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Hello, I'm the guy that made that direwolf deck that was ok and was then dramatically improved by others.
This deck isn't Tier 1 or anything but it is surprisingly good for a thought experiment deck. I find it can force your opponent to play left handed in a couple of different ways. The combination of the kneel package and The Seven Package is more disruptive than I thought it would be. It handles rush quite well since it has a large amount of power vacuuming. It also handles Freefolk due to the lack of wildling mid-range characters.
The deck is pretty simple. Kneel what you can, steal power with "The Seven" characters and blank out all their tricks with Begging Brothers, Brother's Robes, and King's Men. The High Sparrow really messes with most decks, the gold and draw limit can really hurt decks that don't expect it. I think there is something with this deck. No renown characters as I didn't want to pay for something I wasn't getting with The Faith Militant.
Please give it a shot and/or let me know if you have any suggestions.
Stannis Baratheon (Core) is in the deck but I don't know if he really fits. Stannis Baratheon (TIMC) might work better. Beyond an overall kneeling theme, his only synergy is with Light of the Lord. I'd change out a plot or two with Wildfire Assault if I was going to switch to King Stannis. This Stannis basically is my reset.
Melisandre (Core) is great. I'm a bit worried about having enough R'hllor cards to fully use her ability, but it seems to be working ok so far. Decent synergy with Spears of the Merling King if my economy cards have shown up.
Ser Axell Florent can really mess with opponent's challenges. He impact is usually indirect (the opponent will change how they play to prevent the ability) but it is powerful.
Shireen Baratheon (Core) is a great little chud. She can probably be removed to get down to 60 cards though.
Blackwater Bay is great. It has the same condition as King's Men, which is nice I went up to two and removed The Red Keep as the draw was stronger and you need good draw before The High Sparrow hits the table.
The Seven Package:
Begging Brothers do a lot of work in this deck. They shut down a lot of nonsense with their ability and then they can be bounced with Spears of the Merling King to reload. They are also the main target for Brother's Robes.
King's Men work with the kneeling package as a targetable Milk. They are over-costed for their strength which is why there are only 2 in the deck. May try going down to 1 but I want to have options to trigger The Faith Militant.
Poor Fellows are great. They are powerful chuds that need to be accounted for.
The High Sparrow can really throw many decks off-kilter. He is a card that must be dealt with by your opponent.
Economy Package: I had to assume that The High Sparrow would be out the whole game and built my economy package around that reality.
Stormlands Fiefdom are mainly beneficial around their ability, but the economy is nice as well. It works with Storm's End, Consolidation of Power, Chamber of the Painted Table, Poor Fellows, and The Faith Militant. More are usually better and they can help with renown characters as well.
Syrio Forel is shockingly good in Faith Militant decks. Adding a military icon and stealth can help win challenges to steal a power with The Faith Militant. I'd like to have more copies like I did in my Lannister Faith militant deck, but there are already too many understrength characters in the deck.
This brings me to Visited by Shadows, an under-rated card based on my experience. I've never tried it or even seen it be played before this deck, but it does a couple things that make it worth including. Being a 0 cost, non-terminal attachment means it will keep doing work during the entire game. There are under-strength characters in the deck and this helps even things out. However, the primary thing it does is bring characters into range for Consolidation of Power, Saving the Kingdom and Asshai Priestess.
Plots: I'm not sold on the plots by any stretch, but this is what I have come up with so far.
Barring the Gates slows down Targ rush and stops Flea bottom for a turn. It has income+ for an early plot.
Summons is draw+ when I'm hunting for a dupe. This is important as this deck is weak against resets.
Close Call gives me draw, returns a key piece from the dead pile and provides income+. It is required to help cope against resets.
Thanks for reading this far. Any comments or suggestions are welcome.