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Much and More - Rush, Rush
Mar 20 2013 06:05 AM |
ShadowcatX2000
in Game of Thrones
Small Council Much and More ShadowcatX2000
So now rush is a thing.There, I've said it. I've taken it and owned it. Rush is a thing. Its a bit empowering even. Rush is a thing. But even in this strange, post FAQ world we live in rush isn't the only thing, it has plenty to contend with, from 4 claim military challenges to burn decks that can grant a -3 to end of turn and discarded at 0.
But why would someone rush over something like an aggro deck? For one, rush has an excellent matchup against KotHH. Targ KotHH, specifically Bruno's version, didn't get hurt all that badly in the FAQ. However, as was pointed out to me, the loss of control cards over all (even in other houses) strengthens the rush decks, which in turn hurts the House of Pain.
Another reason someone might want to run rush is that it can be very controlling in its own right. Power Behind the Throne leading off with a decent flop into Blockade (Core) into Fear of Winter (BtW) can establish a significant amount of control while still accumulating significant amounts of power. Stark Siege flipping 3 or 4 epic battles, a non-kneeling character, and Forgotten Plans (KotStorm) can create a one sided valar effect while still working on winning the game quickly.
Rush decks also have the ability to protect their win conditions very well now that there are effectively fewer cards that they have to protect them from. The Power Behind the Throne (LotR) (aka. Power Behind Joffery) can load up on non-kneeling nobles like Cersei, Asha, and Littlefinger then drop power of blood and have their most powerful characters be protected from the easiest form of control (ie. killing) until the end of the game. (Because, let's be honest, if the rush deck doesn't win by at least turn 4, the game is probably ended regardless of how much power the not rush deck is at.) Stark Siege, while not as able to rely on nobles and thus more vulnerable to having its board wiped, can run more cancels, such as paper shield and fear cuts deeper than swords and so protect their win conditions that way (while letting their military challenges wipe their opponent's board, reducing the threat of the opposing military challenges).
Note: While I've been talking about PBtT, Bara noble rush can be substituted although it does have a slightly worse matchup against KotHH because intrigue is where it is at in that matchup. Hyper viper is also a perfectly acceptable rush deck for what I'm talking about though again he also has a bad matchup against KotHH.
Note from WWDrakey: One note about Baratheon vs. KotHH thing. Melisandre's Scheme (RotK) is painful for KotHH in that matchup, since with The Power of Blood (Core)'s in play, everything they burn early in the game actually gets discarded... hence, there tends to be a sudden resurgence of duped Nobles coming out afterwards, instead of Targ grabbing the game and running with it. The number of games I've been winning late-in-the-game with Old School Noble Rush recently has been a bit... surprising.
Rush decks, since they're generally protecting the characters that are getting them power, also make one of the best uses of positive attachments. Positive attachments, especially unique positive attachments, also help protect against burn which is a positive side effect because burn has probably the best way of dealing with power of blooded nobles (threat from the north).
So I hope you enjoyed a bit of an examination in why and how rush has started making a come back.
- bigfomlof, ProfessorWerewolf and Tjglaser like this



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31 Comments
"A Race of Thrones" doesn't have quite the same ring to it.
Rub it in why don't you!! -- Just kidding, great read! Hope to have the chance to play you again soon.
Sounds like you had the ideal first round. How often does this work out for you in Joust?
That was the first time I had nearly a win in round one. Usually 3 or 4. I have been tweaking a dragon deck for joust for awhile now. I need to change a couple more things before I feel it's ready. When it is I will post it. Also this dragon deck kills in Melee.
Hyper Viper is a deck that focuses on getting the Red Viper (PotS) out as soon as possible and rushing to victory with him. You load him up with great attachments and saves (and lost oasis). My version used treaty with the isles so I could play iron mines and Asha, but a more serious version probably wouldn't play those. The biggest problem with that deck archetype is marched to the wall, if you're relying on one character to survive everything your opponent throws at you, then marched to the wall can just wreck you.
The problem was my buddy ended up with a perfect board vs this deck after turn 1. He got Ellaria Sand out, plus he got Milk of the Poppy on Robert, then he got a Taste of blood out on Archibard Yronwood.
Every time I would win a challenge he was claiming power and stealing it from my renown. I made a few mistakes, should have played red wedding sooner. Forgot to play War of the five kings on turn 1 plot phase. Art of seduction was played turn 2 which locked him on at the gates and gave me an opening, but by then it was to late. I got Stannis out with a bodyguard turn 3 but he got Red Viper out and the route was on. I didnt have any problems winning challenges and still having standing characters to defend or attack in epic phase. The problem was winning challenges caused more harm to me than it helped.
I think I could have piloted the deck alot better, alot of the cards in this deck were new to me.
I think the deck is solid and even with my mistakes I think the biggest reason I failed was due to the excellent draw my buddy got on setup and turn 1. He got exactly what he needed to nuke the deck.
Looking forward to playing again with this deck. Hopefully against the same Martell deck.
Did you update it with the restricted list?
I took some of the ideas. Also his link to the other martell/bara treaty deck was interesting too. Don't know how viable that other deck is now that it was devastated by the restricted, but it was still a really cool build.
Absolute power deck
Article
@ asmoothcriminal yes I did. I kept Knight of Flowers as restricted card. dropped Narrow Escape, threw in Bodyguard and Lightbringer and a couple of river runners as WWDrakey advised. I had been thinking about a Rush Deck for awhile, after reading WWDrakeys article I figured I would experiment with his deck as a base point, and make changes after a couple of trial runs. As advertised his deck is a gamble, but I kind of like that aspect of it.
Because DC used to play Martell. Remember that regionals/gencon when everyone played Martell summer? It was first built by Corey, and Erick won several regionals. Then everyone copied and/or complained that Martell was too good.
Honestly, that card is probably close to being the best pure Rush card Baratheon has received since Melisandre (RotO) came out.
Lost to a Stark Army deck. Rushed up to 13 power but couldnt close the deal. Frozen Moat x2 shut down my renown in my final push for power. I knew I had to push for the win in round 4 because his board was filling up fast, and mine was dwindling. Just couldnt get that last challenge through.
Overall I am liking the deck. I may take a couple of the epic battles out. As much as I like them I think I need a couple direct Kill events tossed in to wipe out pesky characters with Icons I dont like. Got any suggestions Drakey?
Another option for culling your opponent would be to replace one of the plots (depends on what's working for you) with Wildfire Assault (Core), so that you have a reset for thinning down Aggro decks that are choking the board with a swathe of characters. A bit riskier with War of the Five Kings than the other plots, but not unbearable, I think.
Since the deck is as fast as it is, there's always also the option to run some soft control (kneeling or blanking your opponent's characters, instead of killing them) so that you can push your winning challenges through. For this purpose I've usually liked running Nightmares (LoW) (also doubles as soft location control, so it hits cards like the aforementioned Frozen Moat) or Obey the King (KotStorm) (also doubles as more speed/stand) due to their flexibility and good timing.
Oh... and one more 'soft control' option would be to run 1-2 x of Motley (Core). With the pace you're usually setting, this can be really painful for your opponent, bonus points if you get to go second and then play this when they have no gold.
Any of those suggestions sound like something you'd be interested in trying out?