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Much and More - Neutral Brotherhood

Small Council Much and More ShadowcatX2000

Anyone who has talked to me about A Game of Thrones knows I've been pretty obsessed with getting a Neutral House Brotherhood deck to work. Maybe too much. But you know, that's life.

So let's get into it, this deck is based around 2 things, the first is getting Beric and keeping him on board. But as is well known, Beric has many weaknesses, Ghaston Grey, Game of Cyvasse, house divided, etc. To combat that we have a whole host of location hate in newly made lord and condemned by the council, and cancels in Tom Sevenstrings, paper shield, and hand's judgement. These cards provide a reasonable way of protecting Beric from the most common threats, though search and detain remains a blow out against this deck (and one that brotherhood in general really struggles against unfortunately).

The second thing this deck revolves around is using Hollow Hill and just playing the best characters from each House. This gives us a very strong draw scheme and a very probably the best character base of any deck in the format right now. This, coupled with an aggressive curve helps the deck get and keep board presence. Ironically, despite not having dupes for any of your uniques outside of Beric, Huntsman, and Val, a reset doesn't hurt you too badly as it turns back on your draw mechanism in hollow hill.

For plots, building season and summoning season are unfortunately musts for this deck. Now make no mistake, I hate giving my opponent an advantage with my cards, but it is just unavoidable here. Past that Fleeing to the Wall helps our location hate be even more effective (and gives us a sack outlet in the event that Stark Frozen Solids our Hollow Hill). Fortified position is here exclusively to combat Melisandre (core) because without an out dropping and protecting her makes it impossible for brotherhood to win. We have 2 resets in order to get the opponent to over commit to the board (and wild fire is just really good with Beric), although either of those could easily be swapped out for another plot, as could the final plot, which I have listed as The Grand Melee, but really could be anything.

So really that's the heart of the deck, the basics from Brotherhood, a few counters, a bit of location hate, a great suite of reducers and gold producers, and the best characters in the game.


Total Cards (60)

House (1)
Neutral Faction (IG) x1

Agenda (1)
The Brotherhood Without Banners (RoR) x1

Plot (7)
Building Season (Core) x1
Summoning Season (Core) x1
Fleeing to the Wall (Core) x1
Fortified Position (LoW) x1
Wildfire Assault (Core) x1
The Grand Melee (TGM) x1
Valar Morghulis (Core) x1

Character (38)
Beric Dondarrion (IG) x3
The Mad Huntsman (ASoSilence) x3
Val (RotO) x3
Tom Sevenstrings (RoR) x1
Asha Greyjoy (WLL) x1
Distinguished Boatswain (TftRK) x2
Hodor (Core) x1
Northern Cavalry Flank (SA) x3
Lost Spearman (MotM) x3
Refugee of the Plains (RoW) x3
Khal Drogo (WotN) x1
Knight of Flowers (SaS) x1
Harmen Uller (PotS) x1
Marya Seaworth (KotStorm) x1
Stannis Baratheon (VM) x1
Melisandre (RoR) x1
Lannisport Weaponsmith (Core) x2
Brienne of Tarth (PotS) x1
Lannisport Moneylender (LotR) x2
Pyat Pree (QoD) x1
Newly Made Lord (TftH) x3

Location (13)
The Searoad (KotStorm) x3
The Roseroad (KotStorm) x3
Street of Silk (LotR) x1
Street of Sisters (Core) x1
Street of Steel (Core) x1
Shadowblack Lane (Core) x1
Hollow Hill (ASoSilence) x3

Attachment (0)

Event (9)
Paper Shield (QoD) x3
The Hand's Judgement (TTotH) x3
Condemned by the Council (AToT) x3

One note should be made about the deck however, it may be more powerful as a whole if you removed the brotherhood element and just ran great characters in its place, it would also allow freeing up the event slots as game of cyvasse, etc. won't be such blow outs (and getting rid of the summoning season). If you do decide to go this route I would highly suggest reading through the Things I Do For Win - Breaking the Resource Code and working out exactly what your ATI and ACC are going to be.
  • bigfomlof likes this


15 Comments

I really like your articels. Anyway a joust-deck with summoning seasons or building season... that's damn bad. I would try to include more brotherhood characters and play without the search plots. Maybe infamy. But those search plots... meh.
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LorasTyrell
Jan 10 2013 01:50 PM
Brotherhood decks rely heavily on Beric, thus making Summoning Season just necessary. I've been playing a Brotherhood deck myself (with Martell house card) and giving my opponent the chance to get the character he prefers does not bother me too much, not even in joust, because the advantage of having Beric in play definitely outweighs the fact of letting your opponent pick a character. Well, most of the times, of course if he gets a nice setup and has good cards in his hand there is not much you can do about it, either with or without Summoning Season :D
the problem will be if you let them have ggrey and they search for TRV....then you are screwed
I recently build a bara brotherhood with a holy subtheme so i can use confession to take out either gg or the nobles or cyvasse depending on the scenario. Since a non bounce asshai beric with holy is the perfect character ;)
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ShadowcatX2000
Jan 10 2013 02:30 PM
@Tobi, That's the common belief and normally it is right but in a Brotherhood deck Beric is so important to your strategy that giving your opponent the extra help doesn't matter. Ditto the Hollow Hill.

@FranciscoG. That's why there's an extreme amount of location hate in the deck.
Sorry, I really do not agree. Your are playing tons of expensive cards (especially because of all OOH cards has +1 cost), so your setup won't be that good. In most games you start the game with a disadvantage against decks with good setups. And then? It is not only, that you give your opponent one or two cards of his choice (which is incredeble, because it's free for him). You are playing those search plots with 4 gold, low ini, claim 1 and other bonus effect as your first plots... and that's the invest for a character, which might be blanked and killed or bounced to your hand.

In my oppinion you have to run a combo like first snow of winter + rule by decree or something like that to negate your bad setup. Once you are in play, you can use your combination of total awesome characters to win the game. I may be wrong, but for me it looks to easy to decide the game in the first rounds.
I can see both points. Setup is bad in this deck and if you fail to draw either beric or HH during it you will have to face an extreme disatvantage against speedy decks over the next two turns with summoning season and building season. The plots themselves do nothing to challenge your opponent or make life difficult, so it makes those first two turns overly easy for them.

Then again, there will be games where you draw 1 or both during setup and not have to play either plot. Those games will go easier.

Although HH is a good card, IMO its not ideal to have a deck rely on both a single location and character in joust or melee (unless you are using house of dreams) and seeing no one can dispute the significance of beric, i would suggest trying to rework the deck so you can have better setup and therfore not have to rely so heavily on HH. That way building season can be removed.

Honestly though its a very nice deck concept and ill give a variation a try myself. Thanks for the article.
Muster (Core) will allow you to grab if you have the knight trait support.
Much and More (AHM) is probably a really good event to try and use for this type of deck if you are significantly dependent on Hollow Hill and Beric.

I know that attachments are very fragile, but I think Flaming Sword (DB) is generally a very good attachment especially when it's on Beric. In addition to that, it will protect him from Search and Detain.

Instead of a plot slot, you can alternatively use Nightmares (LoW) on Melisandre (Core) if she is keeping you from currently winning. In addition to that, Nightmares won't backfire like Fortified Position might. Nightmares will kick a Maester in the groin and protect you from locations you didn't discard, like Ghaston Grey, for at least 1 round. It's such a versatile card it will never be wasted.

I think that this is the type of deck that would really be able to use Craster (WotN). Not only can he help you with intrigue, but you can use him to help protect you from Game of Cyvasse. He is so cheap that he would be totally worth it.

I don't really think The Grand Melee (TGM) is a good fit in this deck because I am struggling to envision you having a strong board position with the amount of high cost characters you have. If you are stuck on this plot, I suggest removing Refugee from the Plains and replacing them with all Vale Refugee (RoW). Not only will they be 0 cost in Setup(unlike Refugee from the Plains at 1 cost OOH penalty), but they can participate in every challenge type which would be a better for The Grand Melee.

I think that if you remove Summoning Season and Building Season and add 3x Much and More, you should have a much better chance to get both Hollow Hill and Beric Dondarrion in round 1. I'm not sure you'll be able to maximize your use of The Hand's Judgement with your high gold curve and inability to use it before you start Marshaling cards, so maybe replacing that with Much and More and Nightmares could work....

Just some things worth considering if you are open for it. :-)

EDIT: When I mention Much and More replacing Summoning and Building Season, I didn't mean your chance to get the key character and location has increased compared to using the plots. What I meant was, your chance to get them without the plots has increased quite a bit. The plots are clearly superior choices, but I think you might be able to find some more functional plots and be able to get the job done using much and more.
    • Tobi likes this
I totally agree with Bomb.

(and I want to say: I really like the deck idea :D)
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ShadowcatX2000
Jan 10 2013 06:26 PM
First, if you mulligan aggressively (and I do, I think people are often too timid with mulligans) odds are very good that you get either Beric or Hollow Hill somewhere in the 14 cards + setup that you can see before your first plot. (Clu would be able to give you the actual math, I, however, cannot.)

Second, the only decks I know of that can end the game in the first round or 2 (especially considering that while it does have a bet setup, it does get a setup and thus can defend at least 2 challenges a round) would be rush decks, and as a general rule they're weak enough that no one plays them.

Third, yes, you could use vale refugees in place of the refugees of the plains, but that's another 3 neutral characters that will never let you draw, and they're 1 strength which effects 6 out of your 7 plots (7 out of 7 if you change out TGM, which would be my first change). All so you can have a slightly better setup? Meh. Beyond that, setups really aren't that bad with this deck, you have 10 cards that cost 0 during setup, 6 that cost 1, and 13 that cost 2. That means 29 cards in the deck are pretty setup friendly, despite having so many out of house.

Fourth, this deck is not playing "a ton of expensive cards." Outside of setup (and possibly the first turn) the deck isn't suffering the +1 gold penalty on ANY of its characters.
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emptyrepublic
Jan 11 2013 03:58 AM

First, if you mulligan aggressively (and I do, I think people are often too timid with mulligans) odds are very good that you get either Beric or Hollow Hill somewhere in the 14 cards + setup that you can see before your first plot. (Clu would be able to give you the actual math, I, however, cannot.)


I believe this is correct...

Out of a 60 card deck assuming you have 3 copies of the desired card the probability that in a 7 card setup of getting the card you want is 31.54%.

If you have a perfect flop and play all 7 of those cards down during setup and then redraw 7 more cards then the probability of you getting 1 of the 3 copies you are looking for increases to 55.64% (assuming you didn't get the card during the setup draw).

If you didn't get your card in the setup draw, decide to mulligan and properly shuffled the deck to randomize as much as possible and then redrew 7 cards the probability you get the card you are looking for is 53.14%

As a point of comparison; if you only get an "average" flop of 4 cards and redraw (so a total of 11 cards are pulled out of the deck) the probability of getting the card you want is 46.14%. If you get a near perfect flop of 6 cards and redraw (so a total of 13 cards are pulled out of the deck) the probability of getting the card you want is 52.62%.

So if you don't get the card you want in your initial setup hand and you absolutely need it to open the game then mulligan unless you can do a perfect flop. This, in principle, supports Shadowcat's intuition since perfect flops are exceedingly rare.

I'll gladly stand corrected if the math is wrong. :)
    • LorasTyrell likes this
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emptyrepublic
Jan 11 2013 04:16 AM
For "fun" I ran the numbers assuming that on the mulligan draw you always had Obara Sand (TWoW). If you mulligan a second time and remove the card from the game the probability of getting one of the 3 copies of the card you want increases to 59.23%.
    • LorasTyrell likes this
OK.

Please let us know how the deck plays out.
For the most part, he had been playing this deck for melee. It was a while back but from what i remember, the deck was actually doing pretty well. It wasn't to rare to see the deck get first or second in most of the melees it played. Also, the deck really doesn't suffer from bad setups. You can't just look at character base and say the deck is going to suffer from bad setups. You have to look at the locations as well. I currently have a deck that the character line up is really odd but all 18 locations are 1's and 0s. Guess what....The deck turns a 5 card setup pretty easily and its HOD too.

Anyways, bomb, i think you were forgetting that the neutral house card reduces all out of house characters by 1 and so does hollow hill. So, by searching for hollow hill with Summoning season if he has to. He now pays the base gold cost of all of the out of house characters on turn 1. That along with the draw would make me feel pretty comfortable with playing Summoning Season in melee.
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ShadowcatX2000
Jan 17 2013 05:11 PM
While I did play it primarily in melee, I played several joust games with it and it performed admirably, the strength of its characters is very hard to over come.