Knowledge is Power [Greyjoy/Stag]

Card draw simulator
Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
Knowledge is Power [Greyjoy/Stag] 1 1 0 2.0
5 comments

euphius 249

Finally looking at your deck as promised. Will need some time to test it out and start making tech changes.
First comment though, is your econ is a major issue. I imagine you had more than a few turns where you were not able to afford the cards you really wanted to have in your hand. You have 4 plots out of 7 with a printed gold value of 2. We know Trade Routes CAN get you more, but it also is a plot that is board dependent so you run into an opponent whose location package (or their draw on the day) is light and you miss on your own locations you may never truly get a second burst of econ in the game. I would look to swap one of the coppers and one or both of Clash/Filthy for something with at least 5 Gold or you may find that Asha and Euron are unplayable after T1 as I assume you open Trading nearly every game. Lets also not discount the possibility that you can get hit with Naval on plot one (actually on every plot but Valar) so if you run into that odd deck that is running that in WTC right now you may find yourself without a board state at all. I like having Time of Plenty as a safe counter to Naval on opening if I suspect it at all, or also if I think Summer Harvest may be coming. Trading helps you, but it also gives your opponent more gold too so sometimes you have to understand that your burst may not put you ahead, but rather just to the same point they are and you cannot really flop Trading unless your hand is full of real home run effects.

euphius 249

Two, For a deck with 2 stealth characters, no longships, and only one Threeon Greyjoy, you are really committed to unopposed tech cards in this build. 2 Sow, 1 Reader, 1 Great Kraken. That's 4 cards that may never trigger and are all extremely sub optimal if the opponent is able to defend your challenges. You also did not take even one Vic, so even if you are winning early challenges you cannot dictate what is open to you later in the round to get through your UO. Either the deck needs to be slanted to create UO, or at least drop the Kraken and Reader as they are massive tempo hits in a deck that already has been pointed out to have econ issues.

On a second note on econ...Kingsroads...At least one needs to be a Gates of the Moon. Where are your RoseRoads. Sea Towers only hit half your characters. I can imagine your play was dictated more by what you could afford each turn than what you actually wanted to play or what was the best play at the time for the board state.

Nate of Troy 32

Your right, econ was an issue. It hadn't been in previous tests for me, but Seige at Battlegrounds was proof enough. The second Coppers is already gone. I want to try You Win or You Die in it's place, as a closer, then I would take out Clash for something else, maybe Close Call for those save-less games. Additionally, unless more 6-7 costers make it in the deck (i.e. Victarion), I'm reducing down to 2 Great Halls. I'll make some edits now, minus the illegal plot, and republish (this will be 2.0, for record keeping's sake).

euphius 249

If someone runs the King in the North plot you also have zero usable economy that turn and zero kings to dodge the effect with since we have no Roseroads or Gates.

Nate of Troy 32

To your second post, Reader and Greak Kraken are also already gone :P. Kingsroads we're a bust as well, and in a meta where Greyjoy is still fairly common, I'm back to thinking they aren't really worth it. I'm gonna need some convincing on the Sows, as they are just super impactful when they do hit. With these changes, I'd like to try back up to 3 Baby Theons.