Don't touch me! (MELEE)

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

ststripper 152

This is a deck for Melee.


The idea is to counter 2 main problems in Melee:

  1. Many opponents all attacking you

  2. Valar Morghulis

The main answer for defending against all those aggressive opponents attacking you is Eddard Stark (Core) of course.

Add Appointed + Lady /Needle / Ice and noone will go after you. And if they do you will get tons of renown-power on that Eddard Stark (Core)

(Bonus points if they think they can win and you ambush Needle or Ice on Eddard with the help of Raider from Pyke which lets you deffend that challenge)

Use Winterfell, Bran Stark, The Hand's Judgment and Nightmares to stop all those shenanigans that might mess with your Eddard-deffense.

If they throw attachments on him like Milk of the Poppy, Imprisoned, Motley etc. there's Confiscation and Arya's Gift for that.

Of course always try to have chuds out, so that Eddard doesn't get Marched (beware of double-Marched situations that often happen in Melee)

Another deffensive Renown guy is Robb Stark (Core). He isn't 3x just because 30% of characters in this deck aren't so he's harder to trigger. (I might be wrong here)

Also Hodor will help with that deffense.


However all this deffense is useless if it gets killed by Valar Morghulis.

Therefore 3x Iron Mines, 3x Bodyguard, 1x Jory Cassel, 1x Risen from the Sea and of course 3x of the resilient Victarion Greyjoy.

(Bonus points if your Arya Stark (Core) is immune to Valar Morghulis thanks to Septa Mordane)

I am still considering adding Close Call in case something goes wrong.


If you successfully avoid being attacked and resist Valar Morghulis then it's time to think how are YOU gonna get your 15 power.

My plan for this deck is to get lots of Renown of course with Eddard Stark (Core), Victarion Greyjoy, Robb Stark (Core) and Sansa Stark (Core) in colaboration with Septa Mordane. As well as that passive power gain from Sansa Stark (Core).

Also to close the game quickly use A Clash of Kings to rush when noone is expecting it. 9 Initiative is really good in Melee and if you can get that Hand of the King which let's you do an additional challenge you can close the game before your opponents realise that you were the main threat all along!


There are weaknesses of course, such as low number of icons.

My solution for that is extra draw in the form of Counting Coppers, Ranger's Cache, Littlefinger and sometimes Summer (Core) will get you an extra card too!

As well as extra icons thanks to Septa Mordane and Appointed.

Maybe more answers are needed for this problem...


Another weakness of this deck is that I haven't tested it AT ALL :D

The reason for this of course is that it is harder to get play Melee games.

Therefore if you find the time and will to play this deck or some version of it, please add to the discussion!

I'd love to hear your thoughts and suggestions

3 comments

TheTank 195

Surely you need stealth in this deck. I think you dont need to add a lot of draw in the deck. Im not sure how long Melee games last in your meta. But here it is an exception if the game reaches turn four.

I like the idea though!

ststripper 152

@Ash Maybe you're right about stealth. Which cards would you suggest?

TheTank 195

Wildling Scout is a great card in melee. I'd at at least 2 of them. You could go with Syrio Forel, but I think he is too expensive. I'd probably cut the Ward's. But I realize they are good for stealing renown knights and Theon Greyjoy (Core). Winterfell seems very expensive in melee (especially without fealty, while I feel that Risen from the Sea has not enough targets.

In general I think the deck lacks characters. From my experience you need 35ish characters.