|Card draw simulator|
Odds: 0% – 0% – 0% more
|None. Self-made deck here.|
Von Wibble 113
This deck was group built by Rowan Gavin, Adam East, Alex O'Feeworth, Dave Bamford and myself after we agreed at Norwich to make a deck featuring the Martell and Baratheon houses.
Originally it was going to be a Baratheon Sun deck that focused on Bob and winning power challenges, but that proved too hard to fund, and diluted too many themes, so the reverse banner was put into play instead.
The main structure of the deck was built by Rowan, and it was just tweaked from there. On the day itself Rowan, Adam and I played our variants of the deck (more on that later) whilst Alex chickened out because he wanted to play Jeynes of Castemere instead. We were not impressed.
The deck does what you'd expect those cards to do - kneel out characters, destroy their hand, and use Table and Chair to win. I was running Counting Coppers whilst the others had a second Filthy Accusations, there were times I was pleased with this decision and times where I wished I had that extra kneel, so I'm still not sure which was better. The only other changes I can recall were that Adam and I ran Caleotte whilst Rowan had Arys - whilst Caleotte only triggered once for me there was one game where the price difference helped me to actually play him! Finally I had 3 Ocean Roads, whilst Adam went for Blood Orange Groves instead, as they reduce more cards in the deck. However, the Ocean Roads reduce the more impactful cards (Mel, Rh'llor stuff, Table and Chair), so its a very tough call.
Round 1 - James Harrison - Tyrell Crossing - Win
James was the king of swiss at nationals last year and knows the green cards inside and out so this was always going to be a tough one. However, the good news was that every time we have faced each other at an official FFG event, the winner has gone on to at least make the cut/ win the tournament.
James set up Flowers + stuff, I set up Fiefdom + less stuff (Fiefdoms are really important as the gold curve isn't the highest). I opened Filthy to kneel Flowers, James played a Seal on Flowers to stand him plus 2 Arbor Knights. I Condemned Flowers and played chuds out as I didn't see anything big. Little happened plot 1. In plot 2 I Riddled James's Confiscation so Flowers lost both attachments. James was less happy about this than me! From there the general pattern of the game was that neither of us really saw many impactful characters - I wasn't drawing many, and James was having his removed from his hand (and Spiked). As I had found my Table and Chair this slower board state suited me fine, but James's board was nonetheless getting bigger than mine and we were both getting a decent amount of power. A key moment of the game was when James intrigued me when I had Arianne out and 2 cards in hand - Areo and Ocean Road. I really wanted to keep Areo to boot Flowers out of military, and got lucky when my Ocean Road was claimed.
The last round was particularly tough. James was on 11 power and had played Tourney, so after marshalling had 5 characters, all knights with renown. However, of these only Flowers had a power icon, and unlike in previous turns he had little money to pump the knights with. I had 10 power, and Ghaston Grey on the board. James had to do a lot of thinking, and decided to chump intrigue (I blocked), mil with everyone except Flowers, (I chump blocked and Ghastoned Robar to prevent a win in plots next turn) and power with Flowers, which I had just enough of a board to block by kneeling out. I had 1 card in hand for Arianne, and it was the perfect one - Myrcella. I got UO power with her and then claimed the last 2 power in dom with chair and table.
Overall a good win, but a very lucky one. James had been relatively cautious as he was expecting Valar, and didn't play out Large Marge when he could, losing her from the hand as a result. The 50/50 on Areo was also a key moment, as was my 50/50 on Spikes (Renly).
Round 2 - Richard Walker - Night's Watch Rains - Win
My second game against a meta-mate. Even though Richard and I have been to many tournaments together we had only competitively played once, at a local GNK. We both knew each others decks, and for a change Richard was playing a deck I hadn't lost to. However, he had made some improvements since.
Plot 1 I Riddled, hoping to hit Here to Serve, but Richard had Aemon in hand and had decided to play Late Summer Feast instead. Early game Richard saw his Wall, and a horde of...1 cost reducers, with Aemon and Satin as backup. Oh, and Qhorin too. Qhorin was knelt and my mighty Bastard Daughter knelt the Wall plot 1. Plot 2 Richard arguably made a game costing mistake (though this was enabled by a mistake I had made). My board was Bastard Daughter, Mel, Pyromancers. Qhorin had been knelt by Filthy, and I used Flames to kneel out Builder at the Wall (his only other power icon). Richard was able to easily win the intrigue by 5. He triggered Rains, using Filthy to kneel my Pryomancers. For me, the better play would have been Throne, to stand Qhorin and mil, killing the Pyromancers and Bastard Daughter in 1 go - though had I held fire with Flames he may have not had the option (as long as he didn't claim it for intrigue). Mel and the Bastard Daughter got their UO challenges through, and my Table and Chair then added 2 more power, giving me a decent lead. Plot 3 saw Valar against my Wildfire. Richard saved Qhorin and played out Bowen. I had enough for a samll chud rush in return, and then used Duel plot 4 to control the board. In plot 5 I Spiked the only non raven character in his hand (Ranging Party), and the game was wrapped up pretty soon after.
As this was a fairly quick game (Table and Chair vs Wall for a quick game!) we got an extra long lunch break for some lovely pork ribs with rice, and then onto round 3.
Round 3 - George Ankers - Greyjoy Rains - Loss
Early game George had Threeon and Asha out, not that Asha was allowed to do that much thanks to Mel. For the first few plots the game was going my way, I was controlling his hand nicely and kneeling his nastiest characters (the right King Balon once he hit the board). I particularly liked the Priestess as she let me kneel Threeon as an extra! However, George had used We Do not Sow on my Table, and my Chair therefore looked a bit silly. George also had dupes and Mines, and I didn't! I had played out an Orphan, and had a tough decision as George could either Valar next turn (with no cards in hand so a risk) or wait. I decided to encourage a gamble and returned the Priestess to hand instead of Mel, ad this would be a double kneel. George used Valar, and I used Wildfire, opting to go first so I could at least guarantee 2 kills (we both knew I wasn't running Valar!) rather than let George spread all the saves round. That left George with the right King Balon, Asha, and the Reader, though he top decked no extras. I had Arianne with a dupe and a Fiery Followers, using a couple of Kingsroads to ensure I got this board state in return. I challenged with Arianne to bait a kneel and then used Axel F (put in with Arianne) to get a challenge through and kneel his intrigue icon. However, discarding Arianne's dupe put me to 8 cards in the discard pile - not a good move when he has 2 Markets. George then top decked Euron and Victarion, and could just about afford both (that mistake was costly!). I held on as well as I could from there, with Duel at least helping, but against that board it just wasn't possible. If he had only been able to afford Euron, Victarion would have went to claim (or George would have held back on attacking) and I wold have got to play Duel twice - that would have made for a very tight game. As it was, the lesson was learned - don't dupe Arianne unless you expect it to be claimed and can take the intrigue hit first.
More to follow.