Wildlings of the Greenblood

Simulador de robo
Probabilidades: 0% – 0% – 0% más
Derivado de
Ninguno. Éste es un mazo hecho de cero.
Inspiración para
Ninguno todavía.

SenescentOcelot 71

This deck needs a better name...

It's very clear that to play a deck is to understand a lot about the meta of the game as whole, as well as being able to tap into the psyche of your opponent to get them into a place where making a difficult choice can potentially lose them the game.

This deck is a variation on a Chapter 2 based Boneway deck (http://thronesdb.com/decklist/view/9682/bridge-of-bones-2.0) with a new level of sophistication that enables an expert player enough tools to turn a perceived weakness into a knockout punch.

The deck has a few main pivots:

  • The Boneway : Get this out as early as possible. It's more important than characters, or other events. The longer it's out the more potential it has. If it's not out until the midgame, you've most likely lost the opportunity to maximize its effects.
  • Sunspear : Again, another important location, only this time it's usage is specific. Around turn 2 or 3, you begin to maximize your ability to win initiative and force your opponent to go first in doing so, you can really beef up your counter punch, and with the 3rd challenge deliver a table-turning blow in any area you choose.
  • The Twins : In tandem with Frey Lordling this is most useful when you've got enough characters to protect a Lordling and get 3 challenges in. Works best in tandem with Sunspear, but powerful nonetheless. It works best endgame when you're within striking distance of 15 power.

The Wildling component is one of the parts I have the most fun with. King Beyond the Wall is a 2 cost claim booster which also is a King blocker against or . Combined with Sunspear or Retaliation (or Master of Ships in Melee) can be a veritable board reset on someone as lowly as Crow Killers. The variety in Wildling boosts gives you some flexibility, and this could probably be retooled, but the more Wildlings you have the more powerful each becomes (e.g. Dalla, Ygritte) With enough of this utility you can turn those first few early turns into something survivable, and by the midgame be able to swing the tables back quick aggressively.

I usually start with Building Orders followed by The Long Plan. This sets you up to have enough board setup, albeit usually only a few characters. Most likely you've lost 3-4 challenges, and maybe have 0 characters, while your opponent has a 4 character army built up. Depending on the character balance, I usually follow with Calling the Banners, to take advantage of saved up gold, and build up enough to field characters to at minimum absorb a military challenge and at best, give you the ability to counter attack with 3 challenges.

At this point if you're still alive, the goal should be to hit 3 challenges, going second to build your claim and gold supply and keep marshaling characters to push the character balance in your favor. Use Battle of Oxcross to win initiative and go first to push your opponent over the edge. Marched to the Wall can be used offensively or defensively, and Wildfire Assault is your equalizer if things get out of hand.

I have pulled off 10 power turns in dual and back-to-back 6 power turns in Melee, multiple times. It's a great deck albeit difficult to pilot, but in the hands of an pro, can be extremely rewarding to play. #MartellMasterRace

Chapter 3 compliant.

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