difficult in melee when there are two more opponents than normal to deal with. With the additional number of possible incoming challenges, Stonewall Martell is just something that I’ve never felt quite comfortable enough in taking to a melee table. But a few months back, a beautiful new card graced my collection- Across the Summer Sea (APS). Using this plot, we can ensure that with one turn, Riverrun will certainly activate for massive amounts of power because no one will be able to attack us at all. Of course, utilizing Across the Summer Sea requires a pretty significant change to the deck- swapping from Martell to Targaryen.
With the Stark core of the deck, no changes were made so I won’t bore you again with the details of the cards, but instead, we’ll look at the new package of cards that make up the Targaryen melee version of this deck.
First up are the plots. While changing to include Across the Summer Sea (APS) is quite the obvious change, there’s one other important tweak that needs to be made. Counting Favors (Core) slots in for two reasons. Not only does it help shore up the draw that we lost with the missing Martell cards, but it also brings a deal making capability that might keep further challenges off your back as you prepare for the essential turn of the game.
Next, we’ll take a look at the character additions. Jhogo (OSaS) doesn’t play directly into the Riverrun (LoW) theme, but he does provide one of the few Targaryen ways to account for the draw that we’re lacking. Daario Naharis (WLL) and Ser Jorah Mormont (WLL) are a slight departure as well, but a little targeting removal of their kind can be extremely useful to take out troublesome opposing characters who might be able to force challenges through against you or might be able to close out the game for an opponent before you’re able to do so. As tricons, the two make decent defenders as well and Daario’s melee can make him quite formidable provided stealth doesn’t keep him out of the way.
The location base changes are actually quite small, largely just swapping Drogo’s Tent in for some extra income, as well as utilizing the brand new kingdom location Braavos (VD) which will lower the cost of the first of the many out of house Starks that you are playing each turn. The only one of really particular note is the inclusion of Meraxes (TBC). The new Targaryen warship actually provides a variety of uses for this deck. To begin with, it provides more draw to get the Tullies you need and does so in a way that encourages opponents to attack other players so that they can take advantage of the draw as well and that’s on top of probably netting you some extra power from Dominance!
Two copies of Court Advisor (PotS) are added in the attachment slot in order to offset the weaker intrigue presence that the deck presents with the loss of the Martell control and conveniently cantrips in order to slightly shore up our draw.
The event slots of the deck probably see the most change, however. In particular, the deck’s restricted card has changed this time around to Narrow Escape (KotStorm). When a player realizes what the goal of your deck is, it’s quite likely that a reset or two may make its presence felt. Narrow Escape gives you the opportunity to fight your way out of this tight space by returning them all to play. An opponent may perhaps discard their hand, but it does at least give you a better chance than you might have without it. Dragon Support (TftH) plays an important role as a pseudo-Burning on the Sands. As long as you have a defender or two to commit to the challenge, it’s quite likely that the double strength swing of melee on your own character and minus strength to the opponent’s will be enough to stop it cold. In a similar vein, as long as you have a power on your house to discard, Secret Alliance (TBC) gives you the opportunity to neutralize challenges entirely or at the least make them winnable by removing key attackers from the challenge. One power seems like a small price to pay when the payoff might quite easily be 5 or more power at the end of the Challenge phase. The final event change is the inclusion of a pair of The Dragon's Tail (PotS). Much like Counting Favors, The Dragon’s Tail gives us the chance to increase our draw while simultaneously cutting deals with other players and potentially avoiding incoming attacks.
So there you have it folks, the melee version of the Stonewall build. Give it a try and let me know what you think.
Stonewall Targaryen
House (1)
House Targaryen (Core) x1
Agenda (1)
Alliance (QoD) x1
Plot (7)
Building Season (Core) x1
Lineage and Legacy (KotStorm) x1
Muster the Realm! (QoD) x1
Family, Duty, Honor (LoW) x1
Valar Morghulis (Core) x1
Across the Summer Sea (APS) x1
Counting Favors (Core) x1
Character (31)
Riverrun Messenger (LoW) x3
Guard at Riverrun (LoW) x3
Catelyn Stark (Core) x1
Edmure's Host (LoW) x3
Hoster Tully (LoW) x1
House Tully Recruiter (Core) x3
Knight of the Tumblestone (Core) x3
Riders of the Red Fork (FtC) x3
Ser Edmure Tully (LoW) x1
Maester Vyman (TWoW) x1
House Tully Septon (LoW) x3
Knight of the Red Fork (LoW) x3
Daario Naharis (WLL) x1
Jhogo (OSaS) x1
Ser Jorah Mormont (WLL) x1
Location (14)
Riverrun (LoW) x3
Street of Sisters (Core) x1
Street of Steel (Core) x1
Shadowblack Lane (Core) x1
River Row (QoD) x1
Narrow Sea (Core) x3
Braavos (VD) x1
Khal Drogo's Tent (Core) x1
Meraxes (TBC) x2
Event (13)
Lethal Counterattack (Core) x3
Narrow Escape (KotStorm) x3
Dragon Support (TftH) x3
Secret Alliance (TBC) x2
The Dragon's Tail (PotS) x2
Attachment (2)
Court Advisor (PotS) x2
- Zaidkw, bigfomlof, JallekTully and 1 other like this



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20 Comments
Thanks for another great article.
Plots: the core set you and another player cannot initiate x challenge against each other this phase could find homes in this deck. I feel like they could end up being more useful than Lineage and Legacy or Shadows and Spiders since they just require winning a single type of challenge that could be directed somewhere else before you.
Events: What about A Champion Arises since you have more opponents and Targ's auto-win for pow challenges?
Yep - the deck would require a change to include more Influence locations. Right now, it can't trigger as currently designed. The only Influence I see is the Tent. But... still a cool idea.
Also, I considered True Power, but overall, the Tully characters are pretty strong on power icons, so I felt that I needed something else in order to offset that weak intrigue, which Secret Alliance potentially does. Past that, A Champion Arises just feels like a win more card in this deck. I'll already gain more than enough power from Riverrun if I keep people from winning challenges against me, so why not run more cards to keep challenges of my back rather than an additional way to gain power?
@Luke, great thought on the Den, but as that is a relatively influence intensive card, it would probably require an influence intensive rework of the deck. Likely with things like Hatchling's Feast to lower incoming attackers to 0 to make certain that the opponent doesn't win challenges against you.
@Jackmerridew, Awesome! Let me know how it goes!
@Slothgodfather, Yes, if Nightmares is popular where you are, Paper Shield probably has to become an auto include. Sadly, there isn't really anything you can do against a Meera Reed that turn.
I also have 1x of every cheap unique House Tully character I can get my hands on to increase that character count when I'm ready to start the ticking time bomb.
For plots
I have Condemned by the Realm (Core) because I will almost never have a significant character out and the chance that any of mine are chosen are slim.
I use At the Gates (GotC) to bring out Maester Vyman (TWoW), Maester Luwin (FtC), or Riders of the Red Fork (FtC). Luwin is not a Tully but he might help me get some of my events out sooner than later.
I also use Fortified Position (LoW) to slow my opponents down because I don't care about most of my characters text boxes. It also eliminates the text box of Knight of the Red Fork (LoW) if I happen to want that since it's ability is only bad for you.
I use Gates of Winterfell (CtB) even though it's expensive because every round I want to increase my chance to put a House Tully character out on my board.
I also have at least 2x of Karhold Rookery (CbtC) because it's free on Setup and will boost my Family, Duty, Honor (LoW) and Ser Brynden's Guile (HtS) card effects.
Now, what I really enjoy is having 3x In the Name of the King (TGM) and 3x True Queen's Loyalist (APS). These attachments are really, really painful in bunches of 2 or 3 of each on different opponents house cards. During your Across the Summer Sea (APS) round, you get to sit back and watch those opponents have to make irritating decisions for themselves. I've stacked In the Name of the King (TGM) on The Siege of Winterfell (LoW) opponents and they can do nothing without helping me. While I stack the True Queen's Loyalist (APS) on the opponent that focuses on POW challenges.
If anything, those attachments will slow down those opponents during that round if they don't want to help you get power. If I use the attachments earlier in the game, why should I care about them attacking me? INT challenges are my only worst enemy with the deck because I want to wait until my Across the Summer Sea (APS) round to put down most of my House Tully characters.