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Derivado de |
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Ninguno. Éste es un mazo hecho de cero. |
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Ninguno todavía. |
Badeesh 28
This deck is an excercise in mathematical deck building, with some meta decisions and fanboyism thrown in. It went 3-0 in a recent tourney and carried me to set of alt-art Tyrions XD, beating Stark Fealty, Lanni-Dragon and Stark Fealty again.
It features - A perfect icon spread, a completely linear fade-down cost curve, a number of great synergies, answers to most problematic meta-dominating decks and it uses Varys, which is cool.
Not much consideration was really given to most characters apart from cost and icons, but there are a number of natural synergies in House Martell that suit this approach.
The only strategic consideration was given to getting Varys out, and keeping his ability and his shiny noggin in play. Between Hand's, Raiders and Maester's chain, you are generally always able to keep him able to do his thing.
Anyway, it's huge amounts of fun too, and not a shameless net deck for me, so I'm a little proud of it. If anybody does decide to take it for a spin, would love to hear how they get on with it.
It also has Vin Diesel's stamp of approval.
4 comentarios |
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Thanks man! It's a mini-curve strategy, so generally speaking you look to Long Plan into a single Varys reset. From there, you can 'ramp' far better than most opponents and control the board. It's a fairly 'classical' strategy that I've seen employed in a couple of different decks, so not too original there. Depending on your opponent or board state, you can respond to his post-varys plot with Marched or Naval, either clearing his board, or financially crippling him. This usually puts you in a position of strength that will take you to control the board for the remainder of the game. Calm is for turns when you need to keep cards in hand. Card advantage is very necessary, but is aided by the non-terminal icon removers. Summons are there to help your 'ramp' speed and find Varys reliably. Getting a Varys to fire can be tricky. This is why I included some specific tech. Hand's judgement for Treachery, Put to the sword and Tears targeting him. Maester's chain and Raiders for Milks on him. I have since included a third Hand's Judgement over the third Nightmares. This is a straight up improvement once people know what you doing. If you can't find him, it's ok. Between your agenda and your ability to flood the board with rush chuds, you can sometimes pull ahead anyway. For example, in the last game, I didn't have him after a mulligan, but I did have a 4 card set up. So on a hunch I naval'd, hit his trading, dumped 2 more chuds and it had pretty much the same effect on the game. |
Thanks for sharing, it's nice to see something different! Did you deal with any FSoW? |
Only once in that tourney. The icon removal seems to give you a good advantage on smaller boards it seems, so haven't found it too bad. |
Like for originality and description! :) What is your strategy? Keep reseting the board? What would the plot progression be?