Lanni Crossing Jumpers

Card draw simulator
Odds: 0% – 0% – 0% more
Derived from
Lanni Crossing Jumpers 3 2 2 4.0
Inspiration for
None yet.

jdowdall 41

Slight changes to event lineup from v4.0:

Minor tweaks

Dropped:

Added:

Thoughts

I tried Trial by Combat and the impact was huge, offering huge board state threats in both Military and Intrigue challenges. I'm not 100% on the event distribution of this deck (Trial, PTTS and Tears), I think it's a meta call dependent on the local environment. There will no doubt be some further tweaks when the Lions Box drops (potentially this week).

3 comments

CurunirLan 1

I'm playing something similar to this deck almost 1 week now and got to this conclusions:

  1. Crossing is far better than Winter agenda for this kind of deck because "Close call" is summer plot, and if played against another Winter player it ruined me. Even if I don't trigger so much my third Crossing challenge due to lack of char on board, I do find this agenda more appropriate for this deck.

  2. I do play 3x Tower of the Hand, because Harrenhal - Tower combo have more impact on the board than just one of this 2 locations. That's why Building orders plot is a must. Setup is important, you need to find at least 1 of 2 and Building orders other. Yes, you can win game even without seeing both, but it's crucial for this kind of deck to have both.

  3. This is not "Jumping Lions" deck, it's something all different from that. I tested "I never bet against my family" and in 15 games had least impact on board than all other cards in deck, because in 20 triggers only 4-5 times worked, and I played just like you 25+ unique characters and worst part is you can't shuffle your deck after all 5 cards on bottom of your deck are locations. LoL... you have only 2 "shuffle" effects and that's Shadowblack Lane x1 and plot Rebuilding.... that's not good. And Shadowblack need kneeling faction card just like INBAMF which is in contradiction. So I suggest remove all 3 INBAMF and put 2-3 "The things I do for love". Which have more impact in this deck than other cards. You can bounce doplicate to opponent's hand and than Tower clean character without copy!

  4. You don't need gold or economy plots in this kind of deck because you don't want marshal anything... all Harrenhal - Tower - Hear me Roar combos.... same as Rattleshirt's Raiders or Confiscation, don't need that because you return to your hand everything that is milked/craven (Tower works in defense yes)/ other attachments...

  5. Wildfire plot did least impact for me after 15 games, because I keep my opponent board small all the time. Marched and 1. Snow did better for me! Famine also (2x claim also nice cersei + Trail by combat = 3 claim)

All in all need more testing, but this will become very soon best Lanny tactic because when Valar comes you won't anymore collects power throu renown characters, but only on faction card!

Good luck with deck, continue testing!

jdowdall 41

Cheers for your comments@CurunirLan it's interesting that you've had very different experiences with the deck than me! I suspect you play it very differently (see the bottom for my thoughts).

  1. Agreed with Crossing as the agenda here. It can be a pain early in the game when you're trying to push a Put to the Sword through, but if you can maintain board presence early doors, Crossing is very strong as you get rolling in mid-end game. I think Crossing means you basically can't include any Lannister unique with only one icon.

  2. I'm afraid I'm going to have to disagree with you here. Harrenhal is so good, even on it's own. At worst, it's a free hear me roar every turn (Dead == Discard if you only have 1 of a unique). At best, it gives you flexibility to surprise your opponent with unexpected challenges. If you find the hound, it turns gives you a free Hound challenge (providing you win), with no downside.

    • Tower of the Hand on it's own only allows you to rescue characters you've played with INBAMF and Hear Me Roar, which doesn't seem like much utility to me from a 3 cost location. The characters who really hit the board hard with Tower (Tywin, Tyrion, Jaime, Ilyn) all want to be staying on the board, to get the most out of their abilities.
  3. I am confused how this couldn't be considered a jumping lions deck, the only ambush characters I don't have are the Gold cloaks? From a statistical point of view, I don't believe that you've whiffed INBAMF that many times. In my own experience it probably misses once in every 5-7 or so uses. 25 uniques gives you ~95% chance of seeing one unique in the bottom 5 (obviously that is skewed over the course of the game as you play characters, but getting a free dupe of a unique already in play isn't exactly the end of the world).

    • I agree that the deck is currently slightly light on shuffles, but I disagree that it's as bad as you say. Your 1st INBAMF is free in terms of shuffles, so you only potentially need a shuffle for your 2nd and 3rd events, and I do have 1 guaranteed shuffle. So this is only an issue if you find your 3rd INBAMF and you haven't seen Shadowblack. I will be adding in Isle of Ravens when the next pack drops, which i think will be enough.

    • You seem to be forgetting that The Things I Do For Love is also a faction card kneel. I do agree that there are currently too many faction kneels in the deck (INBAMF, TIDFL and Shadowblack), I think I will be removing TIDFL. Don't get me wrong, it's a great event, fantastic for chud removal and getting even 1 claim challenges to hit hard but it's only really good against the 1 cost chuds (of which there are likely only 3-6 in a deck). If you're paying 2 for it and kneeling your faction card, you'd probably be better off playing Put to the Sword or Trial by Combat.
  4. I disagree that you don't want to marshal anything. This is still a Lannister deck, you've got some of the best board state influencing characters in the game (Tywin and Tyrion) - they enable the rest of the deck to work. Clegane and Jaime are also big renown characters.

    • You've only got 6 jumper events, 3 Harrenhals and 6 cards with ambush (4 characters). Card Draw is also not fantastic. In my opinion, the jumper events serve to temporarily increase your board presence and surprise your opponent, allowing you to push through those significant events (PTTS, Tears, Trial by Combat).

    • Using the jumper package just to maintain board state seems like a bit of a trap, you will run out of the tools you need soon enough, and a well timed Treachery or Hand's Judgement could cause some serious problems.

    • In theory - using Tower to remove the negative attachments sounds great, but in practice - I just couldn't get it to work. For a start, you need an intrigue icon even to be able to use it, so Clegane is never getting rid of that Craven or Milk. It is also very telegraphed, and your opponent simply avoids doing an intrigue challenge and successfully defends yours and stops you triggering. A single Attainted or Nymeria Sand pretty much entirely shuts down this strategy.
  5. I think this point highlights how differently we play this deck. I love Wildfire Assault in the mid-game once I've got some of my main tools (Tyrion/Tywin/Clegane) + another character + chud on the board. I can see an argument for Marched, but I don't know what I replace for it. I see what you're saying about Famine, I think it's a solid choice, but I do already have The Long Winter for the 2 claim plot.

To give you an idea how my games typically look:

  • Try to setup Tywin/Tyrion
  • Open with Wardens of the West. Aim for board state destruction with a Put to the Sword, or Trial by Combat, or alternatively hand destruction via Wardens + Cersei. Often this decision is made by who I can INBAMF/Hear Me Roar.
  • I typically won't play Harrenhal unless I find the Hound, or I am likely to need it to throw out chuds to protect my big characters.
  • At some point my opponent will likely get enough low cost characters that standard military claims aren't having significant board impact. At this point I will drop Wildfire typically followed by Long Winter. Hopefully the hand destruction I've done earlier means my opponent is not able to recover from Wildfire well here, and I can start reducing their board state and winning Crossing challenges to win the game.

Dembers 1

Have you thought of using The Boy King to claim power by killing chuds ? could be useful with The Queen's Assassin too.