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The Grand Melee - Psych 101: Ambush

Small Council The Grand Melee bigfomlof

Welcome back to Psych 101, the Grand Melee article that focuses on the more psychological impact that some cards and concepts have on the table. Today I'd like to talk about the effect that the keyword Ambush (and similar effects) has on the other combatants, the virtues and the drawbacks and the timing required to skillfully manipulate the keyword for success. Now, I'm no Targaryen pro, and I generally prefer to play other houses, but I use a Dothraki Heir to the Iron Throne (QoD) deck that I adore, and so it's my experience with that deck that will mostly inform this article.

Now, like Shadows, Ambush is cool because it is hidden information but more difficult to specifically assess than the hidden info for some other houses. When Stark plays a card into Shadows it's a near certainty that it's Meera Reed (TftH), and hence you can deal with that, or at least understand it is coming and work around it somehow. Ambush isn't quite the same, however, because until you use the keyword there is no guarantee that your Targ deck currently possesses an Ambusher or that there is one in your hand . In fact, I have found the threat of Ambush as effective as the reality of it, and will grab the Hand of the King Title just to look menacing.

Currently, there are 19 cards with the Ambush keyword, and that means it's a guessing game for your opponents to figure out just which ones you're using. True, a Dothraki deck is more obvious than others, but that's actually the psychological strength of the deck. If I know the Targ player has a Dothraki horde in front of me, then it's a sure thing that there is some Ambush weaponry available, as well as the best card ever, Horseback Archers (QoD). The very threat of these cards makes your opponents less likely to attack you or even defend, because they're so afraid of what they can't see. Do they focus the lens elsewhere or take a chance on getting bitten by extra strength they didn't count?

Playing Ambush has some drawbacks and difficulties, as well, and it's learning to manage those that lead to success, and quite honestly, what I struggle with in playing the deck. Were I my opponent, I would hit repeatedly with Intrigue challenges, since there's really nothing the deck can do about it, and eventually the guys in my Meta figured that out, too. I was forced to Ambush out cards just to avoid discarding them and thereby lost the element of secrecy and surprise that I relied on. Related to this is the importance of hand management--too often I would find myself with no cards in hand, and had, essentially, neutered myself. Therefore, an effective Draw engine is a must, but it's difficult to pull off with a Dothraki deck (Jhogo (OSaS) isn't that reliable).

Too, there is the need for influence. This is a double-edged sword, both good and bad. Very few players in Melee grab the Hand Title, since its 2 influence isn't as useful as extra money, redirects, etc. So, it's generally available. Also cool is the fact that it's supported by the Master of Laws Title, and that one's almost always taken--you're virtually guaranteed support. The drawback, however, is that in Title selection you're often so obvious that the other houses can plan around you.

In conclusion, perhaps the greatest psychological impact that Ambush has on the table is that it acts as a deterrent. What could be in your hand, just waiting, is often too frightening of a prospect for some players, and they send their forces elsewhere. I most love Ambush for that reason. It requires thoughtful practice, but the Targaryen with 6 influence strikes horror in all the other houses.

Let us know in the comments how you've used Ambush to mess with your opponents in your melee matches.
  • Archrono, DubiousYak and armcfall like this


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