Control of the Kraken (7-2 Post-Valar, Runner-Up SC)

Card draw simulator
Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
None yet.

bored2excess 452

This deck went 2-1 at a GNK on Thursday and 5-1 overall for runner-up at the Island Games SC in Virginia Saturday. Thought I'd publish it since I don't think I'll run it again and it's a little atypical. It's a sophisticated play and is a real loss-leader control deck, so it makes for stressful games with little margin for error. I got all my swag Saturday, so I'll be swashbuckling with more ridiculous, lower-intensity decks for the rest of the season.

The goal is essentially to use location control/stealing to set yourself up for the long game, try to do well on intrigue and snipe around with Seastone, and clean up really hard post-Valar(s). Euron, saves, and a couple techy supports are really all you need pre-Valar, stealth and claim interference post-Valar.

The deck was slightly different Thursday, it didn't have Sunspear, Pyke, or the second Seal and had some icon strippers. Had Coppers instead of Confiscation, I liked it way more post-tweaks.

Won:

Martell Fealty - Valar flattened his board, cruised to victory.

Lanni Kraken - Intense game, cut through enough of a triple-duped Tywin to Valar his board down to just Tywin, Sowing the Seal off him, and Seastoning him for the win. He made it to 11 power before the control locked.

Greyjoy Crossing - Location destruction, stealing, and Seastone weakened him. He made it to 13 then Superior Claimed, but I had the cancel and that was the moment my lockdown secured.

Stark Fealty - Totally overwhelmed him from the get-go, duped/bodyguarded Robb with Jeyne got some good renown but eventually got Chaired.

Lanni Kraken - Another stressful game, I was constantly on my heels against his stream of ballers, but Euron swiping an iron mines and me dropping Sunspear let me drop my Valar early to tag his Victarion before he/Jaime could keep my board locked. Miscalculation let me Seastone his 4-power Jaime and I came back from like 13-4 from there.

Bara Kraken - My opponent conceded because he didn't feel like playing and we were both assured the cut.

NW Stag - His passive power gain ran amok and he was fortunate on me pulling no saves to mitigate his early Valar, but I had intrigue control and gradually took the board/hand state. Stabilized, drew some saves, and denied him any more power after he hit 11 or so.

Lost:

NW Fealty - Messed up my one Valar shot and got buried from there. Pure play error, but I can't say I woulda won even without it.

Bara Kraken - He had the Red Keep rolling the entire game, and I drew nerf after keeping a chump-dense setup. He forced a too-early Valar to cap Mel and Victarion, I couldn't leverage against a ton of cards. Had to Summons for the only 2 ballers I saw all game, and they were usually knelt.

-

MVP: EURON. Also, Hand's Judgement was crazy griefing all day, I think I was the only one with it at either event and it won me games.

LVP: Rattleshirts. Didn't see many attachments from my opponents other than very temporary bodyguards, but obviously essential in different matchups.

WTF of the days: Never saw a Seal. Really irritated me by the end when I was playing a kneel deck.

Card you don't want to see across from you: Victarion. This deck has no initiative control, so you're looking down the barrel of that intimidate every round and his self-save is brutal. I had to flip Valar early twice to be rid of him.

Fixes for the future: 2x Milk... somewhere. Maybe coppers instead of one summons if the tech costs get driven down.

2 comments

Radix 7

I think Bastard Daughters would be excellent here. They rip through an opponent's hand.

bored2excess 452

@Radix The call between them and House Dayne Knight was hard. I went with the icons over the utility, if I play it more recreationally I'll switch em up and see which is better.