|Card draw simulator|
Odds: 0% – 0% – 0% more
|We defend the Wall alone||37||32||37||2.0|
|All Your Gold Are Belong To Us||4||3||0||1.0|
|Kawaii SpaceMarine "We defend the Wall alone" Bannerman Enco||2||1||3||1.0|
|We defend the Wall alone||68||44||77||4.0|
Joe From Cincinnati 1643
Alright, The previous version of this deck has made it onto the first page of the Hall of Fame! Haha!
So now, I can post a new version and see how far I can get it up the list :P.
And oh my god, what a time to do it. This 2 month dead period was absolutely killing me! But we finally have some new cards to play with. And they are quite the doozies.
Here is a list of the reasonings for each change:
Calling the Banners over Calm Over Westeros.
I'm opening either Trading or Here to Serve every game anyway, so I'd rather have a second bomb dropping plot than a solid opening plot now. I value the gold over the claim reduction in my games now.
Removing Forgotten Plans/Fortified Posiition for Wildfire Assault.
The reason I did this was mainly because the only plot in the entire game I want to play Forgotten Plans to stop is First Snow of Winter. The problem is, if you have a First Snow of Winter susceptible board of 2 to 3 low cost characters and 1 to 2 4+ characters, your opponent can choose to use First Snow that turn, or the next turn or the turn after. There is no specific window that First Snow can consistently be predicted because, it turns out, if your board is First Snowable on turn 2, chances are it'll still be First Snowable on turn 3. And turn 4. And the person using First Snow can just build up an even more powerful board and wait out your Forgotten Plans.
You can play it when you think they may FSoW, but if you miss you're fucked. And now you also played a bad plot. It's good for when you can't afford to be First Snowed, like if you have nothing but low cost characters and no 4+ in your hand. But if you did miss the FS, you're likely not in all that better of a position to resist it the following turn. And with only 4 gold, you're not repairing your board that turn anyway. There are times when it will come in handy, like when you have 1 4+ in play and 2 in hand and you need two turns to play those 2, you Forgotten Plans to keep your board state for a turn and then by the next turn, you'll have a more resistant board. But this is all mostly out of your control.
I found it much easier to just adjust my deck and playstyle to prioritize getting my 4+ costers out so that, if my opponent did First Snow, I would be able to reliably defend military that turn and have 3 to 4 characters going into the following turn.
Wildfire, on the other hand, would have come in awfully handy in a few tournaments recently. I found myself being around 13 to 14 power going into what ended up being the final turn a lot of times recently. Since my opponent never wants to hand me 2 power, Benjen will reliably be on the board at the end of the game unless I never drew him or unless I killed him myself for the power boost. So Wildfire is actually a relatively reliable 2 power plot, as well as potentially clearing some power off their board.
I am also battling with the idea of using Fortified Position, as it has so many uses such as:
Use 1: Lots of Renown on the board that you want to slow down. This is great because if you're facing a stark Fealty deck, you can remove, essentially, 5 power from the board if they get too many renown guys on the board. This has won me several games just by preventing them from ramping so quickly.
Use 2: There is stealth or intimidate on the board that your defenses are not prepared to stop. This is most common against Greyjoy, but there is also some stealth in other factions, such as Davos in Baratheon and the like.
Use 3: Stop triggered abilities for a turn. The most notable uses are against the likes of Stannis Baratheon. If your board is knelt out, you can use this plot to reset everything because Stannis can't control you for a turn. Other notable uses are against Nymeria, Tyene, Mirri, Ilyn. Any character that has a triggered ability that will disrupt our ability to defend the Wall.
Fortified Position may sneak into the deck at some point, but I just have no idea where...And that's all I have to say about that.
-2 Tears of Lys +2 Nightmares
Other changes include adding Nightmares in place of Tears of Lys. The one turn neutering of a character or location tended to be more valuable. Too much Lannister and Martell for tears to be effective consistently.
-2 The Watcher on the Walls So this may be the biggest surprise of the changes and I am not 100% on it yet. In my meta, my opponents know that I run the Watcher on the Walls, so if I ever have two rangers out, they very very rarely do a military challenge of any kind of value against me. I have this event in my hand for turns on end and then it gets intrigued out. There is, maybe, 1 game out of 20 where this card would have been useful and even then, only if you drew it at the right time. It's a bit too conditional for my liking and just the threat of its existence is more useful than the card itself. Unfortunate. Hope I don't regret removing it.
-1 The Sword in the Darkness Another threat is more valuable than the card itself event. I still run 1 because if, I draw it, I can just drop For the Watch and dare my opponent to under commit. But in my meta, no one ever does anymore. Maybe I'll up it to 2 prior to Gencon (and maybe add Watcher back), as there will be a lot of people unfamiliar with the Night's Watch there. Until then, I don't use these events all that often , as I've burned my meta mates with them so much that they don't even test it anymore.
+1 Milk of the Poppy This is a call based on how many characters there are that need to be milked. Tyene, Ilyn, Mirri, Tywin, Nymeria, all the renowners in Stark. The list could go on for ages. Blanking characters is never a bad thing.
-1 Littlebird +1 Old Bear's Raven I found Littlebird was just a worse version of OBR 90% of the time anyway. I will say it is nice to give Benjen an intrigue icon, and I may end up reverting back to this eventually but the OBR is just so stupid good haha. This is a tough one, but it opened up a neutral slot for that third milk, so I think it's worth it.
+2 White Tree Is this the right call? I don't know. It seems awfully expensive. But if it can prevent a tears or a Put to the Sword or if it can stop my opponent from playing both Balon and Asha in the same turn, it'll be worth it.
I will say that I am apprehensive with it, but I'll add it now and then maybe remove it later if I don't like the feel of it in the deck. I do feel like this card is only good in a deck that runs at least 2 Sworn Brothers. If you aren't running the Sworn brothers, don't run this. Because you won't want to spend 3 gold or 2 gold and fealty on it very often. But with the sworn brothers, it becomes more manageable.
+2 Arry Oh my god, this card. So freaking good. I could go on for a long time about the applications for this card, but I'll spare you. The highlights of this card are: Great icons, great cost to strength ratio, loyal, at cost ambush, immune to First Snow of Winter, can come back to hand for free and draw a card, can dodge Valar, Varys, Wildfire or claim/marched if she's the only one left on the board. She makes Alliser better because if you have her and Alliser in hand and your opponent decides not to do a military challenge because you saved 4 gold, you just play her instead. Or, if you have her on the board, you can just pick her up, draw a card and replay her. She avoids stealth, she avoids....anything. Just an all around incredible card and, really, the best card Night's Watch has gotten since Core set.
-1 Chett + 2 Halder I never once triggered Chett's ability in the 20 or so games I played with him in my deck. He's a solid card with at cost strength ratio, but he's susceptible to First Snow and often the last character I want to play if I have any other options at 3 gold. Plus, Arry makes up for removing an intrigue icon from the deck.
Halder, on the other hand, is incredible. With Old Bear's Raven, Longclaw, Practice Blade and, next pack, Craven (yes, you will be able to kneel your Cravens because you still control them) you can pump up your characters pretty well, especially the Old Bear. I've had games where I had Halder and the Old Bear out and Old Bear became a 10 to 12 strength tricon with stealth that didn't kneel to defend.
-1 Littlefinger +1 House Maester Preferential change. Gives me a second Maester to grab if I already have Aemon out and need more defenders. It does increase my weakness to First Snow, but the other changes should cover that up a bit.
-1 Maester Aemon With Here to Serve, I don't need 3. I still want the option to dupe Aemon or get him back if forced to march him though, so 2 is the right call, I think.
-1 Old Forest Hunter With no Watcher on the Walls, this card loses a bit of value. And I had to make room for Arry.
-1 Ser Alliser Thorne I was seeing him a bit too often and he's just not good enough for his cost. He may be better with Arry, as I said in her section, but I still don't want to see him too early. for 6 gold, he doesn't do enough
-1 Stonesnake Same as Alliser, he doesn't do enough for his cost. I can't wait for more characters to come that are actually worth their gold. When I compare this guy to Arry, I wonder why they thought this guy should have only had 1 icon.
+1 Veteran Builder A solid power icon for defending that shit late game and a nice little relief valve if the Wall falls for some reason.