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Wars are Won with Quills - Tier Analysis
Sep 23 2013 06:15 AM |
Reldan
in Game of Thrones
Small Council Wars are Won with Quills Reldan
When people discuss different decks in Game of Thrones they invariably wind up discussing tier rankings. But what exactly does it mean to say that a deck is Tier 1, or Tier 1.5, or Tier 2? Do we base this solely upon tournament results, or is there some element of objective measure we could use to determine what makes a deck fall into these tiers? I’m of the opinion that we can get a pretty good read on where a deck fits in by ranking their capabilities in three key areas of AGoT -- Power Rush, Draw, and Control. Let’s look at each:Power Rush: This refers to how aggressively the deck can close the game out if your opponent is unable to stop you, which generally is a reflection of how much additional power grab capabilities the deck possesses. Renown is the most straightforward method of achieving this, which goes hand-in-hand with decks designed to push through challenges. It’s not the only way to achieve this though, as this would also cover methods like The Siege of Winterfell (LoW) and other plots and effects that greatly accelerate power grab. The game rules only provide for 4 regular power to be obtained per turn (3 unopposed challenges and dominance), so without cards that specifically grab extra power you’re looking at least at a 4-5 turn game.
Draw: This refers to how well a deck can maintain card advantage. Card advantage isn’t just about having more cards in hand than the opponent, it also includes having more efficient cards and having the right cards at the right time. The most straightforward way to achieve this is simply to draw a lot of cards, as the more you draw the more likely you’ll have the right cards in hand when you need them. However, search effects can provide significant card advantage (virtual card advantage is a term sometimes used to describe this) simply by getting straight to the most needed card. Having cards that trade many-for-one is another significant way to achieve this - a Westeros Bleeds (Core) in the right situation can easily be a single card that trades for 4+ cards of your opponent’s. The Maester’s Path was almost the ultimate example of this as it effectively let you draw up to 3 extra cards of your choice each turn.
Control: Plain and simply, this refers to your ability to prevent the opponent from doing whatever it is they are trying to do. This may mean stopping them from winning a challenge, or from activating some effect, or from playing something you don’t want to see played. It also includes stopping them from stopping you - a Paper Shield (QoD) to counter their Paper Shield, or perhaps a bunch of saves to keep your guys on the table through a Valar Morghulis (Core).
These are, from a deckbuilding perspective, the main pillars of AGoT decks.
"But wait a minute," you might be wondering, "What about Aggro? Where does that fit in?" To be very clear, Rush is not synonymous with Aggro in AGoT, because in AGoT simply being good at winning challenges doesn't directly or even necessarily win you the game. Aggro can be used to both support Rush (such as winning lots of challenges with Renown characters) or with high-claim plots and powerful events that trigger off of winning challenges as act as a form of Control. Often times some of the best decks merge the two together and use Aggro as the base theme to fuel both the Rush and Control elements of the deck.
What makes a deck good and what the challenge is for deck-builders is in figuring out how to combine these pillars without detracting from them. How well you accomplish that determines whether your deck is a Tier 1, Tier 1.5, or Tier 2 deck.
Tier 2 Decks
These decks tend to only be solidly good at doing one of the pillars, and their schtick is often too easily countered by decks that can do more.
Rush Alone: I’m sure you’ve probably come across a Power Rush deck that seems to have no real plan for how to deal with Valar Morghulis (Core). Toss a bunch of power grab cards and renown and buffs together and you wind up with a deck that totally could win the game in within 1-3 turns - in a vacuum at least.
Draw Alone: Is there such a thing as too much card advantage? If it’s unfocused on what exactly the deck is trying to do with all those cards, then yes. A trap people sometimes fall into is to build a deck that never seems to run out of things to do and yet accomplishes nothing.
Control Alone: These decks can totally stall the game out for a few turns which provide the appearance that they’re in control of things. However, they either run out of cards before they can even come close to winning or their opponent finally gets enough resources on the board to brute force their way through the control elements. Once that happens, they have no real answers left and fold quickly.
Tier 1.5
These are decks that effectively combine two out of the three pillars. Some can do all three at once, but generally with some caveats and only moderate efficiency.
Rush + Draw: This can be a very tough combination to beat - power grab that just doesn't let up. The only flaw these decks have is that to achieve this they’ve given up on having much of anything to deal with what the opponent is doing, which means a lot of winning comes down to whether or not the opponent’s deck can either perform faster or has some really strong ability to lock the board down that you simply have no answer for.
Rush + Control: These are scary decks. It’s their game to lose, because if they draw the right combination of cards they’ll keep you from doing anything just long enough for them to close out the game. It’s a race with themselves to not run out either their power grabbing cards or their saves/cancels before they can zip up to 15 power.
Draw + Control: These are frustrating decks that are designed to win the game by default - because if they can make it impossible for you to win the game, they figure they’ll win instead, at least eventually. The problem is twofold: 1) In a tournament situation there’s no guarantee they’ll be able to be at the higher power total before time is called, even if their victory might be inevitable and 2) All it takes is one slip-up to lose control of the game - the longer the game lasts the more opportunities and resources the opponent has to break your control.
Rush + Draw + Control (Inefficiently) - Some decks try to do it all and moderately succeed. These are the decks that are trying to be Tier 1 but the cards at their disposal just aren't as efficient as what the Tier 1 decks are using. Often times these are the decks waiting on the sidelines for either some new cards or new FAQ to either bolster their decklists or knock the existing Tier 1 decks down a peg, which redefines the upper bounds for what “efficient†really means.
Tier 1
These are the decks that, when available, are dominant forces at tournaments and tend to make up a majority of the cut into Top 16. Consistency is on their side, and these are the decks whose existence usually impacts FFG’s FAQs and game-balancing decisions. Power ranking is relative, though, so please note that in a meta that lacks any true Tier 1 decks (as defined below) you’ll often see Tier 1.5 decks get referred to as Tier 1. This is correct to a point, but a good gauge as to whether this is the case is if the common consensus is that there are more than 2-3 “Tier 1†decks at any given time.
Rush + Draw + Control: These decks can do everything well. They’ve got enough Draw to consistently balance out the Rush and Control elements so they can pull off their game plan every game. They’ve got enough Control to ensure that they can buy at least a couple turns where their plans aren’t being interrupted by their opponent. And they’ve got enough Rush that those couple turns are all it takes to win. In their heyday this was what made Martell The Red Viper (PotS) decks, The Maester’s Path decks, and Greyjoy The Long Voyage (TPoL) so damn good. With the current Restricted list and card pool, the Quentyn Martell (VD) decks with their plethora of efficient Renown characters, massive card draw off The Viper's Bannermen (PotS), and strong control elements off powerhouse cards like Ghaston Grey (FtC), He Calls It Thinking, and Choosing the Spear (AJE) fit this category and their rampant success at the recent Gencon Joust should be of no surprise.
Every house for the most part has a major theme and minor theme tied into the pillars.
Greyjoy:
Major: Rush
Minor: Control
Lannister:
Major: Draw
Minor: Control
Martell:
Major: Control
Minor: Draw
Targaryen:
Major: Control
Minor: Rush
Baratheon:
Major: Rush
Minor: Nothing (although if they keep up the recursion aspect of recent packs I’d update this to Draw)
Stark:
Moderate ability at all three
Analyzing the list, the houses for the most part seem like they are geared for making Tier 1.5 decks. So where do the Tier 1 decks come from then? Back in the CCG days this was easily achieved by running Treaties and fusing together two houses with different Major themes and the third theme covered as a Minor by at least one of the houses, pretty much resulting in almost a cookie-cutter recipe for a Tier 1-style deck. Now with the LCG this happens when FFG prints cards that expand houses beyond their listed strengths, thereby filling in the blank. Pairing the new capabilities with what the house already excelled at doing often results in very strong, very consistent builds. Examples are when they give Targaryen or Greyjoy access to strong Draw capabilities or Martell access to Rush, or simply give Stark too many efficient cards.
Some examples:
- The Maester's Path (GotC) which single-handedly gave Targ, GJ, and Martell easy access to exactly what they most wanted (Targ and GJ loved the Draw aspect and Martell loved the efficient Rush given by The Conclave (CbtC) , especially when paired with To The Spears! (PotS)).
- Stark when they had the all-around efficiency provided by Kings of Winter (TWoW) , Meera Reed (TftH), and No Quarter (TBC).
- The impact of The Long Voyage (TPoL) and Negotiations at the Great Sept (TPoL) giving efficient Draw to every house.
- Where Martell Quentyn Charagenda is now, with Martell’s already strong Control and Draw elements being able to run a double-digit count of Renown characters with standing/non-kneeling effects without sacrificing much of anything.
- Archrono, SirDragonBane, FioFioFio and 3 others like this



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19 Comments
I am baffled to say the least.
Aggro isn't a "key area" of AGoT because it "doesn't directly or even necessarily win you the game"? Neither does draw. Only a control lock or power rush does directly and necessarily win you the game.
The following is how I perceived this article:
It appears the author set his topic and wrote the article in one go. The idea of "key areas of the game" and how they affect deck tiers is intriguing, yet the author didn't want to undergo the complexity created by 4 "key areas". Hence an unsatisfactory compromise to leave "aggro" out was made. Furthermore the observation seems to be squeezed into a pre-set theory rather than letting the theory evolve from an observation (a common mistake; often intentional, e.g. geocentrism). In fact, no observation appears to form the basis of this article at all. Everything is about sounding smart, analyzing things for for the sake of analysis.
I hope that not one of my points is true. Please note again that this is my own perception. By investing time of your life into writing an article over here, you deserve respect and honest feedback.
It is not alone draw that can give you card advantage and not just hard control that keeps your enemy in bay and naming power grab to power rush is somehow weird also.
if aggro is one of the archetype in game it is pointless to not discuss it in article that tries to define "objective criteria" how to define what tier deck belongs. Also as stated before I think most people think tiers via how well it performs in tournament and not other way round like this article tries to tell. In that perspective it is also quite funny to state tier 1 to just some holy grail that needs to be found and used before it gets nerf-bat to face.
It's not about creating the prefect mix of draw, control and rush, because it's impossible to do so in a 60 card deck, and if you run more cards you just cripple yourself (TLV and BS excluded).
I dislike the whole concept of tiering, because unlike L5R, AGOT decks tend to be very varied; one archetype can be built in a lot of ways. But still, I don't think T1 is about the prefect mix of those "pillars". It's about making a consistent deck that works more often than not and where cards supplement each other.
**Trying to use previously used names/definitions
To me this is a lot like describing a color wheel. It would be preposterous for me to try and claim that Red, Green, and Yellow were the only colors that mattered, because the reality is that everything lies on a spectrum. However, it's also true that every color can be described as some combination of Red, Green, and Blue, which grants them a degree of importance nonetheless, and doubly so if you want to devise a system to quickly describe all the colors, the value of which is readily apparently simply by looking at the computer screen in front of you. By that same token, however, you can do the same with Red, Yellow, and Blue (RYB) or add a fourth element such as with Cyan/Magenta/Yellow/Black (CMYK). There's no single solution, just a variety of models that we can apply to aid in our discussion and understanding.
Whatever metrics you feel are most important, I think the more key thing to take away is that it is possible to apply some objective measures not just to individual cards but to decks as a whole.
Most people do think of tiers in that way, but there are some common threads between decks that perform well in tournaments. Quite a few really. Enough that I think it's worth delving a bit deeper into why these decks do so well, because gaining understanding of why other decks work is one of the most important things a deckbuilder can do to improve upon their own designs.
I actually completely agree with you on this it just has a different term for what they are trying to do. Stark and Greyjoy style of control is by keeping your characters off the board by killing them or not letting them even get on the board with choke, while Targ, Martell, and Lannister control is by making your characters do nothing while on the board, Targ is more of a combo of the two controls with burn. However, since most people use the term aggro seems like you should include it or at least mention in the article that you think of aggro as a type of control so the reader understands.
Also My view of tiers is just measurement, Tier itself does not restrict deck structure to have draw and power gain and control in one deck. Game is always in flux, meta changes and different kind of decks are tier one.
Think of this old saying: "in the land of the blind, the one-eyed man is king." In some extend it might be truth, but what if this world is pitch black, having even one eye is waste of resources. Then again this world is weird planet that has really long day, so it is pitch black for ages, but then in dawn there might be some point to have eye. A really sensitive eye that can see with little amount light? Then the one eyed might be king. Wheel of time keeps on rolling and now there is blinding sun, and one eyed king cannot see, but blind ones have no problems still to hear and smell. So they might overrule and take the throne from the one eyed. Th one eyed doesn't stay idle, but invents shades. Now he can again see and might have some edge. Until it is pitch black again. ..
This does not mean that there is no point to think what makes good deck good, but just do not try to redefine terms that are in use to force your view of current meta and what tier one deck should contain.
Yes, aggro of kind of control, but still widely considered as own type, so again why not talk it such, there is lot of discussion on the topic and while I can see the point aggro as subset of control there is still valid points why it is different deck type with it own merits,
The current alliance agendas are purposefully made with tremendous drawbacks built in because FFG doesn't want a repeat of how things worked in the CCG days. However, even with the drawbacks you can still see the basic concept for how this works in action sometimes when the cardpool allows it. SCantrell did a Crimson and Gold article a couple months back covering a pretty damn strong Greyjoy/Lannister Treaty deck. If you ever saw it in action it was pretty much a monster of card advantage, control, and rapid power gain. Lannister brought the card advantage, Greyjoy brought the power grab, and they both brought the best control cards from each house. With the last FAQ the loss of Asha and Negotiations hit it pretty hard and it's what I'd now consider a Tier 1.5 does-everything deck, but if either house lands any more ultra-efficient draw or power cards in the near future I think the basic design is solid and could make a comeback.
Regarding aggro, I find that it's certainly a useful distinction in a discussion of deck archetypes, and WWDrakey already covered that so fantastically that I don't think it needs to be retread here. Archetypes are a useful categorization for understanding the basic idea behind how a deck should be played and played against, but they're an expression of a more fundamental deckbuilding concept and not the concept itself.
I've heard people say "Draw is King" in the past but it sounds like the new mantra is "a great deck only has great cards" which focuses more on efficiency.
Love the articles Reldan, keep them coming! They are helping me with my deck building as I figure why I sometimes top deck, stall out, or crash and burn.
Really? You can't gain power from your opponents through Power challenges?
One valid strategy a control deck might do is purposefully avoid generating Power for the purpose of slowing their opponent's power grab down. Nobody can win the game until a minimum of 15 Power has been created, and at the start there's 0 Power on the board.