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Crimson and Gold - Know Your Enemy
Jan 22 2014 06:05 AM |
scantrell24
in Game of Thrones
Small Council Crimson and Gold scantrell24
If you swear allegiance to the Lions of Casterly Rock, you need to know what they’re up against. All the might of House Lannister – kneel, draw, intrigue challenge superiority, and the rest – comes with a price.“If you know your enemies and know yourself, you will not be imperiled in a hundred battles.†– Sun Tzu, The Art of War
Location Control
Lannisters often flood the board with locations. It’s no secret that Pentoshi Manor (AHM), Golden Tooth Mines (Core), and The Iron Throne (LotR) are vital to most Lannister decks. As a result, cards like Favorable Ground (QoD), The Price of War (KotS) and Fleeing to the Wall (Core), all of which discard multiple locations in a single shot, cause major headaches. Targeted location removal like Newly Made Lord (TftH) is troublesome too, but to a lesser extent. Finally, Rally Cry (TBG) and A City Besieged (CD) can target an otherwise-immune House of Dreams (ARotD) location, making Tunnels of the Red Keep (CoS) a risky proposition.
Recursion
Lannister control decks make a living in part by reliably winning intrigue challenges every turn until the opponent runs out of options. Unfortunately, cards chosen for intrigue claim make their way to the discard pile, which is far from a permanent home. Several houses boast powerful recursion effects like Melisandre's Scheme (RotK), Dale Seaworth (AToTT), Supported by the Smith (AJE), The Prince's Plans (TIoR), Recruitment (VD) and The Kindly Man (VM).
Standing
In direct opposition to Lannister’s kneel effects, we find standing effects spread over several houses. Cards like Long Lances (THoBaW), Ser Arys Oakheart (TK), To Be a Kraken (SB), To Be a Wolf (SB), and To Be a Dragon (SB) make life difficult. You should also be aware of the vigilant and vengeful keywords as seen on Ellaria Sand (PotS) and Ser Cortnay Penrose (KotStorm). Turning a character sideways is satisfying, but he won’t always stay that way.
Burn
Lannister players love their chuds and weenies. Targ players love burning said chuds and weenies to the ground. Cards like Threat from the North (PotS), The Dragonpit (TftRK), The Hatchlings' Feast (ASitD), and Incinerate (VM) punish characters with poor cost-to-strength ratios.
Ally Hate
A boatload of Allies call House Lannister home, so watch out for trait-hate. In particular, Varys (SaS) and Ser Jorah Mormont (WLL) have passive abilities that cannot be canceled.
Shadows Hate
Shadows cards like Tyrion Lannister (CoS) and Alchemist's Guild Hall (TBoBB), along with the new Kingsguard, are popular in Lannister decks. The King's Law (KotStorm) become suddenly relevant to counter them; however, there aren’t many other effects that directly target shadows. Maester Pylos (KotStorm), for example, rarely sees play, but you might see cards like Margaery Tyrell (TftRK) for example, who went from collecting dust in binders to making top decks at both Worlds and Stahleck.
Cancels
Many of Lannister’s best effects are triggered, not passive, so cancels will inevitably get in the way. He Calls It Thinking (PotS), Paper Shield (QoD) and Maester Murenmure (CbtC) regularly muck things up. I’ll even lump Brienne of Tarth (PotS) in this category because she prevents our triggers in the first place.
Rush
A Noble Cause (FF) is the new hotness. I’ve found that most Lanni builds handle it easily, but in theory rush decks cause problems for slow control that takes time to get off the ground. If Pentoshi Manor is restricted again, Noble Cause will be a pain.
Immunities
The Red Viper (PotS) and Stannis Baratheon (VM) are two of the heaviest hitters in the game, and they’re not easy to slow down. Damon Dance-For-Me (VD) and Riders of the Red Fork (FtC) resist event-based kneel too.
Ambush / Jumping
Anything that enters play during the Challenges phase will avoid Marshalling-phase kneel effects like that of Enemy Informer (Core). Characters with Targ’s ambush keyword, as seen on Company of the Cat (THoBaW), and other characters that jump into play like Khal Drogo (Core) will evade our best attempts to control them.
Hand Control
Finally, a typical Lannister deck features multiple draw engines and tries to hit the draw cap ASAP. As long as the engines stay in place you should be able to shrug off effects from cards like A Song of Ice (FaI) and Rule by Decree (Core), but occasionally a well-timed attack is truly debilitating.
Thanks for reading!
- bigfomlof, aaronbroderickpiano, CobraBubbles and 1 other like this



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10 Comments
Not a bad article though.
qed
Recursion was the second one.
Solutions could indeed be a good follow-up article, though!
Just like him (I think), I've trying Hand's Judgement as a viable option since both Favorable Ground and Burn are, imo, the 2 more damaging weapons against Lanni. However, it is hard to make room for it with so many cool events, but deck building is about hard decisions and Im currently testing it now.
Also, I changed a little my typical building scheme, taking out some gold weenies and including searoads (5 limited in total). They endure FG and storming the shore. Also, while I play councilours and weaponsmiths, it's been a time since I play moneylender over a Doubting Septa. Same setup efficency, the best claim soak available (it's draw dammit!) and it diminishes the number of allies.
On recursion, while it's harder to play against it, cleaning your opp hands is still enough in my experience to taking the game anyway. Against Bara Kothh in my Lanni with city plots, I usually play City of Soldiers turn 2 max just to hurt his hand. Even if I have to kill one of my weenies (Septas? Yes please).
On jumping I don't have much to say... Just hold your Yktwd and harry the riverlands and play them smart. Khal Drogo never gets affected by any so **** him. If your opp is playing Long Lances as his restricted, well, you're gonna have a hard time. Cool thing about cards in hand is that against Lanni players, if they don't want to get them discarded, they'll have to play them early game... Let them do that and then valar or whatever reset you have. I try to go hard on their hand fast. But still, ****** match up.
Rush is hard... If you're playing city plots they're not fueled enough to hurt them by turn 2, so it's not like you can count on them early game. Im not that old in the game and never played any card game before agot, so it was really hard for me to cool down when my opp was reaching 10-12 powers, once i got ahold of that I started to win these games. Noble cause is annoying since it can get to 15 in turn 1 (which is wrong, FFG!) and there's a new PbtT with both Tywin and Cersei, so depending on the meta, I might add a copy of the completely underrated jahalabar xho.
Any advice is welcome... Chilean national is cooming soon and could use some feedback