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All Things Shagga - The Kindly Man
Jul 25 2012 06:23 AM |
Kennon
in Game of Thrones
Small Council All Things Shagga Kennon The Kindly Man
The Kindly Man (VM) offers quite a bit of flexibility in the game by allowing us to grab non-unique characters in the dead or discard piles of either player which is fantastic for a Jaime player, but the Shagga player is going to focus more on ways to abuse him, and sadly we can’t really control what might or might not be in the opponent’s deck. Instead, the Shagga player has to focus on what is going to be the coolest thing that we can include in our deck to recur into play in and over. So what might that thing be?
The obvious answer to anyone who’s very familiar with the card pool is probably the correct one- The Viper's Bannermen (PotS)! While the Bannermen use up our Restricted card slot, they also bring an absurd amount of card advantage to the table. Conveniently, once one is in the dead or discard pile, The Kindly Man’s ability lets you circumvent the out of house gold penalty to play the Martell Army and each time you bring it back, you’ll net two cards from the top of the deck when you trigger their Response for coming into play. It’s worth noting, however, that due to the end of phase rules, you won’t actually have the opportunity to respond to the Bannermen leaving play at the end of the phase.
Now a deck like this is will be composed of a variety of interlocking cogs that rotate together around a central theme, but in order to really facilitate things, we’re going to talk about the “Kill the Kindly Man†cog to begin with. In order to initially get the deck running, we need to find The Kindly Man as quickly as possible and then find a way to get him killed as quickly as possible. To find him, we’re going to go with the old plot standby of Summoning Season. If you don’t have The Kindly Man after mulligan and Setup, you can use your first plot to get him. It sucks to give your opponent a character as well, but sometimes it’s your best option. Once he’s in play, you have a few choices. If your opponent plays into your hands and makes a military challenge against you, you can choose to kill him for military claim, but rarely will that happen. The most effective way to eliminate your own Kindly Man is to immediately marshal House Umber Berserkers (BoRF). This allows you to kill the Kindly Man as well as forcing your opponent to choose and kill a character, and leaving you with a hefty body in the end. On the off chance that you havent’ seen a copy of the Berserkers at this point, you can instead use Wildfire Assault (Core) as your second plot to eliminate The Kindly Man. Since Wildfire Assualt says that you may choose “up to three characters†you can actually not choose The Kindly Man, and thus let him die, even if you have three or less characters in play when you reveal Wildfire Assualt.
The next cog ties in with our Restricted card of choice. With the addition of the new kingdom locations to the game, it’s easier than ever to splash a handful of out of house cards in a deck and conveniently one of those currently available is Norvos (VD), which will reduce the out of house penalty on our Martell cards by one, as well as reducing any Lord characters that we play by one. This leads us in two slightly diverging paths. On the one hand, Norvos allows us to “hardcast†a Viper’s Bannermen a little bit easier if we need and this points us toward playing a few other Martell cards in order to take advantage of the cost reduction of the location. One of the cheapest, easiest, and most effective options is Orphan of the Greenblood (PotS), which is effectively a walking event to help push through those intrigue and power challenges when you need them. On the other hand, Norvos reduces any Lord we play, and conveniently, Stark has quite a few lords available to them. Hoster Tully (LoW), for instance, becomes a free character with Norvos in play. The Blackfish (LoW) fills in both as a Lord for Norvos and House Tully for Hoster Tully. Roose Bolton (DB) becomes a three cost beatstick with a war crest, and Randyl Tarly (KotS) becomes a two cost beater who has four strength. Ser Edmure Tully (LoW) as well slots in as a Lord, House Tully and features a war crest, which means that he also gets a boost from Randyl Tarly.
At this point we’re again standing at a crossroads as to how the cogs interlock, so we’ll try to tie together a couple disparate paths into one paragraph. With Hoster Tully in the deck, we’re already looking at exploring the House Tully theme for a few more cheap strength boosts from some non-uniques that The Kindly Man can return to play if need be. Knight of the Tumblestone (Core) and Riders of the Red Fork (FtC) bear the trait we’re looking for as well as the war crest, which gives them two different potential strength boosts. With these characters in, we start to realize that the deck is developing an interesting War crest side theme, so it’s worth looking at some ways to abuse that a little further. Die by the Sword (LoW) and The Price of War (KotS) give us relatively cheap and easy ways to really hammer home the impact of our challenges as well as leveraging the war crest. The Power of Arms is an easy addition to our plot deck to provide a potentially large strength boost and a punishing two claim turn. Unfortunately, the events and plot don’t really leverage The Kindly Man as an agenda very well. Fortunately, there’s a great choice of non-unique character that belongs to another house and makes a great target to return to play- Pike Phalanx (QoD)! The Phalanx gives us means to combine with our war crests to really put the hurt on the opponent with high claim.
Since Pike Phalanx is a Targaryen card, it’s worth considering the brand new Kingdom location that reduces the out of house penalty on Targaryen cards, Pentos (CD). To get maximum use out of the location though, we should consider the trait that it reduces, much like we considered for Norvos. Amazingly enough, it reduces Army characters, which you may have noticed in the deck already. Pentos reduces the central Viper’s Bannermen, as well as the recently added Pike Phalanx, Riders of the Red Fork, and House Umber Berserkers. With the cost reduction in place, a strong use for war crests, and a prevalence of agendas in the environment, Northern Cavalry Flank (SA) will fit right into the deck with the potential to be a tooth on nearly all of the cogs we’re looking at. With the growing number of Army characters in the deck, and the impact we get from 2 claim plots, the new Manning the City Walls (CD) gives us a strong option to be effectively a four or five gold and put the hurt on in the challenge phase.
To round out the deck, we’ll look at a few odds and ends that help screw the whole build together. Knight of Harrenhall gives us an easy out to discard one of our non-unique lynchpins in order to start recurring them with The Kindly man. As well, Wildling Bard (CD) lets us discard one of the choice characters from our hand without relying on the opponent to make an intrigue challenge against us, and can give renown to a non-kneeling Northern Cavalry Flank to close out a game. Lucas Blackwood (GotC) can give us a surprise military challenge after playing or recurring a House Umber Berserkers, which is just painful on top of the forced kill from the Berserker’s ability. Likewise, Meera Reed (TftH) can return to Shadows and prime to blank another card after you kill your own character for The Berserkers and Ser Kyle Condon (APS) lets us repeatedly recur the Berserkers without suffering a crippling loss of characters each turn.
Now, the truly astute readers may note that there are several cards in the deck that I haven’t mentioned or only skimmed over. Mainly, these cards are general fillers to make the deck run like reducers, but you’ll notice that many of them connect to at least one of the cogs that we discussed above. I have to say that out of the various decks that I’ve designed for All Things Shagga, this Kindly Man deck is probably one of my favorites so far. Exploring the various interlocking themes that the natural progression of deckbuilding lead my toward is fascinating, and the final product is probably one of the most integrated builds that I have ever put together. There are certainly a few more possible teeth to these cogs, so if you have some thoughts or ideas, be sure to let me know!
Total Cards (60)
House (1)
House Stark (Core) x1
Agenda (0)
Plot (7)
The Power of Arms (Core) x1
Breaking and Entering (LotR) x1
Manning the City Walls (CD) x1
Respect of the Old Gods (LoW) x1
Retaliation! (ASoSilence) x1
Wildfire Assault (Core) x1
Summoning Season (Core) x1
Character (39)
The Kindly Man (VM) x3
Hoster Tully (LoW) x1
Randyl Tarly (KotS) x1
Roose Bolton (DB) x1
Ser Edmure Tully (LoW) x1
The Blackfish (LoW) x1
House Umber Berserkers (BoRF) x3
Knight of Harrenhal (TBC) x3
Northern Cavalry Flank (SA) x2
Orphan of the Greenblood (PotS) x2
Pike Phalanx (QoD) x3
The Viper's Bannermen (PotS) x3
Riders of the Red Fork (FtC) x3
Catelyn Stark (LoW) x1
House Tully Recruiter (Core) x3
Knight of the Tumblestone (Core) x3
Lucas Blackwood (GotC) x1
Ser Kyle Condon (APS) x1
Meera Reed (TftH) x1
Wildling Bard (CD) x2
Location (15)
Norvos (VD) x2
Pentos (CD) x2
Flea Bottom (TGM) x1
Great Keep (Core) x3
Narrow Sea (Core) x3
Ocean Road (WLL) x1
River Row (QoD) x1
Street of Sisters (Core) x1
Street of Steel (Core) x1
Attachment (0)
Event (6)
Die by the Sword (LoW) x3
The Price of War (KotS) x3
- Hastur360, bigfomlof, Reager and 1 other like this
29 Comments
A few questions:
First, with plots...The inclusion of Breaking and Entering (LotR) seems odd to me. For as intrigue-light as this deck is there seems to be a chance of this backfiring against you if Knight of Harrenhal (TBC) isn't already in play. What was the logic for including B&E over a second The Power of Arms (Core)?
Did you consider Rule by Decree (Core) to both improve your resource curve as well as either cementing card advantage or giving your KM fodder that you cannot get out of your hand?
Secondly, did you consider splashing in some copies of Summer Sea (Core)? While only 8 cards in your deck would benefit from the Summer Seas, do you think that their relative costs might justify the inclusion of two in lieu of one Narrow Sea (Core) and one House Tully Recruiter (Core)?
Finally, the deck's "draw" seems very much dependent on The Viper's Bannermen (PotS) and, to a much lesser extent, Ser Kyle Condon (APS). Given the panoply of kill and high claim in this deck, what card would you pull from the deck to make a slot for Harrenhal (ODG)?
Thanks for the write-up and for the great ideas.
Muster the Realm! (QoD)
is not in here, since your army numbers are vast. Also, I see the
The Viper's Bannermen (PotS) all over the place but never get how folks pay for him, especially out-of-house. Finally, Smith's ideas above seem sound to me. O, and really finally, what would you swap for for
Orphan of the Greenblood (PotS), since they're now in every deck and bore me to tears?
Thanks.
i was planning as well due to the pyke phalanx. My deck drops the Tully sub-theme, but is pretty close otherwise.
The Knights of Harrenhal are vital for getting the bannerman into the discard pile. Love that card!
Thanks for the article
My concern however is getting out the bannermen.
you'll need 5 reducers on top of retaliation or summoning season, it
with the 9 out of house cost, how will you ever bring it into play initially?
(Also, if you must play them by paying for them, Pentos, Norvos and flea bottom gets them for 5...)
Breaking and Entering (LotR) is actually a great plot for this deck since he has nothing to lose, the deck has no attachments and all his locations are 0 cost with 4 locations being 1 cost, so he will never have a location in hand, and even if he did they aren't really game breaking as other heavy priced locations that the opponent could have
Reagar has the right of it. With no attachments and almost only 0 cost locations, I should really never have valid options in my hand for the opponent to take control of. While a second Power of Arms was in the rough draft of the deck, the initiative is a real downer. 2 Claim is far more effective if you get to challenge first, and so Breaking and Entering gives me a much better chance of doing so with one of the highest initiatives for 2 claim that would work for this deck (Dry Season, for instance, would hurt too much of my income).
Re: Rule By Decree
Actually, this one wasn't one that I strongly considered. While you're right that it gives some valid options to the deck, I had known when I sat down that I wanted a solid 2 claim presence to offset the fact that I wasn't going to run Valar as well as Wildfire in this build, so I passed over RBD when looking for plot options. Overall, I think that the Bards and Knights give you enough options to get a choice character or two in the discard pile, so I think using the plot slots to more actively hurt the opponent is probably the best route.
RE: Viper's Bannermen
Yup, Ire and Meatloafx are correct. The main intention of the deck is to never actually pay their gold price, but instead bring them back with The Kindly Man, but with the reducers in the deck and the way the Kingdom locations neatly mesh to lower the cost of the army, I think we should be able to play it the old fashioned way in a pinch.
RE: Summoning Season
Yeah, you will have to be careful using this against Martell and Lannister because of Aerys Oakheart or Targaryen with Jorah Mormont. You'll probably need to make certain that you have Berserkers in your hand to marshal immediately after TKM. I wish we didn't have to use a search plot that opponent could get use out of, but the other prime in house options like the Heralds and To Be a Wolf would require us to wait an extra turn before getting things on line, and I'm not sure that's a good idea for the deck.
@Scantrell24- Glad I could help blow your mind. Always good to do to folks every once in awhile, and in many ways, that what a Shagga column is about!
You can always add some The Weasel's Way (TIoR) to your deck to counter the downfall of using Summoning Season. It may not be a wasted card as long as you have influence because you can use it to just draw the top card of your deck anyway. If anything, if you use Wolf Herald (SB), you can grab The Kindly Man (VM) and put him at the top of your deck, and then draw it with The Weasel's Way (TIoR) right away in Marshaling assuming you have that 1 influence out.
I know it's not a popular event, but I think you might be able to make it work in this deck. At worst, it's fuel for the Wildling Bard (CD).
Do you think Maester Luwin (FtC) may have any place in this deck? Maybe 1x? Event acquisition is always nice!
The first thing I thought of was dumping the two extra Kindly Mans for two copies of
House Dayne Reserves (PotS). Being a Martell Army, it fits nicely with
Pentos (CD) and Norvos (VD) if you need to hardcast it, and with
Knight of Harrenhal (TBC) out, you can choose to lose it for Intrigue claim and put it into play to get a 6 STR tricon War crest for free, which fits nicely with the other components of the deck. You can even bring it back to your hand in a later phase if you think you're going to lose another Intrigue challenge next turn, which kind of fits the whole theme of recursion you started off with. Then again, I play almost exclusively Melee, so I expect to lose a few challenges a turn
I think I might actually open with Wildfire Assault next time if I get him on setup just to be sure he dies before discard.