|Card draw simulator|
Odds: 0% – 0% – 0% more
|None. Self-made deck here.|
This is the deck I used to win the 2017 Spring OCTGN league, going 4-2 in the swiss and 9-2 overall. I've been playing and tinkering with the build on and off since around December and while it still does have bad match ups, it can meet it's win condition pretty consistently.
The general strategy is to reset the board with Varys, Valar Morghulis or a combination of the two and then prevent the opponent from rebuilding a wide board using cards like Ghaston Grey, Captain's Daughter and double Marched to the Wall. Characters that can take advantage of small boards such as Asha Greyjoy, Crow Killers and Arianne Martell are used to close out the game.
Early game typically involves playing very conservatively, limiting your opponents power gain as much as possible, whilst reducing their hand size and setting up a safe opportunity to play Varys or an advantageous opportunity to valar.
This deck works best against factions that rely upon marshaling big characters to do well and they often struggle to do much of anything after a reset. Factions that run more low cost characters like and are more of challenge but are still beatable. The only real negative match up is defense as they are resilient to resets and often require multiple successful Varys triggers to beat.
I was going to try and do a tourney report, but it's difficult to write a coherent story of each game from the various random screenshots I took. Instead i'll just give some thoughts on some of the card choices I made. If you want to watch a recorded game of one of my swiss rounds click here.
Valar Morghulis is an on demand reset to help reach our desired board state. 5 saves help to leverage this plot to an advantage.
Summer Harvest and Sneak Attack are high gold plots with good initiative so you can put Varys into play milk free. Sneak Attack can also be used to pressure with after resetting or close out the game with , but is most often used in before a reset.
Reinforcements is great in any deck where characters are getting sent to the discard as a regular occurrence and helps against hand destruction decks. Most often used to bring an Arianne Martell, Asha Greyjoy, or Wildling Horde into play but can often win the game in combination with Captain's Daughter under the right circumstances. Also great to march a milked Nymeria Sand away then bring here back into play later.
- Asha Greyjoy, Arianne Martell and Crow Killers potentially give access to additional challenges.
- Wildling Horde, Theon Greyjoy, Ygritte have good icon spread, strength and effects at their cost.
- Nymeria Sand is at worst a great milk bait and at best can lock your opponent out of the round completely.
- Greenblood Trader helps dig for key cards and Bastard Daughter can potentially take them from my opponent.
- Littlefinger is card draw in a draw lite deck
Victarion Greyjoy helps close out the game with renown and shuts down small boards with intimidate, and the high initiative plots ensure going first. He can be a little expensive to play in some games but is usually well worth it.
Newly-Made Lord is great location control and gives a fighting chance against defense.
are not run. With the board resetting and changing so much, attachments don't stick around for very long and would make he match up even worse.
Ghaston Grey is pretty much the only reason this deck is a martell deck. It simply amazing value on small board and completely changes the way your opponent is able to make challenges.
Sea Bitch more location control that allows you to benefit from powerful 'challenge phase locations' marshalled by your opponent. Taking the wall for a turn can end up being a 4 power swing.
Iron Mines gives protection against aggressive decks and helps to maintain the aggressive momentum after a reset.
The Hand's Judgment is crucial in ensuring that Varys' schemes go off without a hitch and helps to slow down those rush deck events before they win on turn 2 or 3. In that same vein His Viper Eyes can remove disruptive events before they get the chance to hit the table, or alternatively, can target low cost characters resulting in smaller boards post reset.
Vengeance for Elia is typically used for intrigue before a reset unless against an agro deck. Post reset it normally means the opponent is never getting off a military challenge without being severely punished.
Risen from the Sea give two more less versatile, but less predictable saves.
There probably exists a better version of this deck now with cards that weren't available on OCTGN at the time. Great Hall gives a better economy option over The Kingsroad, but would probably require a lot of changes to the character roster. I also tested a version of this deck that uses "The Last of the Giants" and while fun, it didn't feel quite consistent enough to play with in the tournament.