|Card draw simulator|
Odds: 0% – 0% – 0% more
|None. Self-made deck here.|
|Targa and his house||0||0||0||1.0|
I recently played this deck in a Swedish tournament to 6-0 and championship win, and it has performed extremely well in testing. This deck is played close to a control archetype, combined with some aggro elements. It was inspired by a deck ran by Benji on the Iron Throne, and then modified and worked on by me. (And, as I have learned, should be credited to @Nimer before that)
It builds on your opponent's dead characters. It wants to empty their hand and keep them topdecking. It wants to slow things down. It is absolutely essential to get as many characters into their deadpile as possible. The key cards for the deck are:
Heads on Spikes - x2. You need characters in their dead pile. You want to empty their hand. Heads on Spikes does both. The power gain is less important. Also use the second one if you suspect a Ghosts of Harrenhal or something like it.
Slaver's Bay Port - x3. Absolutely crucial for the deck. It runs no kingsroads, only economy that stays on in the long run. Fealty helps you get this out, and once they have 4 dead characters, it is glorious.
House of the Undying - x3 The finisher. The reason why the deck wins. Play it to recover your board position or more likely, play it to finish off the game. Absolutely brutal with 2 claim and Drogo on the board. It can even win by just opposing everything and then getting renown on their dead characters and win before the round is over. Remember, you can even trigger their "Comes into play" effects or character reactions.
Crone of Vaes Dothrak - x3. More characters into their dead pile. More intrigue icons.
Battle of the Blackwater - Make sure characters die. Play this when you think they will valar, or if you want to prepare for your own Valar. Use it if they overcommit with dupes, or if they have few cards on hand left. Also, keep some dupes in hand. If they valar because they think you're weak, you play this plot and punish them equally. If they don't, they lose all their dupes and you play yours afterwards.
Waking the Dragon - Make sure to save your important character. Pressure them militarily. Use it to block that rush power grab. Stall with it, use it for Dracarys. Bouncing something doesn't matter when you don't have to battle for the board as much.
Bodyguard - A card that turned out very important. Hold onto it, and use it to protect Khal Drogo and Daenerys when you do play them. They ensure that you can play the Blackwater plot more aggressively, and possibly survive with one or two of them even at a forced Valar from the opponent. They also help vs very aggressive decks.
Other important elements:
- High initiative. You must be able to go first with the House, to prevent it from being nightmared.
- The Hand's Judgment - Protect your House from Treachery, Nightmares (If you aren't first player), as well as stop opponent's rushes before you can shut them down.
- High strength vs cost ratio. You want to create a threatening board early on, to force the opponent to valar. You don't want a vulnerable Dany or Drogo out there, not without bodyguards. But, you want to look threatening. That's why there are so many 1x in the deck. Play them, make it look important. Make the opponent kill some of their own and some of yours. Then valar yourself to clean up. You also need to be able to defend the rush for less gold, which this is useful for.
- Don't hesitate to use Dracarys. Get more characters into the deadpile! You just need to slow them down. It's not crucial for your gameplan.
You might ask how it can survive economically, or how I can run such an aggressive plotline. The answer? Dead characters is the answer. Slaver's Bay Port is amazing. Mulligan hard for economy, setup doesn't matter apart from that.
I don't need to win the battle of the board. I can kill any of my own characters, it doesn't matter that much. I just want to slow things down, kill characters and then play The Long Winter after House of the Undying is in my hand. March them when needed. Counting coppers to refill your hand once your economy is on the board and you're ready to turn the game.
The reason I'm not running Plaza of Punishment is that location control has been abundant in our meta. It can be slotted if, if that's not the case in your own.