Baratheon/Sun Power Rush: Top 4 Black Moon SC

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lunaticcalm 43

Placed Top 4 at the Black Moon games Store Championship out of 20 players. 4-1 in swiss, followed by a win in the quarterfinals and loss in the semis.

The central idea was to try a power rush deck in Baratheon, with a Martell kicker to remove key icons (usually power) from whatever is left standing. I figured that the effective strength of icon removal is increased when fewer characters are able to participate in challenges. Two notable synergies are that Nymeria can still do her thing and Obara can continue to oppose Power challenges even if they don't get to stand up due to Stannis.

Character choices includes a pretty standard selection from Baratheon, the icon removers from Martell, and a bunch of Martell chuds instead of Baratheon chuds since I needed to make 12 Martell cards and felt I was already too event heavy to include Confinements.

Attachments are quite light, just Seal and Lightbringer to be able to get the most out of Robert and Stannis, with 2 bodyguards to better keep them and Melisandre alive since they're critical to the deck's operation.

Locations are again a pretty standard setup for Baratheon, with 1-ofs for Chamber, Street of the Sisters, and Iron throne for Support of the People to search out.

Events include the mandatory Seen in Flames for kneel, Superior Claim to support the power rush, Ours is the Fury for the surprise defense and stand, Support to search out the power gaining locations, and Hand's Judgement to keep my guys alive. All were useful at some point during the day. I really wanted to fit in In The Name of your King! but felt it would conflict with Street of the Sisters. Another reason I didn't include Confinement was that in deck testing/theorizing it was rightly pointed out the characters that the opponent does stand up will most likely be STR 5 or greater and so not Confinement-able.

Finally, Plots include 2 econ plots, 2 power gain plots, 2 Filthy, and Here to Serve to search out Caleotte for more icon removal or Cressen to remove a Milk. Notably they are also all 4+ gold plots (effectively) so that I would be able to support the many events I included.

Overall, the deck performed exactly as designed - play the kneel and icon removal game to grind out 9-10 power and then play Clash or Sneak Attack to swing one big power challenge for the win. The first loss, to the eventual winner of the tourney, was due to a first turn Varys after which I proceeded to basically not draw characters for 3 turns. The second loss in the semifinals (which I believe was against the second place finisher) I very nearly won, but my opponent only had 1 power on his house card to steal the turn I needed to push for the win (his board state was rapidly overpowering mine, but I still had control for 1 more turn), leaving me at 14 to his 9 or 10 (Lanni/rose, almost all his power was on his characters). So I guess lesson learned there is to let the opponent get at least 2 power on their house card otherwise my ability to jump from 9-10 to 15 in one go will be hindered.

C&C welcome!

4 comentarios

cockbongo 1

Tempted to go with a copy of Summons instead of two Filthy?

lunaticcalm 43

I hadn't really considered it. I tend not to use Summons at all, instead including more high-power plots. I do recognize that it is useful, but for whatever reason I just never end up using it. Here to Serve somewhat takes its place if I just really need a guy in play ASAP (for example, I played that immediately after the Varys), and I do have pretty strong draw power with The Red Keep.

Reutermo 1

I'm new to the game, so maybe I'm missing something obvious, but why include so many one of among the characters? I understand that you can fetch the Maester, but for example do you often see Seaworth or Selyse? If not, why not double down on one of them or any other card?

But like I said, interesting deck for a Baratheon-curious and good write up!

lunaticcalm 43

@Reutermo The concept of including so many 1-of uniques was a big mental hurdle for me too as I got into the game. I'm still getting used to it. What it comes down to is that characters fall into 3 buckets: uniques that are key to the deck, uniques that aren't key to the deck, and non-uniques.

If you have a unique die then all further copies of that character you draw are essentially blank, useless cards. You want to avoid that situation. So for unique characters that do have a role to play, but aren't key to the deck's function, you want to lean towards only including 1, maybe 2, of them so as to reduce the chances of you drawing a useless card later if they die. For uniques that are key to the deck's function, you probably want 3 so as to see them early and then hopefully dupe them up to keep them safe.