|Card draw simulator|
Odds: 0% – 0% – 0% more
|The Sparrows Orphanage - Team Israel, 2020 World Cup||6||6||1||1.0|
To win with this deck you need to do no challenges the entire game, lose all the challenges initiated against you, and win as your opponent is trying to figure out how to counter this. From a broad perspective, between 60-70g can win the game with the right cards. Pretty quickly The Iron Bank, Casterly Rock (BtB) and the rest of the econ generates 15g+ per turn with a draw/filter of 5+ cards per turn. That overwhelms the opponent's win condition and the deck can translate that into power gain.
Plot order is Building orders 2x -> Exchange -> Fortified -> Uneasy -> VD -> Coppers. Use the VD earlier only if it's a certain loss otherwise. Don't do any challenges until mid/late game. No matter what. Just don't do any challenges. That'll give the opponent power to steal from the faction card and speed up the game. The only goal in the challenges phase is to prevent the UO power gain and stall as much as possible.
Building Orders priority is Casterly Rock (BtB) > Hollow Hill > The Iron Bank > Rest. In some matches, you might also want to grab Milk or Seized. Hollow Hill is crucial here. Unlike the Martell Lion version which had Dorne and Secret Schemes, the Lannister Sun version is weak with the draw and strong with the econ. Hollow Hill and Plots is the way to solve that. Draw a lot, filter a lot. Start placing power on characters after the opponent reset, and in case they're running VM, search for Lancel dup. Mad King hurts. First Snow hurts. Lancel helps rebuild the board with Warror's Sons in the discard.
That's the deck. Grind your way to victory. The deck is strong but takes practice to navigate. There are lots of moving pieces and little room for mistakes. Against almost any mid-slow deck it is a guaranteed win, even with a time limit. Against rush, it's harder but feasible. When it works it's magic. That's the most NPE deck I've managed to build. I hope (some) of you would enjoy it.