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Combo: What Game of Thrones is Missing


Many players have recently expressed concern about the growing power level of certain cards in the current (Maester's) card block. In particular, the agenda has attracted some attention as people complain about how powerful Joffrey-focused, Shadows-Robert-focused, or other combo-centric decks have become.

I don't disagree that the agenda and/or Apprentice Collar could use a minor adjustment, but I oppose drastic actions, such as restricting or banning one of these cards...or even some type of errata that would essentially render this mechanic useless. For example, I think it would be a mistake to errata the agenda to "printed maester only."

I believe that we are a long way away from often-cited combos becoming a problem in the environment. If anything, we likely need more combo in the environment. Traditionally, combo has been one leg of a three-legged stool in deck building. In many games, combo decks tend to be incredibly fast but also relatively vulnerable to control (ie kill/discard/bounce) effects. In contrast, control decks often have difficulty keeping up with the slightly slower but continuous pressure put on them by aggro decks. (In Game of Thrones, aggro would be something like Bara power rush, Stark Seige, or [arguably] Martell House Dayne. In other words, aggro has to do with how the deck plays, not necessarily how fast it wins.) And finally, aggro tends to lack the consistent control effects needed to stop a combo deck, which can often win before the aggro deck is able to gain momentum.

In the CCG days of Game of Thrones, combo-centric decks were relatively weaker than control and aggro, but they did exist. Alayne Stone + infamy + copy effects allowed someone to claim 15-20 power in one turn...though it usually took 3-4 rounds to get the combo in place. Other combos were less exciting but just as potent, and resulted in a more diverse environment where less efficient cards could be played if run in a deck devoted to a combo.

The current environment lacks diversity in large part because it lacks combo-centric decks. Worse, given the lack of a natural rock-paper-scissors dynamic, aggro and control builds are held back to prevent any one deck type from becoming dominant. A few examples are the restricting of The Laughing Storm, the errata to the Heir to the Iron Throne, and the printing of many Brotherhood characters with STR 2. In contrast, control builds are tailored to hold back aggro, with Venomous Blade, Lannister hyperkneel, and Stark direwolves all well equipped to slow down a fast deck. Yet when control becomes too powerful, it too is restricted, just as Lannister kneel was (erratas to Alchemist Guild Hall and Lannisport Brothel) and Martell recently was (restrictions to key control cards).

As hard as designers try, however, balance remains extremely difficult to achieve. Nearly every major tourney results in one deck type revealed as "dominant," and often that deck type can be played best out of one house (Lanni shadows, Lanni kneel, Martell summer, etc). The problem is this: Every time a game ruling (FAQ) or in-game solution (new cards) attempts to balance the aggro-control dynamic, the "solution" over- or under-compensates. Even when successful balance between aggro and control is achieved, it typically favors 2-3 houses. This isn't because designers and play testers are apathetic or incompetent. Given the complexity of a game with six factions, three challenge types, and a myriad forms of control/power claim, it's just impossible to strike the perfect balance between aggro and control that gives all houses a variety of balanced options.

Rather than continue to perpetuate this bipolar dynamic, it would be much better to reintroduce combo as an equal (or even slightly inferior) third path. Combo would be allowed to beat either aggro or control, each of which would be designed to beat one of the others. This rule doesn't have to be absolute...a control deck focused on character kill (Targ "burn") may be able to stop a fast aggro deck but lose to a Greyjoy "mill" deck or a yet-to-be-designed combo mechanic. But in general, each deck type should have strengths and weaknesses that balance each other out in rock-paper-scissors fashion.

The end result would be an environment that has more variety and is much more fun. If one deck type became dominant, it won't take 2 years (or even 6 months) for in-game or metagame solutions to emerge. It also wouldn't take multiple FAQs, which tend to rile just as many people as they satisfy.


12 Comments

Great article, I really like to see more viable combo decks in the future.
Another thing to mention is "power creep". Power creep is something that happens in every game - it has to happen. From a marketing stand point power creep is the only way to keep new ideas fresh. Games that don't adjust the power levels of cards every so often become stale and repetitive - but if you test the boundaries with new cards being more powerful every release your players will become enthralled with those cards. It's an inevitability.
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WolfgangSenff
Aug 17 2011 08:25 PM
I fundamentally agree. At the same time, I think most houses actually have some cool answers to maesters that are just completely unexplored. Consider Deepwood Mercenary for Stark. I think we largely need to focus on building counter decks first, find out where the equilibrium lies, and if no equilibrium can be reached, then consider bigger changes.

I also must say that Greg's deck is not the only possible combo deck; it may be one of the best, but it is by far not the only one. I think others can be made and used with success in the current environment.
I think that Casey also ran a combo melee deck with Queen of Thorns/Sister of Truth/Hidden Chambers combo, that actually one some games. I also think combo is going to be pretty rampant until the Lanni box with Bastard coming out, then it will go back to control being dominant.
I tend to agree with you guys that combo is getting a big boost with this cycle. That said, consider the number of viable combo builds compared to the number of control (or combo-control, in the case of direwolves) builds. I'm not saying it should be even, but until the scales even out a bit, the environment as a whole will still feel more like control vs. aggro.
Just consider the (justified) bitterness by the Bara players with the Spring bannings/errata that knocked aggro down in favor of Martell, and then they continue to release stronger control cards like Ghaston Grey and Prince's Plans. Aggro didn't get that much outside of a maester build. The cynical side of me says that control will always be on top. I can imagine the designers sitting in a room and plotting out the rise and fall of certain houses throughout the release schedule. That's probably overestimating the designers' foresight, though.
This article is great. Well done and I could not agree more.
I think developers generally try and discourage combo archetypes because of one good reason. Combo decks usually involve the player playing their own minigame with little to no interaction with their opponents.

If you think about it combo players really don't care what the other player is doing because really all they care about is pulling off their combo and winning the game. As bad as you think having only two archetypes in control and aggro, I prefer this to a rock, paper, scissor environment like in MTG as is often the case.

BTW, I don't think the lack of deck/house diversity is due to not having a viable combo archetype. Rather I think it's due mainly to the nature of house abilities (like stalwart being terrible) and the difficulty of accessing certain key mechanics for certain decks and houses.

Basically I think every house should have access to decent card advantage mechanics either through better distinct abilities or a decent neutral card that isn't OP. Card advantage doesn't necessarily mean card draw. For instance, one house could be given a better and reliable form of discarding opponents cards in hand. Another could be similar to the card effects in what used to be Jund in MTG - like a character when killed allows you to search for any combination of characters that totals its printed gold cost (or cost -1) and allows you to put it into play.

Take what I say with a grain of salt btw, I just started playing this game a few weeks ago.

PS: I really enjoyed reading this article and your thronestimes newsletter. Keep it up bro.
    • mischraum and thenorthman like this
I already fell kinda burnt out on Game of Thrones due to the comboism of this cycle. Playing against someone who uses The Prince's Plan can be a major NPE.
I know what you mean ;-)
Having played MTG (Magic) quite a lot, I agree with KhalBrogo. Combo really ruins the player interaction, and player interaction is fun. Especially since AGoT doesn't have the same powerlevel of counterspells as MTG to stop combos. That said, I'm absolutely not against borderline combo/synergy cards, which offer fun elements to the interaction, like chain killer combo, only the I-win-combos.

I think that a solution that I'd prefer more then trying to make combo one of the game's fundamental deck archetypes, it to try and define a strong mid-range archetype. This is also from the MTG meta game, but sometimes and in some formats, combo isn't playable. Rush decks mostly beat the control decks that are too slow to be able to handle the early pushs. Then mid-range decks break this one sided scenario into a balanced meta, being able to get stronger creatures out to stop the rush decks before they win, but not fast enough to avoid being controlled by control. Of course decks can have elements of all these sides, like aggro-control which uses rush to set preassure on the enemy, then use control to prevent the enemy from getting defences out in time.

I'm not sure exactly how this can be achieved in AGoT (maybe the game is already there without me knowing it), but I believe that rush has to be made faster (?), but most of all control has to be made more efficient, but a lot slower, making a pure rush deck able to beat control decks easier before control establishes control. Hopefully this empty space in between would automatically open up for a strong mid-range archetype if there are strong cards to use for it.
And sorry, great article btw. It is an issue which is good that you brought up for discussion :)