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Rise of the Kraken - It's Miller Time

Small Council Rise of the Kraken JCWamma Greyjoy

Mill is a decktype most Jaime players won't touch with a ten-foot barge pole. The reasoning behind it is as sound as it is boring - decking the opponent isn't a win condition; subsequently, every card that works towards decking your opponent is a card that's not working towards winning you the game; most of the cards that mill the most proficiently are useless without another card to benefit from this fact; and most of the cards that benefit from milling the opponent can't mill themselves. So we're left with a disjointed deck that needs too many cards to work well and even then is at best a so-so effect.

But who cares? Face facts kids, just like smoking, Mill is cool - it's thematic as all seven hells for Greyjoy to be harrying you at your home base rather than on the field like a man, and if you're a sadist (and since you're playing Greyjoy I'm going to make the safe assumption that you are indeed a sadist), there's a fair amount of pleasure to be taken from watching your opponent's reaction when they lose a Meera Reed (TftH), or a The Red Viper (PotS), or that Die by the Sword (LoW) that hadn't been there a second ago when they checked with Maester Luwin (FtC). Obviously (and as a Jaime player will tell you) it makes no difference, because unless there's a Herald of the Sun (SB) or another similar effect at play, you might as well be discarding off the bottom of the deck rather than the top since each card is as likely to be anywhere in the deck. That said, no matter how much people try to deny it they are not robots, and there is a psychological pain to seeing your characters get discarded.

Gangle has already written an excellently detailed article on Mill as a basic concept, and I don't intend to retread old ground here. However, since that article went up, the Black Sails (RotK) agenda has been released, and of its many great functions that I'm sure will be covered in this article in detail soon, one that we'll be looking at today is how it's made Mill a much more viable deck. This is because, as I mentioned before, Mill is basically a combo deck. And when half your deck is available to help with your combo, you can play with your toys a lot easier. With that in mind, lets look at those toys in detail.

The Deck's Blueprints
For those of you who've read Gangle's article, the milling I'll be engaged in here is Supplemental Milling, i.e. milling to trigger fun effects rather than for milling's sake. As a result, a number of key cards emerge:

Summer Sea Corsair (RotK) / Apostle of The Drowned God (RotK) / Ironborn Marauder (TGF) / Andrik the Unsmiling (TPoL) / The Reader (TGF) / Victarion Greyjoy (RotK) Chintarion / Fleet from Pyke (RotK) - yeah, to be able to use the deck effectively, we need to be able to trigger the agenda consistently, go figure. Every neutral and GJ naval card is in this deck x3. Additionally the Apostle helps us with Mill, Andrik can benefit from the fruits of our labours, and if we're drawcapped The Reader can also help with our discarding duties.
Euron Crow's Eye (TGM) - he is the key card in our deck. If we keep him on the table, then every time the opponent attacks, we benefit. We also benefit because he is a 4 strength tricon with renown who can turn off opposing Kings, and his Ironborn trait comes in handy too as we'll see in a moment.
Support of Saltcliffe (GotC) - stick this card on Euron and he can defend every challenge. Champion. It can also be fun on Bloodthirsty Crew (OSaS), to trigger their ability twice in one round (although this does require that they acquire a tattoo).
Fishmonger's Square (TftRK) / Corpse Lake (TBC) - Our draw and power grab say hello. Get both of these two out and Euron, and regardless of what cards get discarded, we're in business.
Finger Dance (WLL) - cancel to protect ourselves from nasty events that also mills the opponent? Thank you Drowned God! Again, have Euron out with Support of Saltcliffe for a fun combo - kneel him to cancel the event, milling the opponent which then stands him again. This works with any Ironborn, but doing it with Euron gives you a warmer feeling inside, trust me.
Motley Crewman (IG) - these buggers are annoying as hell for the opponent. Discarding one card that might provide us draw or power grab every time they want to attack is bad enough, but two, three or even four? They'll tear their hair out before the phase is over.
Nagga's Hill (ODG) - there's not much unopposed tech in this deck, but the effect here is so conditionally nice that for a tutor deck such as this it's ideal. Why yes mister Stark player, I would like to borrow your Northern Cavalry Flank (SA) because you had to let my intrigue challenge through unopposed, thanks for asking. Why yes missus Martell player, I would like some free psuedo draw off your Viper's Bannerman, thank you. Obviously the more we mill the more options we have and the better this becomes.

The astute among you may have noticed that these tricks aren't anything especially new. What is especially new is being able to fetch them at will. No more worrying about whether you get Fishmonger's Square and/or Corpse Lake in your opening hand, because you can just grab them in your challenge phases. Or alternatively maybe you've got the Square AND the Lake, but no Euron. Well no worries, just play Naval Reinforcements (RotK) to fish for him on turn one. As it does with a lot of Shagga decks, the agenda makes our combo a lot more consistent, and that allows us to reap our rewards. Our rewards in this case being pissing the opponent off.

The Deck

The deck is 86 cards. This is significantly more than I like to run - my ideal number for Black Sails is 74 or 76. I imagine this deck could be cut to that number without any outrageous difficulty, but as a fun bit of laziness crowdsourcing, I'm going to invite you, the reader (not the card) to offer your suggestions in the comments below. It is designed to be a joust deck; the core concept of keeping Euron alive to be annoying is less stable in Melee since there are 3 people to eat through your saves (plus The Red Wedding (PotS) sees lots of play and Euron's a Lord), and since opponents can win without attacking you, you'll find that setting up a wall of mill isn't as strong an idea. That said, if you want to try to adapt this into a melee deck, be my guest.

BORSTAL 1815

House (1)
House Greyjoy (Core) x1

Agenda (1)
Black Sails (RotK) x1

Plot (7)
Valar Morghulis (Core) x1
At the Gates (GotC) x1
Calm Before the Storm (LoW) x1
Naval Superiority (TGF) x1
After the Mummer's Ford (KotS) x1
Naval Reinforcements (RotK) x1
Fury of the Kraken (AE) x1

Character (45)
Summer Sea Corsair (RotK) x3
Apostle of The Drowned God (RotK) x3
Ironborn Marauder (TGF) x3
Andrik the Unsmiling (TPoL) x3
The Reader (TGF) x3
Victarion Greyjoy (RotK) Chintarion x3
Fleet from Pyke (RotK) x3
Maester Kerwin (VM) x1
Distinguished Boatswain (TftRK) x3
Maester Wendamyr (KotS) x2
Wex Pyke (KotS) x1
Motley Crewman (IG) x3
Theon Greyjoy (WLL) x1
Maester Murenmure (CbtC) x1
Bloodthirsty Crew (OSaS) x2
Moqorro (VD) x1
Newly Made Lord (TftH) x3
Asha Greyjoy (WLL) x1
Baelor Blacktyde (TIoR) x1
Alannys Greyjoy (ODG) x1
Euron Crow's Eye (TGM) x3

Location (25)
Gatehouse (KotS) x3
Ocean Road (WLL) x1
River Row (QoD) x1
Street of Silk (LotR) x1
Street of Sisters (Core) x1
Street of Steel (Core) x1
Sunset Sea (KotS) x3
The Iron Mines (KotS) x3
Aeron's Chambers (KotS) x1
Corpse Lake (TBC) x2
Fishmonger's Square (TftRK) x2
The Iron Cliffs (HtS) x1
Bloody Keep (KotS) x2
Longship Iron Victory (KotS) x2
Nagga's Hill (ODG) x1

Event (10)
Battle for the Shield Islands (TGF) x2
Finger Dance (WLL) x3
Nightmares in the North (RotO) x2
To Be a Kraken (SB) x3

Attachment (6)
Captain of the Iron Fleet (TGM) x1
Kraken Tattoo (CoS) x2
Support of Saltcliffe (GotC) x3


Fury is the restricted card for 3 very good reasons: firstly, if you're against Stark it's your "discard Brienne of Tarth (PotS) at all costs because she hates this deck" plot; secondly, it allows us to run To Be a Kraken for more cancel fun; and thirdly, because there was no other restricted card in the deck so why not, it has nice numbers. Calm Before the Storm allows us to ignore all kill events, Nightmares (LoW), Westeros Bleeds (Core) or whatever other nasty surprises our opponent has while we tutor our defense against such nastiness. After the Mummer's Ford gives us two bites to trigger our agenda through military (the most likely icon we trigger it through), and the downside isn't so bad because it just means Euron makes them discard more cards. That said, every deck is personal preference, and going with AtMF is very much a personal preference choice for me when a more sensible option might be to go with a dedicated closer plot in the form of Rise of the Kraken (KotS). Another decision that I'll leave up to you is whether to go with At the Gates (providing immediate Wendamyr to the people you care about) or Manning the City Walls (CD), which helps play those Fleets even when your opponent isn't running an agenda, and unlike At the Gates it doesn't become a dead card 5.5% of the time (i.e. when all four Maester cards are in the hold).

14 resource locations equates to roughly 10 in a 60 card deck. Common cards you'll tutor for (beyond the key cards mentioned above) are the Epic Battle if you're facing a House of Dreams deck, Captain of the Iron Fleet if you're just facing a location onslaught deck, Longship Iron Victory if you want more draw (between this, Euron and Fishmonger's Square you might even find yourself using The Reader for his mill effect!) and Baelor Blacktyde if you're facing Martell Knights of the Hollow Hill.

Lastly, I want to say a fond farewell to Gangle, my co-writer of these articles. He's taking some time off from writing articles due to finding himself more enamoured nowadays with another game, something about running nets. I'm sure I speak on behalf of everyone who's read his articles when I say he'll be sorely missed and welcomed back any time. In the meantime, if you wish to apply to be a cowriter for this column (or a writer of a one-off article), follow the instructions in our Bannermen Article and pretend it also says "One writer for Greyjoy".
  • bigfomlof, emptyrepublic, RefrigeratedRaymond and 3 others like this


26 Comments

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JohnyNFullEffect
Mar 29 2013 05:28 PM
What about The Long Voyage? Even more draw, and fits perfectly with the 85 card minimum.
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emptyrepublic
Mar 29 2013 05:28 PM
Bonus points for the best "worst" article title I've seen so far.
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Mulletcheese
Mar 29 2013 06:29 PM
I love mill from a nedly standpoint and I'm a fan of any deck that uses a non-standard approach to winning a game.

I think the rise in black sails decks is a big boost to mill as it is much easier to deck your opponant. An increase in recursion effects will make mill less effective as you may be powering your opponents recursion.
Mill is probably my favorite deck to play. I don't measure my milling games by winning or losing, I measure by how much I piss the other player[s] off. I love playing mill in a melee. As long as nobody is playing a rush deck, or if they are then they need as much hate as possible. This kind of a deck is suited for the long game and melee usually will last longer than the average joust. If they are not attacking you to avoid the mill then they are letting you build your board up eventually giving you board control. Greyjoy has enough save to make a valar pointless, I run valar for offensive purpose in my mill deck. Eventually you mill your opponent down every chance you get, being attacked, winning unopposed, winning initiative, new plot. ect.

Slow and steady win the race and you get to do it while your opponents pull their hair out, who couldn't love this play style.
    • bigfomlof likes this
It's funny. My two favorite deck themes to play are rush and mill.

Mill can win a game without initiating challenges. There is great joy to be found in watching an opponent having to weigh his every action. Euron + motley crewmen + frostfang peak + corpse lake then throw in either andrik, fishmonger square or the reader and your opponent is constantly thrown into a vicious catch 22. Often times slitting their own throat. If you choose to go the route of taking control of one of their many discards their frustration mounts even further.

One of the best things about this game is spendy hours building a deck. Grey joy mill destroys that with a quickness. The other houses get all the fancy things. Gold, influence, attachments, burn, renown, ambush, vigilant etc. etc. Greyjoy takes it all from them with reckless abandon. Mill is pretty much summed up in my favorite quote from Fight Club.

"I wanted to destroy everything beautiful I'd never have"
    • bigfomlof likes this
As I mentioned to you last night, I've been playing my GJ BS deck for a couple of weeks now. And one thing I've noticed it really doesn't need is much draw help. I know, I know. That's heresy. But at 80 cards I find I go through a huge portion of my *draw* deck every game and frequently triggering the agenda means I usually have a mitt full of cards--the exact ones I want--anyway.

My deck's built to be a bit faster than I expect this one will play, so The Reader should be enough to ensure you see a major portion of your draw deck in most games. So if you're looking for cuts, I'd start with Fishmonger's Square and drop to 1x LIV (its real value in this build is really the on-demand +2).
Thanks for the comments!

@JohnyNFullEffect: Long Voyage doesn't mesh well with this deck at all, to be honest, because at its heart this deck is a combo deck. Combo decks work best with a small deck rather than a large one unless you can supplement the deck with search effects (i.e. the agenda in this case). With a minimum decksize of 85, that's only a 3/85 chance of getting Euron, for instance, rather than this way where depending on if there's a copy of him in the Hold or not there's either a 3/43 chance or you can search for him any time you want.

@emptyrepublic: Title's all Darksbane. All credit/blame/death threats should go to him! The closest I get to such delightful word play is oblique references to sights in Whitstable in the deck name :P.

@Mulletcheese: This is a good point and one that I meant to mention in the article itself, the other fringe benefit of Black Sails's existance - if you're playing someone else using it, they're very easy to completely mill! With the slight downside that they can still tutor away quite happily, I suppose...

@pear2284: Completely agree, Melee's the place for Mill decks generally because it's not really that strong a concept if you examine it - if someone tries to break your mill, they often can. But if they try that in Melee the other two will stomp on their head. That said, I disagree about Melee lasting longer than Joust, in my experience Melee usually ends on plot 3, if not earlier! Must be a different meta thing, though.

@Jensen22: Eloquently put ser!

@Amuk: I'm slightly confused, you mentioned it to me last night? I don't remember that at all, I'm sorry! I haven't actually decked myself once yet even with capping myself most turns, though. How many cards are in your BS deck? Having 30+ after set-up phase (and the deck being deceptively quick due to having a Renown Tricon who can stand repeatedly) means that you'll usually win (or lose, if it comes to that) before you deck yourself. I can see draw not being that useful - I often have a large hand playing this deck - but I'd be loathe to cut it, if only because having a good number of options in your hand is important. Also greater card advantage is one of the reasons why I'm happy to have 10 events in the deck.
I made some black sails decks, played against them too. Same goes for milling decks (greyjoy and other houses) and i think thats the worst fail of deckbuilding I've seen posted in a long long time.
Lest say to begin that more than 70 cards in black sails isnt a good idea, but u can take up to 75....more than this is absurd, just play long voyage.
@GreedH: I'm sorry that you feel that way about the deck. However, as I outlined above, The Long Voyage doesn't suit this deck at all. It drawcaps itself the vast majority of the time so the benefit of the agenda is completely irrelevant, and it takes away the ability to search half the deck for the specific cards you need that Black Sails offers. As I mentioned in the article itself I agree that there are too many cards in the deck, but more than 70 cards is absolutely viable in a Black Sails deck. Do you have any other reasons why you're so down on the deck beyond the size of it?
What's really fun is running Visenya's Hill (SaS) out of house. Will it win you games? Debatable. But then it's hard to put a price on snuffing Cersei Lannister (LotR) before she even sees play.
    • kizerman86 likes this
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Mulletcheese
Mar 31 2013 06:26 AM
The deck was built around the black sails agenda, including characters, events and plot choices. Using the long voyage would require a complete rebuild.

TLV allows for a wider range of cards to be used but BS has the potential to be much faster, i quite like this deck and acknowledge the it will only get better as more naval characters are released in this cycle.
Visenya's Hill OOH is a very intriguing idea. I might have to play around with that one myself, good thinking.
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truthsolution
Mar 31 2013 03:47 PM
Nevermind. Reading comprehension fail

Visenya's Hill OOH is a very intriguing idea. I might have to play around with that one myself, good thinking.


I have ran it OOH in a few mill decks. There really is nothing more gratifying than putting TRV or Beric in the dead pile before they have a chance to be played.
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HidaHayabusa
Apr 02 2013 09:45 AM
What is your (and any other's) explanation behind running a lot more than 60 cards in a Black Sails deck? I am curious to know.

I have tried a quite basic Black Sails deck, and although I haven't been able to test it extensively, it feels like a regular greyjoy with 2 different plots and an 'almost tutor' effect. Luckily GJ are blessed with some of the best cards in the format right now, while everyone else is still trying to get a hold of what they are doing after the new FAQ.
For me when you have enough draw effects you need to add more cards to your BS build or you will draw your deck out too fast against some match-ups. This deck has plenty of draw options and can work very slowly in winning the game so going with 60 cards could be suicidal.
On faster decks with not as heavy draw you can easily justify running a 60 card BS deck.
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HidaHayabusa
Apr 02 2013 10:13 AM
What draw effects are there besides The Reader and the Summer Corsair? I don't think that you are running in the danger of not having enough cards to draw from in a 16-18 card deck (assuming a healthy setup).

Unless the opponent is running a mill theme, then you are going to draw your deck in 7 to 8 rounds, which I guess is much later than a typical GJ aggro plans to win.

Maybe the original post's list and the mill deck in general requires more cards due to the slow nature? However, just by looking at its deck setup, it doesn't feel like it's going for a full mill, rather than a means to gain more power and trigger some random effects.
There's also Longship Iron Victory, and for this deck specifically there's Fishmonger's Square and Euron Crow's Eye as well. The deck I posted will often drawcap itself, so having more cards is essential.
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HidaHayabusa
Apr 02 2013 10:27 AM
OK. However, I have been running the exact same draw mechanisms in a typical black sails (non mill) deck, and I found that the game ended much much faster than we are discussing right now. Most of the times, i won or lost by plot 5/6. I was nowhere near decking myself.

Anyway, different approaches I guess.

P.S: Thanks for the article, by the way. Good food for thought.
Well, I'd like to get this deck down a bit, but as things stand you have 43 cards in your deck after the split. That's 36 before set-up, probably a little over 30 after. That gives you 6 turns of being drawcapped before you deck yourself. It seems like the decks run at about the same speed, it's the draw speed that differs.

For a typical Black Sails deck it depends a lot on how much you need your draw and how quickly you can win, but I'm guessing that unless you're relying solely on the agenda for psuedo-draw you want to have somewhere in the 70-75 region to make sure you don't get decked in longer games. Maybe this could be a discussion to look at more in-depth in a future article though.
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HidaHayabusa
Apr 02 2013 10:37 AM
True. Quite complicated to assess in a direct way, since it depends on many factors. Practically speaking, my take on the deck is pseudo-draw (tutor) and quality cards doing the work for me. I have somewhat 15 games with the deck, and I never got a problem with the 30 stack deck. Note that I haven't been up against mill yet. ;)

Edit: You are also refering to After the Mummer's Ford (KotS) for a double agenda use. Do I miss something? Black Sails is once per phase.
Two chances to trigger it that one time rather than a chance to trigger it twice - first challenge you commit some chud, opponent has a choice - either let you then Naval in for the win, or overcommit to stop it and let you Naval in on your second militry challenge. If you're already triggering Naval regardless it's not needed, but against more military-heavy builds it can be useful to help guarantee you trigger it one time or the other.
I would consider playing The Brimstone (TBC) OOH in a milling deck - espacially in melee.
Why's that? It only works on discards from hand, so unless I'm missing something you'd only trigger it on winning intrigue challenges in this deck.
Sorry, your are right - I think I mixed this up somehow (with Doran or whatever...)