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First Tilt - Expanding House Greyjoy
May 29 2012 05:19 AM |
doulos2k
in Game of Thrones
Small Council First Tilt doulos2k
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)
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 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.
- 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.
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
Also Support of Saltcliff is a great defense piece on Euron as it stands him every time you are challenged.
Again, awesome articles and keep 'em coming.
Cheers.
@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.
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!
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.
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
...however, Joust + Scouting Vessel is pretty crazy... I need to try that more.
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.
Also where's the Baelor Blacktyde (TIoR)? Seriously, if you're gonna play the annoying mill game you might as well go complete jerky.
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.
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).