|Card draw simulator|
Odds: 0% – 0% – 0% more
|None. Self-made deck here.|
Begging Brother's & Political Disaster shuts down Night's watch and Martell decks. Rest of the deck is standard fare. Still testing.
Goal is to proactively apply pressure with challenge control and build a superior board. Slow decks lose out to political disaster as only 1 valar is insufficient to win the board back if you can beg out/nightmares the varys. May have trouble with tyrell, but tyrell generally lacks kill pressure so you can eventually build up the better board.
Cards on edge - Hand's judgements. Deck originally had 2, but cut them for A dragon is no slave. Looking for cards to cut to get them back.
2nd Plaza of Pride, punishment. With 2 dragon is no slaves, punishment gets better. Pride is good for tossing cards for flea bottom, but the large amount of 3 cost characters means that there is a limited pool of good characters to stand with it. Still a good card though.
Cards that could be cut
Handmaiden - their only target is Dany, but since they sacrifice themselves they can come back every turn to do their thing. bringing back the second sons is probably usually better though.
3rd Viserys - the deck should (hypothetically) have a good matchup vs Martell and Night's watch already, so cycling into Viserys to get rid of cravens and milks may not be as necessary.
Grey worm - he's expensive and good on offense, but that's about it. Only burning until end of the challenge kind of sucks.
Great Hall/Illyrio's estate - Still working on econ balance, as pol disaster makes running fewer locations more attractive. May decide to cut one or two.
x2 Nightmares - It's a good card, but its largest uses are going to be blanking locations on early turns or things like the wall on a blood of the dragon turn. Brothers takes cares of varys, but nightmares as extra insurance is always nice. Could be removed for aforementioned judgements to improve Greyjoy and Targ matchups.
Political disaster - Good in a Martell/Night's watch meta. Can pretty much instantly win you the game.
Marched to the wall - gets rid of isolated character and punishes bad setups. Can often seal games.
Blood of the Dragon - kills weenies, ensures challenges go through with astapor. Larger kill threat with plazas, Dany, dracarys, and A dragon is no slave.
Economy choices -
Late Summer Feast - I chose this over trading with the pentoshi in order to maximize tempo gain. Most decks hit reserve cap on turn 1-2 anyways, so they gain little card advantage even if you draw them a bunch of cards. Being able to establish a more dominant board and thin out their characters is usually worth the tradeoff. If they try to flood out little guys, blood of the dragon can clean up after you get some econ going.
Time of Plenty - solid gold and provides an extra card. More of a flex slot, if you don't like giving the card something like noble cause or varys' riddle can work in this slot
Situational picks - Counting coppers - offers the biggest card swing, and if you have a couple of ports and other econ locations out the 2 gold can easily become 5-6. Usually sits in my deck until plots 5-7, but always nice to have.
Retaliation - a one sided valar with khal drogo, and a powerful play into opposing valars. Guaranteed second is good vs decks like night's watch and Martell, but you probably don't want to play this until you've secured the board vs Greyjoy.
Plots on edge -
Varys' Riddle - Good for a summer meta, and a solid plot overall
Valar - Good against wide boards (stark/night's watch), but most big character decks run bodyguards, dupes, and other saves. Close contender.
Building Orders - Lots of great locations to find (and a crown), especially after a political disaster.
Summons - If you really want to tutor for Dany/Dragons. I don't find it super necessary