Jump to content

Welcome to Card Game DB
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!

Search Articles

* * * * *

First Tilt - Expanding House Greyjoy

Small Council First Tilt doulos2k

Welcome back to your weekly edition of First Tilt! Last week, Paladin started our new series that explores how to expand our basic recommended purchase (2X Core Sets and 1X House Expansion) into a more competitive deck. We're requiring no more than 6 Chapter Packs, and we're trying to stay focused on the newer 60-card packs. Our goal is to help you build the most competitive deck possible on a budget. One additional rule we've added are the decks can't require the Summer or Winter mechanic due to the near impossibility of finding the Song of Summer or Winds of Winter Chapter Packs (without spending large sums of money).

This week, I'm going to be focusing on the Ironborn! House Greyjoy has seen great popularity in the current Regional season; unfortunately, the popularity of Greyjoy in the meta is primarily using the Choke theme. Effective Choke almost requires the Winds of Winter chapter pack. In fact, it could be said that Choke really didn't get introduced as a "theme" for Greyjoy until the Time of Ravens cycle when the Winter mechanic was introduced. Newer players interested in building a solid House Greyjoy deck are further hampered by the fact that the Core Set offers nothing to them in terms of House specific cards.

If we can't use a Choke theme, what can we use? The other two deck types most commonly run are Unopposed or Mill. Greyjoy Unopposed is a deck theme that focuses on creating situations where either your opponent can't defend, or doesn't want to. While this is a great theme, the cards are a bit more scattered throughout the packs and would take us outside the parameters of the series. So, I'll be focusing on a Greyjoy Mill. A Mill theme is also called a Discard theme - you're trying to force your opponent to discard as many cards from their deck as you can, thereby limiting their choices as the game progresses. If you flop a great setup and luck out on the draw, it's actually possible to mill over half of your opponent's deck before the game is over, hopefully, with you as the victor.

Tale of Champions Cycle

This Cycle brought a number of great cards to either fuel or take advantage of this theme. You'll need to purchase five Chapter Packs to get these cards (Tourney for the Hand, The Grand Melee, Where Loyalty Lies, On Dangerous Grounds, and Trial By Combat). A Poisoned Spear, the last Chapter Pack in the cycle doesn't really help us here, so let's hold off on that to grab another set later. The cards we're going to use are:
  • Euron Crow's Eye (TGM)
  • Corpse Lake (TBC)
  • Alannys Greyjoy (ODG)
  • Asha Greyjoy (WLL)
  • Theon Greyjoy (WLL)
Euron makes it unattractive for your opponent to attack you since they have to discard a card from their deck just for the pleasure (assuming you remember to ask them to do so). Corpse Lake makes it even less attractive. If they attack you and then discard a character from the top of their deck, you gain one power for your House. Characters typically make up half of most decks, so you have a 1 in 2 chance that you'll gain power on every discard. Granted, you can only do this three times per turn, but it's a pretty sweet effect. Theon also helps to fuel this effect... when he's dead. I don't know of any other cards in the LCG that actually work for you while in your dead pile. His ability can still trigger Corpse Lake, so once he's dead, you have another chance to gain power. One word of warning, if you get him in your hand, play him as soon as you can. If he ends up discarded, he's lost, we're only running one, because we want him to die! (Traitorous scum!!) Ahem.

Alannys Greyjoy and Asha Greyjoy both depend on your opponent having three non-character cards in their discard pile to fuel their abilities - that should happen pretty quickly. Once it does, Alannys can cancel effects and Asha won't kneel to attack. Besides their abilities, they're both solid unique characters with good strength. Add the fact that Asha has Renown and she could potentially collect two power tokens on her per turn.

Tales From the Red Keep

This pack has two cards we want to use - one of them has become a Greyjoy staple in almost every deck because of their low cost and high strength: Distinguished Boatswain (TftRK). The Boatswain can be nerfed whenever you're playing a shadows deck, but that seems to be rare these days (varies from meta to meta). We also get Fishmonger's Square (TftRK) which will supplement your draw. Now, it requires you to notice than an attachment or event has been discarded and you have to kneel the location, but you get to draw two cards... that's only one short of your draw cap. Not perfect, but beautiful when it hits.

Rounding Out Your Deck

Plots are always difficult with a limited card pool. Many have said that your plot choice can make or break your game. I have to agree. One problem with plots is they can be very meta-dependent. Depending on what your meta tends to play, you'll want to choose different plots than what I've selected here. Staying with the packs we've selected, I've tried to create a plot deck that is pretty middle of the road to help you in most situations:
  • The First Snow of Winter (ODG)
  • Rule by Decree (Core)
The gold curve for this deck is relatively high, so we're going to use First Snow to try and equalize that first turn. What you want to do is ensure you focus on dropping locations or high gold characters; in fact, due to this plot, if you totally luck out and get only low gold characters (which is highly unlikely), then Mulligan and try again. What you're really hoping for is to get Corpse Lake and Fishmonger's Square in play, but getting them both in the setup hand is rare.

The biggest problem with the deck is going to be an inability to get the discard engine going along with power grab. In multiple tests, when Corpse Lake wasn't in play, I could mill a deck down to less than 20 cards and still lose because I just couldn't grab power. Not getting Corpse Lake may be reason enough to Mulligan. In your setup hand, what you really hope to see is Corpse Lake and at least one reducer (to make playing Euron possible - without a reducer, we don't have a plot with enough gold to play him).

Speaking of play testing, I have found that the opponent does tend to have more cards than you as you usually drop less on the board during setup and when First Snow hits, they've got a number of those cards back in their hand. This puts you in a very good position to run Rule By Decree to put even more cards in their discard pile. (It's important to note that you can't trigger Corpse Lake or Fishmonger's Square when the cards come from their hand.) One thing, if you have Fishmonger's Square out early, this card might cause you to draw, so try and keep a count of the cards before you drop this plot. When in doubt, ask how many cards they have (this will clue them in, though).
  • Holding the Trident (Core) - due to the higher gold curve of your characters, you will likely have less characters in play than any opponent and the +2 strength can make a huge difference, especially if you have both Asha and Euron out to grab power for renown as well as discard - could be a big power swing turn.
  • The Power of Blood (Core) - this is primarily here to protect Asha and Euron from death. A lot of people forget that this plot affects ALL Noble crested characters in play - even your opponent's, so be aware of that when you play it.
  • Stay of Execution (KotS) - this is here in case Euron ends up in a vulnerable position (no dupes, no saves)
  • The Promise of Victory (KotS) - you may find that you really need a different set of cards in your hand because you still need a few pieces. This plot isn't perfect, but it's got solid gold and might be just what you need to pull some additional cards, but you're going second because of that zero initiative. Remember, this is a "may" - so you don't have to trigger the effect.
  • Valar Morghulis (Core) - because you have to have this card in a Joust deck. No, really, only certain (very few) themes can build Joust decks without a reset. This is not one of those themes. As a beginner - you should really run a reset and learn when to play them. Seriously.
Other cards worth mentioning that we're putting in the deck:
  • Raiding the Reach (TGM) - fuels discard whenever you win an unopposed challenge
  • Veteran Marauder (KotS) - adds Stealth to help you towards getting that unopposed challenge
  • Nightfall (TftH) - attachment that allows you to choose and kill non-unique participating characters - can help win unopposed challenges, when coupled with Veteran Marauder can almost guarantee it in a lot of circumstances
  • Drowned Disciple (KotS) - expensive for his strength, but he discards three cards when he dies (and goes back to the bottom of the deck - so, he's kind of immortal)
  • Aeron Damphair (KotS) - can search out Drowned Disciple and put it into play if he dies (and he also goes back to the bottom of the deck - gotta love immortal characters)
  • The Knight (TftH) - another expensive card, but it helps to fuel discard on unopposed challenges and can stand to do it again
  • Newly Made Lord (TftH) - to eliminate most problem locations
  • Finger Dance (WLL) - event cancel PLUS a discard effect. High likelihood to trigger either Corpse Lake or Fishmonger's Square.
  • Nagga's Hill (ODG) - just an amazing effect to help you win challenges, IF you can win an unopposed challenge you can kneel this location to steal a character from your opponent's discard pile for the rest of the phase. Pretty conditional, but awesome when you can pull it off.
  • Scouting Vessel (KotS) - this can blank the strength of any defending character, which can win you unopposed challenges. I wanted to include more than 1 of these, but the overall gold curve of the deck is already high so I couldn't justify another 2 gold location.
So, without further ado, here's the full deck list! (After the deck list, I'll list a few cards you should consider adding to expand on this deck.)

The First Tilt - Expanding House Greyjoy

House (1)
House Greyjoy (Core) x1

Agenda (0)

Plot (7)
Valar Morghulis (Core) x1
The First Snow of Winter (ODG) x1
Rule by Decree (Core) x1
The Power of Blood (Core) x1
The Promise of Victory (KotS) x1
Stay of Execution (KotS) x1
Holding the Trident (Core) x1

Character (30)
Alannys Greyjoy (ODG) x2
Asha Greyjoy (WLL) x3
Euron Crow's Eye (TGM) x3
Drowned Disciple (KotS) x3
Maester Wendamyr (KotS) x1
Newly Made Lord (TftH) x2
The Knight (TftH) x2
Theon Greyjoy (WLL) x1
Jack of all Trades (KotS) x2
Maester Aemon (Core) x1
Scurvy Cutthroat (KotS) x3
Wex Pyke (KotS) x1
Aeron Damphair (KotS) x2
Distinguished Boatswain (TftRK) x3
Drumbeater (KotS) x1

Location (15)
Corpse Lake (TBC) x3
Nagga's Hill (ODG) x1
The Iron Mines (KotS) x3
Aeron's Chambers (KotS) x1
Scouting Vessel (KotS) x1
Iron Island Fiefdoms (KotS) x2
Fishmonger's Square (TftRK) x2
Sunset Sea (Core) x2

Event (8)
Finger Dance (WLL) x3
Nighttime Raid (TBC) x2
Raiding the Reach (TGM) x3

Attachment (7)
Captain of the Iron Fleet (TGM) x2
Nightfall (TftH) x3
Veteran Marauder (KotS) x2

Cards You Should Consider

Valar Morghulis: Since this deck isn't running an agenda, a great card to consider is the new Aeron Damphair (VM) in place of the old one. Him combined with Fishmonger's Square and Euron will increase your chances of hitting your draw cap every turn. If you opt for this pack, there are also two plots you should consider. You should definitely use Above the Sorrows (VM) as it fits the theme perfectly. The other plot worthy of consideration is At the Palace of Sorrows (VM). This forces both you and your opponent to choose a card to put onto the top of your deck. If you play this as your second River plot, then your opponent will also be discarding that card due to the double trigger effect of the River plots. If you put these in, you should remove The Promise of Victory and Stay of Execution.

Here to Serve: We get another great save location with this pack that fuels the new Aeron. The Iron Cliffs (HtS) costs one gold, but saves twice. I'd say pull Nagga's Hill (I know!) and one Iron Mines to get 2X of these in there.

City of Secrets: Capitalizing on the discard theme, we can use a beautiful attachment: Kraken Tattoo (CoS). It adds +1 to the attached character every time a card is discarded from anyone's deck (including yours!) and that character gains Intimidate. Well, if you get this bad boy on Euron, he'll be buffed after each challenge and it will be much harder for your opponent to defend against him. If you get this, pull Captain of the Iron Fleet and one Nightfall to run 3X of this.

Scattered Armies: This is an older pack that violates our rules, but it contains Desperate Looters (SA), which is an amazing low-cost card to add to a Mill Deck. They cause a discard whenever they come into OR out of play. If you luck out and have them in your hand during the First Snow turn, you get to double their effect. You play them, they discard a card, then you return them to your hand for the plot effect and they discard a card again. Then you get to play them again next Marshal. Just a great card to have if you can add it. If you do add it, I'd replace Jack of All Trades and Drumbeater to use 3X of the Looters. I will add that in play testing, this one card made a massive difference in the discard engine. Something to seriously consider.

And, of course, if you can get Refugees of War, then definitely consider using Island Refugee (RoW). Harder to decide what to throw out here. If you're running the new Aeron, pull Drowned Disciple completely and maybe 1 Asha (you'll still have 2X of her!).

Final Words of Advice


Euron is expensive, but critical. You may gain more mileage removing Nagga's Hill and putting another Sunset Sea into the deck. Also, if you end up with buying a few of these other packs and end up with a lot of low cost characters in the deck, First Snow of Winter no longer makes sense and, frankly, neither does Rule by Decree. In that case, I'll reverse some advice I'd given above regarding the Sorrows plots from Valar Morghulis. If you have Refugees, Looters, and Boatswain in your deck... keep Stay of Execution and Promise of Victory and switch out First Snow and Rule for the Sorrows plots.

Well, thanks for sticking with me until the end of this rather lengthy article. I hope you enjoy playing around with the deck and do feel free to comment on my choices if you can think of ways to make this a better deck. See you next time!
  • LeeMurdock, Reager and thedaffodilfish like this


28 Comments

I do not think Drowned Disciple can trigger Corpse Lake.

Also Support of Saltcliff is a great defense piece on Euron as it stands him every time you are challenged.
How about motley crewman? i consider it auto include in my mill, i run 3 of them . Also, how about some maester's path as an agenda? with brass link to discard , also my deck is based MAINLY in the awesome bloodthirsty crew fueled by steel link to give them +2F, wins unoposed by intimidate every time discards 2 (3 with motley) and with support of harlaw it stands again! Also considerable drowned fanatic to discard 2 every time you win initiative, frostfang peaks to discard when new plot revealed, and my masterpiece: visenya's hill to move unique characters discarded to the dead pile denying all the other copies! I found out you cannot win with a milling deck unless everything in your deck is prepared to mill
nice article, last week I was hoping that the article would be for the Greyjoys :)
Thanks for the article. I run a melee mill deck sometimes and was wondering what advice you'd have for the strictly melee player like me. Also, why not run Building Season if Corpse Lake is so crucial to the deck's strategy? Or, have those types of cards fallen out of favor in anything but melee?

Again, awesome articles and keep 'em coming.

Cheers.
@Scottie - hmmm, it's a valid point. Does Drowned Disciple's text count as a triggered effect? I thought so because his death triggers the discard... but it doesn't have the Response text. So, you may have a point there. I'll have to check the ruling on that. Also, Support of Saltcliff is a good card, but it requires yet another chapter pack.

@aelith - Some solid card choices, but to get all those cards, a player has to purchase a number of CPs to get those cards. That went beyond the scope of this article.

@bigfomlof - I'd like to see us do some more specific stuff for Melee. The biggest advice I can give is more general. In Melee, people will hate your deck and they will be gunning for you, so you need to try and either build in ways to gain power quickly (to end the game) or to prevent them from hitting you (whether that be with High Initiative and Ahead of the Tide (WotN) to ensure you get Crown Regent or through card effects). But, Days of Ice and Fire shows that Discard can win in Melee since that's what the Melee Champ used. Search plots have fallen out of favor because too many decks have great locations or characters and giving your opponent that character is really risky. It can hurt you as often as it helps you. If you run it, I'd consider adding another Newly Made Lord to combat the bonus location they're getting.
    • bigfomlof and thedaffodilfish like this
Is it not incredibly risky to run only 5 resource locations when you have 3 cards that you need a resource location to play (unless you flop him in set-up or something)? Especially when you also have two copies of The Knight and a LOT of 3-cost characters. Depending on your draw and set-up you're looking at, on average, not getting a resource location until turn 2 or so. And given you only have 11 character cards costing less than 3, your set-ups probably won't be too hot generally (which I know is kinda the point what with First Snow, but still stops you digging through your deck for the limited resources you do have).

On top of that, if someone follows the Valar Morghulis advice and subs out Promise and Stay for the River plots, that drops your average plot income to 3. Which means that, on an average turn you're only going to be able to play 1 or 2 cards; you'll only be able to play your higher cost characters on 2 turns in every 7, and one of those turns you're basically forced into making immediately after First Snow, so if you don't already have Euron at that point that means you'll likely have to play Power of Blood in order to have a hope of getting Euron out, which then means you don't have the plot to protect him from Valar on the following turn.

Basically, I think the deck needs either at least 3 more resource locations, or a couple of more profitable plots - there aren't many in the sets you mentioned, but other sets a first-time player is likely to buy offer some options, such as Take Them by Surprise (LoW) for instance. Maybe Rains of Autumn (Core) since the only gold producing card in the deck is Aeron's Chambers?

Personally I'd rejig it slightly though - take out the Drowned Disciples (they're good, but pricey and you get more value out of Euron, The Knight and so on because the effects are repeatable) and Aeron Greyjoy (we just took out the only cards in the deck he can search for). That helps the gold curve and gives 5 free spaces for at least 2 Resource Locations (which does mess up the character-location ratio a bit but with multiple saves and an emphasis on keeping high-cost cards out that shouldn't matter so much, especially if you perhaps use the extra spaces to invest in a couple more Wendamyrs).

That all said, this is just conjecture, I haven't played the deck to give an opinion with any actual authority on the matter. On top of that, I think it's very good advice to tell people to focus on newer sets (and the Boatswains) for Greyjoy, and the writing and reasoning behind it was all top notch. The detail of why is exactly what new players need, and it's all put out there without being too heavy as it were. Thanks for the article!
    • thedaffodilfish likes this
Thanks for the great suggestions. Resource curve is definitely a concern and I honestly hadn't thought about the second hit it takes if you put in the VM plots. I just saw those effects and figured if you bought it for the new Aeron, you should throw those in to try it out. My bad there - should have actually test played with the new plots and I'd have seen it (but could only test play so many configurations realistically).

In my tests, I was always able to get Euron out, but more resources certainly wouldn't hurt the deck. I was trying hard to stick with the char/loc balance that's the typical recommendation, but, as in all decks, play around with that a bit. The deck is weak on resources, so fewer characters and more reducers or gold might be what it needs to work more quickly and a heavier location focus can actually help you in a First Snow deck.
    • thedaffodilfish likes this
As far as the triggered thing goes, I assume Drowned Disciple is a passive effect (and therefore all the more reason to drop him!) - it's true that the effect is literally triggered, but not technically - for an example, Newly Made Lord (TftH)'s effect is literally triggered by him entering play, but the effect itself is still passive.
    • thedaffodilfish likes this
I've been looking at Greyjoy on a budget right now, and the unopposed theme seems to be doing better than the mill. I'm just not convinced by mill at all. The only reason to discard is for effects; the mill doesn't hurt your opponent at all otherwise. It may even help them if they're running something like Ambush From the Plains.

Don't get me wrong, I think you did a good job with the article. I would've just gone in a more Intimidate/Rise of the Kraken/Assault of the Kraken/Tourney Lance/Scouting Vessel route. My associate had a melee the other day where he had Wex Pyke with Tourney Lance and Support of Harlaw. He was facing a Dragon deck, so he stealthed Dany each time and won an unopposed challenge, then stood back up. With two Assault of the Kraken events on the Rise of the Kraken turn, I think he got 9 power and cleared the board. It was nasty. Situations like this are fairly common, especially with the new Asha and The Knight. Joust + Scouting Vessel = auto win for a challenge.

Maybe I just need to see more mill in play. The guy who does that around here isn't any good anyway so maybe that is stilting my views :)
Photo
darkbladecb
May 29 2012 04:52 PM
@OKTarg: Mill, in my (admittedly limited) experience, does seem to do better in Melee than in Joust. You can force people to attack you (with supports), get extra income, and have more opportunities to pick at low-hanging fruit for those extra unopposed challenges. A lot of the effects, too, target all opponents, so you can get some good bang for your buck there.

...however, Joust + Scouting Vessel is pretty crazy... I need to try that more.
Unopposed is a great theme - I completely agree! It's just harder to build in my opinion within the constraints we'd placed on this series. It's already stretching new players to ask them to buy 6+ chapter packs after getting two cores and an expansion.

That said, I have to disagree with you on your assessment that it doesn't hurt your opponent at all. If the engine gets going, milling cards is incredibly damaging. Most houses (except Targ) don't have an easy way to retrieve cards from discard (or if they do, they're not always running them). Watching your key cards vanish into discard is brutal for anyone. This deck, when played well, can cause horror for your opponent as they watch their Renown characters go away and their dupes and their saves. In one test, I milled 45 cards (that test had two Desperate Looters (SA) played on the First Snow turn... four discards in one turn before a single challenge was made and a guaranteed two on the next turn... it was awesome - perfect storm.) The Mill theme can be devastating... but I won't lie to you and say it's easy to pull off every time.
Photo
playgroundpsychotic
May 29 2012 06:43 PM
Drowned Disciple and Theon Greyjoy are not triggered effects. They have a point of initiation but are not optional to use. A trigger is by definition an optional effect. Desperate Looters (SA) and Seaside Urchin (TTotH), for example, are triggered deck discard effects.

Also where's the Baelor Blacktyde (TIoR)? Seriously, if you're gonna play the annoying mill game you might as well go complete jerky.
My mistake on the triggered effects portion. You're still milling - just not able to capitalize on Corpse Lake using those cards. Baelor is part of the Oldtown Cycle. If we go there... we may as well go Maester's and then things get complicated for newer players. Trying to keep it pretty easy to build and use. And, yes, Mill is annoying. But that's Greyjoy's bailiwick - question for the day - which is more annoying: Choke or Mill?
Photo
playgroundpsychotic
May 29 2012 06:56 PM
I've never played against Choke (no Winter CP available). Mill is irritating even as Targ or Bara since you can discard far more cards than you can reasonably recur. Baelor is worth the price of one CP. He's extremely good even without the immensely annoying event blocking.
Save other effects like Baelor Blacktyde, I still think that Mill is ineffective on its own.

In a regular game you draw, what, half your deck? So there's 30 cards in there that you never see. If you mill those cards statistically you're still drawing just as well. It only SEEMS like you are getting screwed, but you're not actually being hurt.

So you mill a Renown character. What if that guy was on the bottom of the deck? You're still not drawing it. You're just one card closer to what you wouldn't have otherwise drawn. Mill just makes it seem like they are hurting you, but again, I don't think so.

Now if there's effects like Baelor, then yes, mill is painful. And of course, milling is better in melee as you have 2 or 3 times the likelihood of a favorable discard. On the whole, however, the effects gained by the discards are much more powerful than the mere act of discarding itself. If discard were powerful on its own, then you would see people running things like Frostfang Peaks in a non-mill specific deck. But that would be ridiculous, so nobody does that.
Yep - Baelor is an excellent addition to the deck. Annoying as heck when an event in hand has now been milled. Increases your "dead" draw. Hopefully we'll get to see a fully fleshed Mill theme in another article that isn't just targeting beginners with a limited card pool.

Save other effects like Baelor Blacktyde, I still think that Mill is ineffective on its own.


Well, I'm not saying discard alone is everything - hence the reason for Corpse Lake and other items that try to take advantage of it. The game is about power grab - without that - you can discard someone's entire deck and still lose. You have to have cards that take advantage of that discard or you have to have cards that grab power on their own. Baelor adds a Choke effect to the Mill - so that's great.

Don't discount the psychology of it though - seeing great cards hit your discard pile is painful and can cause your opponent to make rash choices (or even to forfeit - it's happened).
As far as which one is better, that really depends on how the deck is structured - I think that, to a certain extent at least, pretty much any theme can be played well in the right hands as long as the deck was well-built; for annoyance, I'd agree that mill isn't that bad. If your deck is balanced then losing a bunch of cards shouldn't really hurt you that much. If it's a combo deck that's perhaps different - for example, I built a deck around the Painted Table/Varamyr combo and managed to get all 3 copies of the Painted Table discarded from my deck before I drew any, effectively killing the deck. But for a more typical, 'Jaime'-ish deck, the idea is to use redundancy and make sure that to an extent it doesn't matter what you draw. In that instance, mill doesn't really have any real effect on the opponent (unless you've got stuff like Nagga's Hill, Baelor, Visenya's hill and so on). It can still be good for you through your Corpse Lakes, Euron Crow's Eyes, Theon Greyjoys and the like, but it doesn't really bother the opponent. Choke, on the other hand, is in almost all circumstances incredibly frustrating to play against. I'm honestly not convinced it's actually a better deck type, but it's definitely the more annoying of the two in my book.
I played against @doulos2k and this deck, vs my maester's deck. It is a strong deck, was an intense discarding game, I would play more defense till his Euron would leave from my Turncloak & if not for some combo's I made (esp with Support of Harlaw (KotS)) I probably would of lost, but always worth another battle.
I agree with the above poster who said that Baelor Blacktyde (TIoR) is a must for a mill deck. Discarding a Paper Shield (QoD) can be pretty devastating to your opponent if done early. I also think that Iron Fleet Raiders (MotA) is a great card in a heavy mill deck. Yes, they're allies, but they are also eligible for any "Ironborn" or "Raider" buffs in your deck. On top of that, if your opponents have to discard the top card of their deck two or three times each round, they're going to be pretty reluctant to voluntarily mill their own deck even more to reduce Iron Fleet Raiders' strength.
guys the point of the article is to give some advice and an overall idea on how to expand Greyjoys without spending too much. It's not about building the best Mill deck, it's obvious that you can build a better deck buying all those packs you are mentioning.
I think everyone realizes the point of the article, but the discussion is the natural extension of that idea, especially considering that the author includes a section titled "Other cards worth mentioning that we're putting in the deck".
New theon doesnt trigger the lake.
Photo
thedaffodilfish
Oct 14 2012 09:07 AM
Great article and really useful comments. Just what I was looking for!
Photo
samuellinde
Nov 03 2012 12:04 PM
Just commenting on the effectiveness of running a Mill deck. I've built a "pure" Mill deck which I affectionately call my Greyjoy Clown Deck - every card is either discarding from deck or have effects that trigger on discard. My meta played yesterday and we ended with a 5-player melee game (doesn't happen often) and I thought it would be an excellent test for my deck. Maybe no one really took it too seriously, but I actually ended up milling down everyone's draw decks completely. Raiding fleet x 2, Motley Crewman, Frostfang Peaks played on setup etc certainly helped. It was a lot of fun (for me :P ).