Okay, so I've been playing some melee for a while now, and I feel like I have a general idea of what it takes to put together a solid melee deck. Unlike joust though, all of my melee decks seem to end up feeling like the same basic deck. I start with some solid defense (Bringers of Law, Hodor, Ser Arthur Dayne, other characters that don't kneel to defend, etc.), add in some stealth/deadly (especially with power icons, often Former Champion) so that I can win some challenges on a crowded board, and then add in some closing ability (Robert Baratheon, Formal Petition, Make an Example, Assertion of Might, Kings in the North, etc.). I also tweak up the plots and events with some more multiplayer friendly cards like The Dragon's Tail, Counting Favors, and Condemned by the Realm.
I have had my Stannis + Robert openings beaten into submission enough to know that you have to start modestly with some solid defenders but a mostly innocuous offense and build up power slowly until you are within striking distance to make a big push. The need to avoid drawing attention to oneself leads me to avoid overemphasizing a house's main strength. Whereas in joust all the houses have their handfuls of things which they do better than anyone else and which you can exploit to take control and win the game, in melee if you do one thing too well (whether that's grabbing power with renown guys as Bara or drawing a bunch of cards as Lannister or amassing a ton of military strength as Stark), the other players often grow unsettled and team up bring you back down. So it often seems like my melee games come down to negotiating the table, drawing others' attention to potential threats, and identifying that proper moment at which to strike (all of which is cool).
I'm curious though - have people found others strategies/tactics for playing melee? Are there more varied methods to victory than the general one I've found? The most obvious wrinkle to my outline above would be to run the White Book agenda with a bunch of Kingsguard characters. That could play very differently in that you no longer need to focus on winning on the attack and when other players try to gang up on you it could end up working to your advantage. Any other thoughts? Is there anything like a control or combo strategy? Perhaps a deck with lots of resets built to withstand them better than other decks?