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The Long Voyage

The Long Voyage istaril

In Martin's books, a long sea voyage is invariably a bad idea. Poor Rodrik Cassel lost his prized whiskers to his trip, and even the seaworthy Iron Fleet can't seem to make it across the Narrow Sea without taking massive losses...

The Long Voyage (TPoL)

This new agenda has resulted in a fair bit of discussion. People are re-examining the reasons to keep decks small, and the cost of decks above 60 cards – and if a card causes people to at least challenge their preconceptions, I'd say it's a win from a design stand point. But is it playable?

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The Payoff:
You get to draw an additional card every round regardless of board state. This sets it apart from the other card-advantage agendas Knight of the Realm and Kings of Summer, not to mention the latter is restricted. Drawing an additional card every draw phase is great. The payoff is even greater in decks that have trouble getting draw elsewhere – an increase from 2 to 3 cards a turn increases your options by half.

The Cost:
1. You have to run an agenda and can't run another agenda. As these costs are the same for all agendas, we'll avoid rehashing this particular downside.
2. Your deck must be at least 85 cards in size. The chance of drawing any specific card decreases, and you risk heavily diluting your deck's theme, and your resource curve suffers from the lack of redundancy.

What does this actually mean in terms of efficiency?

First, we'll compare the cumulative chance of drawing any necessary card present in 3 copies. We'll assume a 4 card setup for both decks, and that the TLV deck is always drawing one more card per turn than the non-TLV deck. The first point (1) is your setup, the second is after your redraw and your turn 1 draw (2), and each subsequent point is after the following draw phase (ending at turn 7, point 8).

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The TLV deck is always less likely to draw any specific card, despite drawing one more card. This tendency decreases as the game goes on, starting from ~25% worse in your setup hand and improving each turn thereafter. By plot 7, the TLV deck is only ~5% less likely to draw any given card. These numbers don't change by the addition of draw to both decks.

Now let's take a look at the chance of drawing a specifically needed card in any given draw phase, rather than the cumulative chance of having drawn said card previously. Will you top-deck into that Red Vengeance you really need?

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Here the difference is much less pronounced. The advantage is once again with the No-Agenda deck, although once you discount the ~30% advantage no agenda has in setup, the difference is around 2% provided neither deck is drawing additional cards. If you add draw engines, you greatly favor a 60 card deck.


Trip Planning; optimizing your deck for The Long Voyage:

Resources: Most decks are already using the majority of the resource options available to them. To maintain the correct ratio of resource producers in the deck, you need to consider additional choices, most of which are Limited. If you're not running Lanni, who can easily add non-limited gold producers to close the gap, you may have to consider non-limited alternatives (Myrish Villa (QoD), Streets of Hellholt (TIoR), Ambitious Oarsman (RoR), Kingdom of Shadows (KotS)), or keep a very close eye on the gold from your plots. How many Limited cards can you afford? Have a look:

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Poor Setups: Very few houses have enough redundancy in the low-cost range of setup cards to allow a larger deck to have comparable setups. Any card lost in setup is directly opposing the benefit the agenda grants, although it's worth noting that the value of a card in setup is lower in a TLV deck, as the chance to redraw into a specific card is lower.

Search: Search essentially bypasses the inconvenience of having a large deck and can effectively increase the number of “desired” cards (Wolf Dreams (LoW), Dance With Dragons (Core)), or use your large deck as a toolbox (To Be a Wolf (SB)) or simply find the right character for the job (Aeron Damphair (KotS), No Use For Grief (DB), all the Heralds, Muster (Core), Bound by the Light (DB), Yoren's Task (BtW), Jeyne Westerling (ASoS)). While the absolute value of search is no better in an 85 card deck than a 60 card deck, the value relative to your chance of drawing into a needed card is much better.

Redundancy: This is too big a concept to go into great detail, but redundancy offsets all the costs seen in the graphs. If I could include more copies of a card, then I could match the % chance to draw it from a smaller deck (There's a secondary effect which is that it increases the chance of drawing more than one of said card, not always a good thing). Since I can't do that, I have to include cards that are functionally equivalent – for instance a
Carrion Bird (TWoW), Direwolf Pup (Core), Shaggydog (Core), and The Hound (PotS) might all fill the same niche in my deck.

So what does the ideal candidate for The Long Voyage have? Poor draw, little dependency on setups, longer games and has a theme with high redundancy (or a lot of search). If you've got 3/4 of these, it's probably worth trying a Long Voyage... and remember, you're gonna kick ass against Mill.

Some initial candidates that come to mind include a Stark Toolbox/search deck, a Greyjoy choke deck, a Targaryen Dothraki deck, a Targ burn deck, or a Lanni Clannsmen deck.

Because an 85 card deck changes deck building quite drastically, I think it'll be a while before we can really judge the agenda properly. The math doesn't reveal any reason why the deck can't be a contender... so as usual, it's up the finest deckbuilders to settle the matter!
  • zordren, Danigral, darknoj and 5 others like this


19 Comments

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emptyrepublic
Apr 05 2013 08:24 AM
Of all the things that might undo this agenda the most I think it'll be setup for all the reasons you point out already. Given that FAQ really hits hard at the 0 cost level for characters you are depending on a lot of Seas, Streets, and other cost manipulators in order to keep the setups relatively efficient and depending on the house/deck I'm not sure if there are enough to make up the difference in proportion relative to the deck size. This will be a "to be seen" issue. Personally, I'd fall out of love with this agenda real quick if I keep experiencing 1 or 2 card flops on setup.
    • cupcakewinterfell likes this
It's interesting how it affects your restricted choice too. Should you use a restricted plot card, since in a larger deck there's less chance of drawing into a non-plot restricted? Or since you need to fill those extra 25 slots with the best cards possible is a draw deck restricted better?
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erocklawell
Apr 05 2013 04:31 PM
This article is amazing!!!!!!!! I will pass judgement on the agenda later, but I give mad props to you for doing all of the math and making it easy to understand. Sure players will play/not play the agenda for other reasons, but to have someone lay out the facts as you have is great!!! Thank you for doing this, and i hope to see more factual/math based analysis of the game and its mechanics in the future.
    • darknoj, bigfomlof and doulos2k like this
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Mulletcheese
Apr 05 2013 06:26 PM
I think in the future there will be a few themes specifically designed to be used with this agenda, e.g. Martell self mill. I also expect an increase in search effects in the next cycle which will run well with larger decks.

The chance of drawing a specific card my be reduced in TLV but that can be compensated for by using negotiations at the great sept, the princes plans or unbent, unbowed, unbroken to add a large number of new cards into your hand without worrying about draw cap.

I consider this a more newbie friendly agenda, no frills draw and not having to struggle to cut down to 60 cards will help a lot of new players find their feet. It also doesn't work well as with combos and may encourage simpler deck designs.

Other card advantage agendas like kings of summer and black sails tend to favour more shagga builds and each have weaknesses, these could probably outperform TLV in the hands of a more experienced player.
@Alando: I think it is quite interesting, but I think the answer is much more convoluted than your odds of drawing it - they complement your decks in new ways. A Targ burn deck might need the extra redundancy in burn effects and so play Hatchling's Feast, while the Greyjoy deck might like to offset the setup/gold curve costs with some refugees, and the stark deck running To be a Wolf would be sorely tempted by Fury...

@erocklawell : I'm delighted to hear that! It's high praise, and I hope that if I take up the pen again it'll appeal to you as much.

@Mulletcheese : Again, it's worth noting that effects like U,U,U or Negotiations can help you sift through a larger deck for specific card and can help mitigate the effect of deck dilution, they will always be less efficient than the same cards played in a 60 card deck. In fact, the more you "Draw" (Reveal, Replace), the more efficient your 60 card deck would have been relative to your TLV deck, as seen by the second graph (because you're searching through a deck that's getting proportionately smaller faster, with the exception of Negotiations). That said, self-milling for Bara or Martell, anti-mill tech, and being able to put in toolbox 1-ofs and be less likely to draw them when you don't need them are all advantages of the larger deck.

I think in the future there will be a few themes specifically designed to be used with this agenda, e.g. Martell self mill.

I haven't had much of a chance to play it yet, but I've built a Martell deck with the long voyage and I like it so far. The new Areo Otah (mill 5 and kill a participating character if you lose as the defender) plus I run summer market to recur anything I might need.
well the world champ. bruno just won a regional with this agenda and out of house barra. so its safe to say its not to bad
If I draw a card through another card effect during the draw phase (e.g. valyrian steel link), will that agenda allow me to draw another card?
no its talking about the frame work draw action
But the Phase is mentioned and not the framework action!
Talism is correct, it has been ruled by Ktom to refer only to framework draw. I think we can almost all agree that was the designer intent, even if we grumble at the exact wording.
As this enhances the framework draw, is it correct that I can draw an additional 3 cards through card effects?
No - it counts against the draw cap, as it uses the word "draw" (even those effects which modify the framework draw count against the draw cap, as stated in the FAQ section on "The Draw Cap").

For a complete look at the rules discussion surrounding this agenda, check out http://www.fantasyfl...=798524&efpag=0
Well last night, in my meta I made it work against a Martell KOTHH control, a Lanni clansman, and a Targ KOTHH. I used a Bara Rush deck with a good amount of renown redundency. In my deck that usually doesn't have much extra draw, it proved to be a life saver, because just like it said above, my setup was usually random at best but my draws always proved to work out, especially on turns where I ended up with Master of Laws.
And again thank you for the article! The math was a good solid basis for me to build a deck I felt confidently about. Amazing work on all of that!
First off, thank you istaril for an awesome article, and thank for whipping me 2X on OCTGN :) it was good to see a LV deck in action.
Second, I am wondering what the consensus is regarding event choices in a deck like this? Like, would it even make sense to run cards like Finger Dance or Paper Shield, since they are situational and you can't guarantee you can get to them when you need them (I suppose the same could be said for in a 60 card deck), or more solid, you can play them any time you draw them events (examples escape me at the moment)?
It depends how necessary the effect is for you. Cancel is easy to compensate for; while you mention finger dance, which may be your favourite cancel, the Hand's Judgement, Seasick and Paper Shield all provide redundancy in that theme.

If we look at the situations depicted in graphs 1 & 2, we can fairly closely mimic the chance of drawing a 3 copy Finger Dance in setup by including 5 "Cancels" in 85 cards, but if we're more worried about drawing into it post-setup, 4 copies are a better mimic.

I may see if I can design a more user-friendly version of my spreadsheet to easily answer questions like this one, as I suspect they'll come up often!
tried tlv last night for the first time won 4-1 againsted greyjoy choke. i play bara standing rush, worked well against choke due to the extra reducers and gold.4 out 5 games i got 4/5 card set up, the 0ne game i got 2 card set up but still won that game. that extra card help so many times
I'm glad people are questioning some of the long held basic assumptions to card games.

One of the things not really examined in the article is a thing about AGoT itself, the dependency to draw that 1 card in your deck is very low generally speaking. Because there are no instant win combos in the game most decks revolve around a level of synergy or simply including as many efficient cards as they can into their 60 card deck.

If you struggle to find space for a good character in a cost bracket, or a good location or event that is just not quite as awesome against your suspected field as another, then this is the agenda to try. If you look at the card ratings and reviews you'll frequently get things like, "This event is great, but Martell/Lannister already has so many great events what do you take out?" Sub the house and card type for the ones relevant to you. The answer is you take nothing out. Just grab all the best cards that do the stuff you want and the metagame choices you feel you need. Then count them. Where are you at? If you are at 50 or more cards before you even have dealt with resources this is an agenda you should consider.
    • agktmte likes this