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Ninguno. Éste es un mazo hecho de cero. |
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Ninguno todavía. |
alexandjef 15
Recently won in a small (10 player) tournament (Hereward Wargames Show, Peterborough - September 2016) so I figured I'd leave some notes - mainly for my own reference when I totally forget about this deck and decide to dig out and need to remember how it plays.
Stark Crossing hasn't been seen out much in the wild - rightly so with a poor icon spread to get the 3 challenges though reliably. Unfortunately, i've been plugging away at Stark Crossing long before it was viable - slotting in cards as they came out to make it work a bit better. Its now pretty much there, and its pretty solid.
The deck has a simple philosophy. Win in 3 turns. If you haven't won by turn 4, you're likely to give the game away. The trick is, win before they have had a chance to set up - and then get an extra 30 minutes between rounds.
Always open with Calm. Always. Choose military. This is when you do most of the set up, get a little power - but mostly get 3-5 guys on the table, with as a wide icon speed as possible. I even usually pass challenges on the first turn - just to defend. You need to be going into the second plot phase with as much as you can on the table and lots of things to marshall. I know, skipping a turn isn't exactly rush - but its worth it.
Plot 2 is where you can flex. The deck is surprisingly adaptable. If the are playing choke, play Pentoshi - but as a last resort. Try to get an 8-10 gold turn with Summer Harvest, or Banners. If you are lucky, your getting out either Ed, Blackfish or Robb. This turn is simple too - get the Crossing through on the power challenge. If you have Robb - use him to get the unopposed Mil challenge through on the -1 first challenge, thats always fun. Hopefully you are going into the 3rd plot with 7-8 power. If you're lucky, you've drawn a superior claim and pulled it off on the power challenge of the crossing challenge and you're going into plot 3 ready for the win.
Then, again - simple - Clash Of Kings. Go first - get the power challenge through on the crossing challenge and net 4 power, not counting any renown you might be picking up too.
Then, you're done. Shake hands, thank them for the game and go get a coffee or something.
Thats if the game goes well, but it doesn't always go well - so what are the other cards for?
Ok, so 90% of the deck if behind the main idea. Win quick. As power is the (main) win condition - grabbing power when you can is key to a rush win, and the deck has a lot of little ways to nudge to 7-8 power by turn 3.
So, why some other the other cards matter;
Sansa with Septa is nice. Not only the much needed Int icons to help Robb et al getting the full crossing through, but she's at least 1 power at the end of the turn, plus her renown and +2 str are part of the rush. Septa with Arya is nice on a First Snow, or Wildfire - keep her in play.
Old Nan can mess with Winter and Summer plots, which are seeing a lot of play. Turn off that choke, or Aggo, econ boost etc. Plus she is an Int icon. I've found that Int icons are only good for 2 things in this deck - getting the throwaway 1st challenge through - and protecting against Mirri (and to a degree Tyenne) As long as you have at least 6 str in Int and Str, across 2 characters - you essential turn regular Mirri off, unless someone has given her Stealth of something silly.
Riverrun Minstrel is basically paying 4 for 1 power, plus the decent icons for crossing. Win Win.
Direwolf. A cheap mil icon. Will be replaced with something better one day.
Hornwood. 2 great icons for crossing - helps get big guys out cheaper.
Best cards in the deck - Kings Robb Host. This card is easy. You plonk it on the table and you don't lose an Power or Mil challenge unless the over commit. If they do, cool - get your crossing through. If they don't - win - it always steals power, which is kind cool in a crossing deck. I've put this down in 6/6 game and its been a essential card every game.
Hodor is cheap and strong. Bran is "sorry, you're not doing that", as is Cat.
Vanguard is just solid. You rarely fire the ability, but it's strong.
Riverrun is an odd card. It is a bit conditional which this card doesn't like, but if its in hand and you have spare gold you're not spending on a character - sneak it in. Its helps get the Blackfish being the The Blackfish. When the Blackfish's no kneel ability hits, its brutal in a crossing deck that wants to over commit to get 3 challenges through sometimes.
Two other choice - Nightmare and Arya's Gift. Arya gift is there to move the Milk off Ed to a chud and Nightmare is there to help sneak that 3 challenge through is something like a pumpable Randy is getting in the way, or a Drogo looks like kicking off.
Winterfell Carle. If you see it, its fun to play on a crossing turn. Giving all your guys +4 on the challenge you need to win is always a good idea.
Final card - Winter Festival. Its basically 2 free power, almost guaranteed if Nan is out.
Another few points about the deck. Lots of dupes because its free saves. You dont need to make room for things that are going to slow you down. Lots of characters generally. I didn't mulligan one with this in 6 games, saw at least 2/3 of the guys I needed in every game and never suffered for icons by turn 2. Luckily, turn 1 was spent building a board so I didn't worry about a wide icon spread on the opening turn.
Note - its actually Core Sansa not Wolves.
Obviously when Edmure Tully is out, he'll be taking the place of the Pups.
Nice deck.
Old Nan give trait to a plot but don't remove the other. Can't stop Aggo or can't be used to trigger Winter Festival