Jump to content

Welcome to Card Game DB
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!

Search Articles

* * * * *

The Grand Melee - A Faceless House

Small Council The Grand Melee FireFox

[Apologies that this is a day late, FireFox got this to me early and then yesterday I had a brain fart and thought it was Wednesday -Darksbane]

Welcome to the latest installment if the Grand Melee! A while back, during my House specific article series I mentioned I would someday come up with a Neutral House deck. Well rejoice! This day has come! Today I will present and talk you through my current Melee deck which has been quite successful so far. Here is the deck, I'll talk you through it as I go.

Neutral - Kings and Queens

House (1)

Neutral Faction (IG) x1

Agenda (1)
Knights of the Hollow Hill (MotM) x1 - Because one challenge is just not enough. Besides, I need both the influence and the gold.


Plot (7)
Muster the Realm! (QoD) x1
Mutual Blackmail (Core) x1
Stay of Execution (KotS) x1
Building Season (Core) x1
Desolate Passage (TRS) x1 - An alternative form of control that works really well here as I have big characters.
The Songs of Bael the Bard (AKitN) x1
Summoning Season (Core) x1

Character (34)

First up for this build are Kings and Queens
Joffrey Baratheon (KotS) x1
Mance Rayder (RotO) x1
Tommen Baratheon (SA) x1
Jeyne Westerling (ASoS) x1
Alannys Greyjoy (RoW) x1
Myrcella Lannister (KotS) x1
Old Nan (BoRF) x2 - She is not a Queen but can become one. Besides she can make my royals work sometimes.


King Balon's Host (TWot5K) x2 - Control at its best, no renown, no deadly etc...
King Robert's Host (TWot5K) x2 - Best way to protect your power in the game.
Queen Myrcella's Guard (TWot5K) x1
Queen Daenerys's Horde (TWot5K) x2 - Guaranteed unopposed challenges nearly every game. Besides, Old Nan can help.
King Robb's Host (TWot5K) x1
King Joffrey's Guard (TWot5K) x1
This is the main reason why I play the Kings and Queens. For 5 Gold, these are a bargain.

Northern Cavalry Flank (SA) x2
Shireen Baratheon (FtC) x1 - Locks down Beric, Robert, etc....
The Hound (PotS) x1
Orphan of the Greenblood (PotS) x3 - A bit of control never hurts.
Carrion Bird (ASoS) x3
Craster (WotN) x1
Gilly (RoW) x1
Ghost of High Heart (WLL) x1 - Very good in Melee
Maester Aemon (Core) x1
Vale Refugee (RoW) x3
This is the support cast. Another Army that's just too good to pass up. A bit of control and claim soak and some weenies to help the gold curve.

Location (16)
Street of Steel (Core) x1
Street of Sisters (Core) x1
Kingsroad Fiefdom (QoD) x2 - These could go, but the influence and initiative are both useful.
Ocean Road (WLL) x1
Shivering Sea (KotS) x2
River Row (QoD) x1
Hollow Hill (ASoSilence) x3 - Won't get rid of the gold penalty, except on the first turn, but still gives draw.
Training Grounds (LoW) x2 - Big armies that don't kneel? Yes please!
Plaza of Purification (TIoR) x3 - The location that gave me the idea for this deck. It costs three, but once out it means your agenda produces four gold for armies.

Event (6)
Questioned Claim (AE) x3 - This allows you to slow down your opponents quite a bit.
Superior Claim (KotStorm) x1
Make an Example (PotS) x2

Attachment (4)
Formal Petition (PotS) x1
Pyromancer's Cache (TWot5K) x3 - Would be a shame not to play this in this deck...



How does it work? Well you need to be very careful in the first turn, as you have no setup and need to develop your board presence as quick as possible. This means you need Hollow hill first turn. If you have it, get the Plaza instead. This should make it possible for you to bring out a couple of characters and weather the storm on the first turn. Ideally with Questioned claim. After that get either an army or royalty depending on your hand. Once you have a couple or armies out, usually by turn two you will become very hard to attack, except in intrigue.

After that, just rush to victory as fast as you can, getting opposition and unopposed tokens whenever possible. The deck lacks renown, so you need to slow down the other players as much as possible. When you think you can finish, just reveal Desolate passage, making your armies unstoppable.

There is room for improvement for this deck. As I said, it lacks a bit of renown and closing power. However, it has very good lasting power. When you feel Valar is coming for instance, you can save characters with Stay of execution. Even an army if you have Old Nan on the table as well. Maybe Ser Gerold Hightower (HtS) would help with that and provide some renown as well...

What started out as a farce to prove that the Neutral House is playable has actually become a very viable deck. If you enjoy challenges and want to try something different, why not give this a go?
  • Archrono, Zaidkw, CrownofSummer and 3 others like this


16 Comments

This is simply beautiful. Just reading it, it seems like there's no way in hell it could work. But then, you stare some more and....

Now, I only play melee, and my group plays slowly. I bet this could really work there.

I'll let you know, since I'm stealing this deck...
When Chasing Dragons comes out Pentos may be worth of consideration considering the high amount of armies and what plot would you remove for Manning the City Walls (from the same pack), probably mutual blackmail?
Having played against this deck I can assure people it works!
Photo
SkeletonBoy
Jul 14 2012 05:47 AM
I love innovative decks like this, as soon as I get a chance, I'm going to spring something just like this on my unsuspecting friends. :D
This deck was built before Chasing Dragons, but yes both Pentos and Manning the City Walls are obvious choices. Mutual Blackmail is a good candidate to replace yes, although Stay of Execution hasn't been very useful so far. Pentos can easily replace the fiefdoms. Otherwise glad you like it!
very nice
Photo
playgroundpsychotic
Jul 14 2012 09:53 PM
Manning the City Walls would not work because of the in house requirement.
If you want to prevent a possible Valar Morg. or Wildfire Assault, I'd use Forgotten Plans instead. Why save a few royals when you can save everybody?
Forgotten Plans doesn't cancel Valar or Wildfire. It only blanks your opponent's plot AFTER the plot phase, after everyone has been killed.

If you want to prevent a possible Valar Morg. or Wildfire Assault, I'd use Forgotten Plans instead. Why save a few royals when you can save everybody?

because forgotten plans doesn't blank plots during plot phase
Photo
ProfessorWerewolf
Jul 16 2012 03:50 PM
This is nuts and I love it. Been looking for a good reason to play Neutral for a while now. Great job.
King Robb's Companions (LoW) would be money in this deck. They don't require Training Grounds and have Renown.
Photo
slothgodfather
Jul 16 2012 08:40 PM
Why wouldn't they require TG?
I assume Bomb meant Plaza of Purification.
Oh whoops. Yes JCWamma!

Basically, if you do not get Plaza of Purification out early and draw them, you should easily be able to pay for them with any influence you already have out. The fact that they are also renown is just gravy.

You may also consider Painted Dogs (IG) and Fairweather Followers (ASoS) for some INT armies. They are not high powered, but they are 2 of the cheaper INT armies for some INT attack or protection. If Painted Dogs are part of the non-kneeling MIL challenge, they can be used simultaneously for their ability to help get over the STR hump.

I had also considered Ser Gregor's Band (LotR), but their ally trait really bugged me.

Selyse Baratheon (Core) will provide your unique BIG armies with INT icons if you have any influence remaining.

Since this is for the Melee format, have you considered Quentyn's Guard (WLL) or Khaleesi's Faithful (TGM)?

It's too bad that Scorched Earth (BoRF) and Mustering Yard (BoRF) cost so much. Could prove to be quite useful in this deck.

I think I have gone beyond the focus of your deck. Sorry!
I used this deck (or a slight variation on it) last night and won in the 7th turn. I was down 14-12-10. One thing about the original deck that troubled me was all the kings who bounce each others' power away so I swapped out your Joffrey for the one who stands for a gold and claims power when someone kneels. So, with 10 power on the last turn, with Training Grounds out I attacked with Quentyn's Guard a carrion bird and the Painted Dogs. Since the armies did not kneel I was able to kneel the dogs to give a +4 and then used Make an Example. I was at 14 then, since the challenge went unopposed. I then Power challenged with Joffrey and the Quentyn's Guard, which forced a kneeling defender, stood J for a dollar and won the game.

Sorry that this turned into a session report--I just wanted to let you know that this deck rocks. I had to 8-cost armies out in turn 2 with Mance Raydar's cost reduction.

Brilliant design.