It's Always Sunny at The Wall - Taming Dragons Melee Deck

Card draw simulator
Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
None yet.

Muctar 144

As it's been stated by many in the community, people haven't worked on cracking the code of how to build a good melee deck yet. We, as a group (minus Tim I suppose) took that as a challenge. I also cannot pass up on the opportunity to help educate =) Being Pete's brainchild, he has lots to say about this deck.

In melee if you can give your opponents' pause when thinking of initiating challenges against you you are at an advantage. Therefore the deck's goal is to make your opponents' decisions very difficult any time they are in a challenge with you. Helpful things happen if you lose, but more importantly bad things happen to them if they win. Plan to use that as leverage.

Something any successful melee deck must have is burst power gain. If you are in the lead by several power and in an obvious position to win your opponents will team up and tear you down, if given the chance. So the most effective way to win is to burst to 15 power from a position which the others thought was impossible for you to achieve. The deck also includes several ways to spike in power, but knowing when to make your move is just as important.

Key Pieces

The Boneway: Burst power gain is what wins you games in melee and if you get this out early you'll have some. It works on both the offense and defense, and great with (SPICY!) Maester Caleotte. With The Wall you force the opposition to choose between letting you trigger it or getting vengeance tokens. Both get you power, which is good.

The Wall: It must be said that the deck is not built around The Wall. It is one part of the strategy to help you accelerate your power gain and to make your opponents make hard decisions.

Ghaston Grey: The ultimate disincentive. Threat of activation means you'll avoid a lot of late game challenges with expensive renown characters who have power on them.

Nymeria Sand & Maester Caleotte: Bargaining chips and control you can exploit.

Arianne Martell: Fuels a lot of tricky combos and screws with challenge math while she's on the board.

Bastard Daughter & Ser Waymar Royce: Disincentive to you, and can be used as a bargaining chip.

The Red Viper, Doran's Game, & Benjen Stark: Burst power gain = melee wins

1 comment

nixxus 2

The deck looks alot of fun, but what's your plan for dealing with First Snow? With so many cheap characters it seems like a huge weakness