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The Grand Melee - A Faceless House
Jul 13 2012 05:40 PM |
Kalindas
in Game of Thrones
Small Council The Grand Melee FireFox
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
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...
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!
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.