so this isn't a debate i want to get into at length, given that the environment likely will change with martell (threat from the north itself is a game-shaking card), but the brief analysis i've seen thus far on greyjoy's relative strength in light of the results of black friday is incorrect, and i'm going to get into detail as to why, because the discussion highlights that the importance of card advantage in the LCG enviroment has not been fully internalized by many. instead, taking to heart these lessons on the absolute necessity of things like draw, hand screw, and board control will improve the competitiveness of any player's deck, and may even serve as a starting point for choosing a house for a large tournament for a player not particularly loyal to any one house.
at black friday, lanni came out on top again, in addition to a quirky targ/shadows deck, and those few greyjoy decks that were played didn't fare as well in terms of performance. however, i don't think what happened at black friday was at all indicative of the strength of all greyjoy builds, and one specific build in particular -- greg's worlds joust deck. furthermore, the framework i present below explains not only what happened to these greyjoy builds, but why we keep seeing lanni on top, and how the DC meta's crazy targ/shadows deck ended up in second when no one thought targ was at all a viable contender in the environment.
as usual, the DC meta prepared pretty hard for black friday, though we definitely called the meta incorrectly -- see, we, too, thought it would be greyjoy heavy, not necessarily because of the talk on the forums, but because our own build of greyjoy preformed so very consistently against both our lanni and targ builds (both of which made it into the top 3 at BF). we had assumed, because of what we saw in testing, that a lot more people would be playing greyjoy; instead, we countered at black friday the "loyalist" phenomenon whereby many people who show up to NYC tourneys stay loyal to their particular house of choice when the environment feels more open, rather than netdecking and playing what's popular. this lead to things like me loading my old lanni hyperkneel with summer ravens, and the other two lanni players to include similarly dead cards which sort of bogged us all down in the matchups of the tournament that were close. so we have that everyone was gunning for greyjoy, and in doing so the environment at black friday was very anti-greyjoy, and this explained part of the greyjoy players' difficulties.
however, this definitely isn't the full story; indeed, i'm certain the smattering of anti-greyjoy deck was a minor part, as there's something more fundamental going on here that manifests itself time and time again in LCG: relative player skill aside, the big reason the greyjoy decks that were played at black friday didn't enjoy the same sort of success as greg's world joust champion greyjoy deck is that they didn't focus on the things that matter most in the LCG environment in general; not all greyjoy builds are made equal, and the one greg invented at gencon turned out to be a very special breed. greg's deck focused synergistically on destroying the opponent's hand -- the winter agenda, alannys, stronger than average intrigue presence in greyjoy, confession, price of war (knocks out golden tooth mines) -- which many have come to call the strategy of "reverse card advantage." this synergy addressed the *most important* factor in the environment: card advantage, or, in this case, the lack thereof. given that a deck is full of good cards and is generally synergistic, its performance in this somewhat resource-limited environment is *hugely* dependent on how many cards it can draw efficiently beyond the usual two per turn. (i say efficiently because, for example, while golden tooth mines is an outstanding source of draw, qyburn's informers is not due to its cost.)
card advantage is a good part of lanni's perceived superiority, as everyone well knows: it has synergy in kneel, and fuels its kneel engine to the point of success because it can outdraw other decks. furthermore, perhaps even most imporantly, card advantage helps set a player up to dominate the board post-valar, and the board reset valar provides is a dominant factor in all games at present. (these things were exemplified in the mirror matchup semifinal i played against paul/redterror yesterday; he opened the game with golden tooth mines, i didn't, and he enjoyed resource advantage after the first valar of the round, which fueled his lanni kneel engine to the detriment my own even after i had reached 14 power.)
in another example, dan/twn2dn's 2nd place targ/shadows deck was fueled by what unexpectedly turned out to be a very strong card advantage engine: street waif, king's landing, and forever burning recursion. the introduction of king's landing to fuel a non-lanni shadows deck was enough to push our targ/shadows build over the top, though i don't think we understood just how good KL was until dan added a 3rd copy on the bus up to NYC and proceded to consistently reach the draw cap with it in my rounds of many of the games in which he played. (indeed, i had no clue that the deck would do as well as it did, in part because late in playtesting we saw it get wrecked by greyjoy a few more times than was healthy.) this provided dan with a cohesive sequence of burn effects every turn which, when combined with dragon pit and the city plots, allowed him to decimate an opponent's board and lock it down to characters all of which were left at strength 0 or 1. indeed, in our own long, grueling game in the swiss i came out on top in part because he had no way to get my golden tooth mines off the table, and got KL a little later than i did my own draw. many resets and kill effects were played that game, and without the consistency of golden tooth mines there's no way in hell i could have came out ahead under the onslaught of targ's efficient burn mechanisms.
further evidence is found in the lack of competitiveness in stark, bara, and straight targ, none of which have consistent sources of draw available to them. the elements of stark kill and bara rush exist in the environment, but neither deck works because they just run out of steam early without a way to replenish their hand and fuel their respective engines. same goes for straight targ, which is helped a lot by the waif and, to a lesser extent, recurring forever burning, but which ends up running out of steam in the same way as the other two less competitive houses. indeed, look at what the addition of kings landing as a consistent draw source did to targ burn, as described above.
with these examples in mind, it's easy to see why a successful greyjoy has to focus intensely and cohesively card advantage, and the greyjoy decks played yesterday didn't do so. hand screw counters draw, thus destroying the synergy of an opponent's deck, and choking them out in all the ways that matter. furthermore, the marauders and price of war can knock back the characters and locations the opponent does have in play (including golden tooth mines against lanni, or dragon pit or king's landing against a deck like dan's targ/shadows, or tunnels of the red keep in the lanni/shadows matchup, etc.), and it's much, much easier for them to do so when the opponent's hand is picked at every round by all the hand destruction mechanisms. furthermore, greyjoy's vast network of saves importantly allows it to whether valar that, of course, is one component of greyjoy every greyjoy player gets right; but if greyjoy isn't dominating the card advantage game, there's still room for an opponent to catch up, especially a lanni kneel engine or a targ burn engine, both of which aim to control the characters on the board. instead, a greg-type greyjoy gives no such leeway; in the games corey and i played against him with our lanni decks at worlds, and as the DC meta saw time and time again in testing for black friday with our own streamlined version of that deck against both our targ/shadows and lanni/kneel builds, its reverse card advantage mechanisms leave an opponent without the ability to do much of anything after valar strikes from either side of the table, thus easily allowing them to pull out the game with the multitude of claim 2 plots it plays.
in summary, if you want your LCG deck to be competitive, eat, sleep, and breathe card advantage; merely acknowledging it by way of including a draw effect or two in your deck, or making sure you have good strength in intrigue, isn't enough. and until bara, stark, and non-shadows targ get some consistent/efficient draw effects of their own, they won't be viable in large tournament play.
(i apologize ahead of time for any formatting problems or typos; in taking this blurb from the "has greyjoy passed lannister" thread, it appears i've lost some of the formatting, and for some reason typing on these forums seems to encourage typos and grammatical errors as no other written outlet does.)