|Card draw simulator|
Odds: 0% – 0% – 0% more
|None. Self-made deck here.|
|Jump Around - Winner 7-1 SC Brighton UK||30||18||22||1.0|
|My Version of Tempo Jumpers (Pastimes Games SC Winner)||3||1||5||1.0|
Decklist Note - Clash of Kings should be Valar Morghulis, which is not yet in the database.
I played this deck to second place at NYC's 2016 Red Saturday Tournament, a 42-player competitive field comprised of players from all over the Northeastern US (and some who traveled farther, including one as far as California!). Don't be deceived; I went 4-2 in Swiss, and I'm not marketing this deck as super OP/dominant. Although to be honest, while I consider myself a very good deck builder, I'm really not the best player ... so perhaps a better player would have won it all. What I will say, though, is that despite the Lannister faction card, the reactions I got from my opponents and spectators throughout the day led me to believe that this deck operates differently than most that have seen widespread play in 2.0 to date. Maybe it's innovative, maybe it's not; I'm out of touch enough with the meta that I can't really say. But at the end of the night, a number of people asked me to share the list, so here it is.
But you have to suffer through my wall of text. Mwuhahahahaha.
If you know anything about me from my 1.0 days, it's that I was a Targ player to the hilt. Why? Not the burn, as most people think ... at least not directly. It was the surprise factor. There is nothing more boring for me than marshaling cards, doing some math, then turning the big characters sideways to win challenges. I want a deck that's flexible and can adapt to what an opponent does, and that can leverage high-impact surprises to drastically change a board state. My ideal deck is tempo-control with the option for an aggressive push early if circumstances permit. So that's the theory upon which I built this deck; it was designed to play much like the Targ jumper decks of old that ran not heavy burn, but effects like Pyrophobia (my personal favorite 1.0 card) and King's Landing Assassin.
Here's the game plan. In most cases (say about 2/3 of the time), I would open with Trading. This was just as much to give myself some gold to work with as to give my opponent gold; I want to encourage him to play out his hand. I'd usually marshal one character -- Tywin or Tyrion if I had him -- but more important was to get Harrenhal (and ideally Tower) -- on the board. In challenges, you can go one of two ways: attack the board or attack the hand. You'll jump guys in using either harrenhal or hear me roar, win int, then Rains into either Wildfire or Wardens. If you go Wildfire, the goal is to then use some combination of TBC, Red Keep Spy, Queen's Assassin, and Mil claim to either wipe their board or get them down to 1 character. At that point you Marched or Famine next and keep up the pressure. Alternatively, If you can get them down to just a few cards in hand with Wardens, you can leave their board as is and just Valar round 2.
"But Dave," you ask, "How can I manage that without sometimes throwing away some good unique characters to Harrenhal or HMR?" Well, unless you have Tower, you can't. Repeat after me: Valar Morghulis, all men must die. You have Close Call to revive uniques, and you'll draw more guys to replace the ones you had to discard. Don't be afraid to chuck even a Tywin if it's going to permit you to pull off an aggressive opening. You may need to do this if your Trading gets hit with Naval Superiority. That hurts, but it's probably not game over if you had a decent setup.
If circumstances convince you to open differently (FSoW, Famine most likely), you can still be aggressive early with Hear Me Roar and some of the clansmen. But if you get caught in a grindy game, the deck has tons of tricks and answers to let you play the long game/come from behind. It's that kind of flexibility that I value in a deck. The trade off is that it has A LOT of moving pieces. To be honest, I was out of practice (hadn't really played in a year), and the deck outplayed me at times. Nonetheless, I like challenging myself to play decks like this because that makes me a better player, and it makes for a more enjoyable game.
Some final notes. I understand that a similar deck, though heavier on clansmen and with a very different plot deck, did very well at Stahleck. Darknoj pointed that out to me as soon as I showed this to him the day before this tourney, and I took that version for a spin to compare. Full disclosure, the Stahleck version is probably stronger, from a strictly "Jaime" perspective: it will win more games more decisicely, and it may even win more games period, on average. But I prefer my version for two reasons: 1) I have more tricks/power effects from hand, rather than on the board; and 2) relatedly, that makes it (imo) more fun to pilot.
Ok, card choices/things I'd change. I played Nightmares over Treachery bc it didn't require me to have a Lanni unique, it could blank Catelyn and Winterfell, and it could blank an Econ location in marshaling on a Famine/Fsow turn. But what owner me a few times was NML blowing up my Tower. So probably two Treacheries are in order, but keep 3x Nightmares. The other big choice was Confiscation vs Counting Coppers. I think counting is the right choice. While it sucks to have Tyrion milked, Tower can get it off, and if you Confiscate they may have another milk anyway. You probably just have to live with milk and make sure you can draw to keep your jumpers going. At that point you can go to 1x lannisport and free up at least that card slot. Finally, 3x Tower might be right. That card is just bonkers.
Finally, thanks as always to twn2dn for his everpeesent help on building and testing, and to Jon, Sean and Matt for helping me refine (and re-learn how to play this game!) on Friday night.
So that's my deck, and those are my thoughts. Please build it, play it, and have fun with it. Just promise me you'll imagine a dragon on our faction card rather than a lion :).