I hope folks don't mind, but there seemed to be a good conversation budding in the comments section of the latest Card of the Week article that I thought others might want to see or contribute to.
FATMOUSE wrote:
"One thing I don't like about "raiding" is that it seems to often ignore who the "raider" is. I want you to lose cards, not me! The article mentions using raiding as card denial to hurt your oppnent. I'm having a tough time seeing how denying myself cards is a good idea then; even if it can let me draw a card (especially because it's only one card). Of course there is Balon (better hope I have him in my hand or in play and don't raid him out of my own deck) and some warship discard pile recursion, but I don't think the level of recursion that GJ warrants wanting, or at least not minding, raiding your own deck. I'm guessing the next CP expansion will change this."
JerusalemJones wrote:
"A really good Greyjoy deck will be full of saves, protecting your cards from dying and thus filling your dead pile. I'm already looking at ideas to capitalize on the different raid effects Greyjoy has, and building a "character-lite" deck with lots of saves. It may not work, but I want to try this idea and see where it goes.
But, if played correctly, I could discard a 3-1 ratio between my opponent and me. If I have the cards I want, that's a price I'd be willing to pay. You have to know your own deck to decide if it is worth it to discard cards from your own deck. But card denial is a large part of winning games, and nobody does the raiding better than Greyjoy."
jmccarthy wrote:
"I'm thinking this would combo well with the Hills..."
FATMOUSE wrote:
"JJ: Same thought here of using this with a character-lite deck (I already run a war crest one and I did the same for my milling deck in CCG), but so far GJ's raiding characters are pretty weak and/or expensive. Some even involve having to kill them to mill/raid cards (what lame cards those Drowned Disciples are and Desperate Looters sort of fit here too). Card denial is important, but card denial really boils down to denying your opponent having cards in hand. Raiding doesn't really do that. It helps remove cards but I played Lanni decks back in CCG that would still have 7+ cards in hand. Raiding instead should be initiating effects that help you win (i.e. standing characters, canceling events, winning challenges, etc). I haven't really seen any efficient card that does that. Nightmares in the North sort of does it with the draw, but not really as I would have drawn that card anyway if I didn't run Nightmares...Raiding isn't there yet. Like I said the next CP will hopefully change that.
Jmccarthy: Yeah the hill idea is nice, but expensive. Cape Kraken back in CCG did sort of the same thing, but was better costed and had a better effect."