|A Game of Thrones LCG | Published 26 May 2011|
Greetings, A Game of Thrones fans! Today, we have a special treat for you: LCG Days’ Melee Tournament winner Will Lentz’s commentary on the deck he played during the LCG Days A Game of Thrones Regional Tournament. Let’s hear the thought process behind his deck choices.
Hello all! By now I’m sure that many of you have heard the results of the LCG Days A Game of Thrones Regional events, but just in case you haven’t, I’m Will Lentz (AKA Kennon) and everyone that attended was kind enough to let me win every Melee table I sat down at during LCG Days.
Sadly, I couldn’t get them to agree to do the same thing in Joust, so I missed out on the Overall Championship, but you can get the gory details on that through my appearance on the 2 Champs and a Chump podcast. Today, however, I’m here to give you a different approach by breaking down some of the key factors in my deck.
Many Powers Long Asleep
Fury of the Kraken
Power of Faith x2
At the Gates
Balon Greyjoy x1 (F1)
Victarion Greyjoy x1
Distinguished Boatswain x3
Aerom Damphair x3
Euron Crow's Eye x3 (F67)
Scurvy Cutthroat x3
Tarle the Thrice-Drowned x3
Melisandre x1 (F105)
Priest of the Drowned God x2
Asha Greyjoy x1
Drowned Prophet x3
Drowned Disciple x3
Dagmer Cleftjaw x1
Wex Pyke x1
Maester Wendamyr x1
Ahead of the Tide x2
Superior Claim x3
Support of Harlaw x3
Driftwood Crown x2
Milk of the Poppy x1
Fishing Net x3
Well, let’s start at the top, shall we? I played House Greyjoy. Now as those who know me can attest to, I rarely play anything else in Melee, but this particular deck actually started out as an entry in our local Hand of the King tournament in mid-April.
I chose House Greyjoy for that event due to their exceptionally great answers in what I expected to be an uber character-centric environment as well as their own capabilities in creating those characters while still gaining most of their power on the house card. These strengths play out very, very similarly in Melee, with the additional bonus of often easier unopposed challenges.
The Power of Faith and Many Powers Long Asleep are the key players in my plot deck. With a variety of unique and non-unique Holy crested characters in my control, The Power of Faith is great because it makes every single one of them a threat for two full turns. Many Powers Long Asleep offers me some solid staying power if the saves dry up by returning a key character like Melisandre directly to play.
Aeron Damphair is a character that I’ve recently come around on. Really, if you’re building a holy deck, he deserves three copies. He’s almost never a dead card as long as you have a handful of non-unique holy characters ready and willing to take his place at a moment’s notice. He provides very solid board stability to incoming claim and resets. Also, with Drowned Disciple returning himself to the bottom of the deck, you always have a legal target and that target is a tri-con stealthy beast for two turns at that!
Melisandre started out as my Hand of the King, but when the deck converted, it was easy to slip her in the draw deck. On the non-holy front, Maester Wendamyr also provides immense board stability at a moment’s notice thanks to At The Gates. Euron Crow’s Eye becomes a game changer with Support of Harlaw or given a holy crest via Driftwood Crown. He also stops a large swath of challenge phase shenanigans that might rain on your rush parade.
Really, I doubt I have anything surprising here. River Blockade creates an amazing amount of frustration for opponents playing around it, but is a large enough blanket effect that it doesn’t seem to generate animosity the way some targeted effects do. Scouting Vessel has just proved itself time and again.
This is really what pulled me to Greyjoy for this deck initially. Fishing Net (and by extension Pulled Under) are just some of the very best answers to characters in the game right now. Particularly dolled up Beric Dondarrion’s or Robert Baratheon’s. Conversely, Driftwood Crown offers huge boons to my characters by shoring up the intrigue hole on several characters, as well as combing with The Power of Faith to make an implacable power grabbing force.
Here’s a place that changed just before the tournament. While Confession is easily played to powerful effect in a deck like this, I decided that it just didn’t do enough in Melee. It generates a great deal of ire from the person you targeted instead of the other players and removing one card from one hand just doesn’t seem like a large enough boon. On the other hand, Superior Claim adds a rush component that goes straight to my House - much needed in a game that potentially has four copies of Valar Morghulis, despite my saves.
In closing, I’ll say that Melee is a complicated game. It rewards those who closely watch the ebb and flow of battle, and can adapt to it more fluidly than the extreme domination favored in Joust. What order plots resolve in, what order titles are chosen, what order cards are marshaled, and what order challenges are made are a variety of factors whose magnitude increase tenfold in Melee - and the best way to control it all is through proper and careful application of initiative. Ahead of the Tide wins games. Just saying.
Based on George R.R. Martin's bestselling fantasy epic A Song of Ice and Fire, A Game of Thrones: The Card Game, playable by 2-4 players, brings the beloved heroes, villains, locations, and events of the world of Westeros to life through innovative game mechanics and the highly strategic game play. The Living Card Game format allows players to customize their gaming experience with monthly Chapter Pack expansions to the core game.
Well done; a sharp-looking deck and nice article.
My one question is why you went with Retaliation instead of Rise of the Kraken? Is it because of the gold and because choosing another player to go first in Melee isn't as troublesome as in Joust?
Obviously, this question is a bit (Kings)moot, as you won. Congratulations by the way.
Gratz, Will. Good report on the game from the podcast too.
Congrats on your victory, Will!