|Card draw simulator|
Odds: 0% – 0% – 0% more
|None. Self-made deck here.|
When you play A Game of Thrones: The Card Game: Second Edition, you either join the masses wailing for restrictions and limits to combo decks or you play decks tuned to only beating combo decks.
So we turn to Baratheon, the mighty stags brought low by an abundance of stand and speed in the game at this moment, to save us from this tide of Hyper Vipers, Wonder Women and Iron Briennes. In fact, you could say that it’s their abscense from competition that has allowed the combo decks to flourish.
It’s ironic. What was one of the original NPE factions, first through mass kneel and later through Chamber stall, now is needed to stop the decks that truly don’t care what their opponent does.
Those are thoughts enough. It is time for the deck. Combo decks thus far in second edition depend upon a central character having one big turn after playing The Annals of Castle Black. You can beat them in two ways: rush to victory before they make challenges on their Annals turn or disrupting and withstanding the Annals turn. We are concerned here with the latter.
You can also limit the key character and win through attachments and kneel. In the Name of Your King! and Traitor to the Crown effectively force your opponent to only make intrigue challenges (huge against Brienne and the Viper) and kneel from Even Handed Justice and Stinking Drunk keep them down and on the ground.
Of course, if you can knock out the central elements even before the Annals turn, all the better. A well-placed Melisandre (GtR) will force a concede before the third plot. Barring that Queen's Men, Seen In Flames and Ruby of R'hllor can all remove the locations, attachments and characters your opponent needs in hand.
Game, set, match.