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All Things Shagga - Shagga Melee

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


20 Comments

looks interesting DEF gonna try it out
the deck looks nice although I find defensive decks to be really boring to play
Looks like a lot of fun. I enjoyed playing around with your Stonewall Martell deck... now I HAVE to try this one since you've now changed it to the House of the True Queen! ;-)
Love this idea. Have you thought about using the agenda Treaty with the North instead? I know the 5 fewer to win sucks but in melee it can change the whole metagame entirely. I used a Treaty with the Isles once in a Holy Roller deck (which sucked but the agenda was miraculous), and the effect it had on my opponents was wild. Since all three of them needed 5 fewer, they gunned seriously at each other and essentially left me alone until the very end, when my ****** deck almost won. It was really cool to see how that Agenda played out. I think in Joust it's a disaster, but in Melee it's awesome.

Thanks for another great article.
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slothgodfather
Jul 11 2012 06:34 PM
I think in a melee it is entirely too probable of a turn 1 or turn 2 win when you reduce your opponents victory total to 10.. and that's not with you winning it. So for now I'd say Alliance is a safer bet. Granted it gives your opponent a nice perk, but it also allows you more breathing room to get your board setup for the Summer Sea turn to win.
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jackmerridew
Jul 11 2012 06:35 PM
is there any attachment control? for when frozen solid gets put on riverrun?
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slothgodfather
Jul 11 2012 06:42 PM
Riverrun = no attachments. Best they can do is discard it or blank it
A few ideas.
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?
Why Khal Drogo's tent and not a 0 cost gold location? You don't have any other limited cards to worry about and the deck doesn't need influence.
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MaesterLUke
Jul 12 2012 02:53 AM
Any thought on using Den of the Wolf for 2x Challenges: phase on the Across the Narrow Sea turn?
    • NuFenix likes this

Any thought on using Den of the Wolf for 2x Challenges: phase on the Across the Narrow Sea turn?

That is hilarious!!!
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slothgodfather
Jul 12 2012 03:15 PM
The only trouble would be the influence necessary to trigger it.
good idea Luke

The only trouble would be the influence necessary to trigger it.


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.
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jackmerridew
Jul 12 2012 08:46 PM
well without my worry about riverrun being blanked im pretty excited to steal the deck and try it out thanks kennon
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slothgodfather
Jul 12 2012 09:24 PM
Well there aren't a lot of blanking effects, but if they are heavy in your meta, specifically nightmares, you could trade in a few papershields for something to have a chance at cancelling them. You definately want RR to go off during your Across the Sea turn.
@hoyalawya Ah, good catch on the Tent. That's a goof from my changing over the decklist. I started out by literally looking up equivalents, and while the Martell build had a reason for the influence, the Targ version dropped that, so darn near anything would be ever so slightly more efficient in that slot. Possibly even Searoad.

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.
@kennon sadly, yes, nightmares is popular where @slothgodfather is :(
Actually, you don't need to worry about Nightmares or Meera Reed, since "at the end of the phase" effects occur after "until the end of the phase" effects have worn off. Unless the blanking is followed up with a blanking attachment like Frozen Solid, of course.
I have a deck like this one but it is quite a bit different. I don't use many relevant Stark characters. I use Ser Brynden's Guile (HtS) to increase my chance to acquire additional Tully characters or cards.

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.
    • Kennit likes this