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| All Roads Lead to Plunder | 0 | 0 | 0 | 3.0 |
Arbor 2
I've had a blast theorycrafting for this game, though I still have a minimal understanding of the game, so I'd appreciate any and all feedback about what cards and ideas work and what doesn't!
The idea here is to play a very controlling strategy, keeping the board clear using the Bolton cards, and getting in with Pillagers and strategically picking apart the opponents' strategies.
This is a card game strategy that requires an intensive understanding of a game's mechanics, card pool, meta, etc., so I'm probably missing a lot of things. I hope the idea is still there, though.
What I think the deck needs the most is something to see the top card of opponents' decks, but I'm not sure if such a card exists.
The goal is to exhaust opponents' resources and make their draws worse and worse. There are no 1 or 2-cost characters so Bolton Flayer can have consistent value. Ward (R) can then steal valuable 3 or 4-cost characters.
Needle and The Dreadfort get value out of the sacrificing Boltons.
Maester Murenmure, Alchemists' Guildhall, and The Iron Throne (LMHR) help attack problematic cards.
I don't think it's ideal, but Harrenhal (FFH) could cheat out Ser Gregor Clegane (TKP) or Lord Tywin's Host, though it's mostly there for getting stuff like Roose Bolton (GoH) into play to sacrifice it early for value.
Bowels of Casterly Rock and Tunnels of the Red Keep can combo for resources, and the heavy amount of income compensates for the high curve (I think?).
Polliver, Andrik the Unsmiling, Nighttime Marauders (R), and Lannisport (WAID) attack cards and currency.
Silence's Crew (TRW), to me, seems totally broken. I must be misreading it, because 10-power for 4-cost, with scaling, does not seem reasonable at all lol.
I think Gunthor Son of Gurn is likely a card the deck would be interested in, but I'm curious if there's even better, similar effects.
That's the idea. Let me know what you think!
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I do think more cheap interactive Attachments and Events might be valuable, but is the deck really too expensive? 21 cards cost 0-2, and 40 cost 3-4, so most cards seem playable? I kept cutting copies of The Dreadfort, but I could definitely re-add them if they're that useful. Fair Isle is mostly there as income plus a way to turn Golden Tooth online, and GT doesn't seem like a terrible card on its own as a one-of, and considering the high-costs problem, I think I'd want the extra coin over Dreadforts for instance, though I'm newer than new lol. I'm not 100% sure I agree with Nightmares, only because of the three Andrik the Unsmiling, three Alchemists' Guildhall, two The Iron Throne (LMHR), and two The Red Keep (R), but I'll keep that in mind for other decks I build! Thanks a lot for the reply! |
Hi! im not the best players but these are my recommendations from my experiences: that is a really cool deck idea, lannister pillage decks arent exactly meta but they are pretty cool. If i understand correctly what you mean, Bowels of casterly Rock dont help you to get more gold with tunnels of the red keep because it costs 2 gold to bring tunnels of the red keep out of shadows (that means the (2) on the card) so i think the deck is a bit too expensive. the idea with the boltons is also cool and you even see sometimes harrenhal with Roose and our blades are sharp (you could consider playing Steelshanks Walton 1 time he works cool with Reek. the other combos could work too. i would also recommend playing the dreadort 3 times and getting rid of cards like fair isle or golden tooth. putting other economy crads like the roseroad or the kingsroad 3 times in could also help. i think the shadow cards like tunnels and bowels dont help you really because you dont play enough shadow cards to use them enough. finally Nightmares is a card you want to have at least 2 times in every deck. a friend of mine once said: "the first card you put in your deck is nightmares, the second card you put in your deck is the second nightmares. then you build an 58 card deck around it" Have fun with your theorycrafts :D