I’m pretty sure I’ll play something other than this at the NYC regionals in a few weeks, so I thought I’d go ahead and write out the deck list I used for the DC-meta regionals. I liked this deck, but I'm more of a control player and get tired of aggro decks easily.
DECK
Targ—Free Folk (wildling stealth) AND Last Giants (wildling +1 STR)
Characters (35)
3xDragon Thief
3xRefugee of the Plains
2xSer Jorah Mormont
3xCarrion Bird
1xViserys Targaryen
1xKhal Drogo (Core)
1xSyrio Forel
3xMaegi Crone
1xVarys
1xCraster
2xMance Rayder
1xOrell the Eagle
1xBrown Ben Plumm
1xWhite Hatchling
1xGreen Hatchling
1xThe Titan's Bastard
1xVarmyr Sixskins
3xCrow Killers
2xGilly
3xVale Refugee
Locations (16)
3xSummer Sea
2xKhal Drogo's Tent
2xFlaming-Pitch Tower
2xTemple of the Graces
1xStreet of Steel
2xThe Red Keep
3xShivering Sea
1xEastern Fiefdoms
Events (6)
3xForever Burning
3xThe Hatchling's Feast
Attachments (4)
3xFlame-Kissed
1xAegon's Blade
Plots
Fear of Winter (Always the first-round plot)
Blockade (Usually the second-round plot)
The Winds of Winter (Usually the third-round plot)
Threat from the North
Rule by Decree
Fury of the Dragon
Valar Morghulis
DECK CONCEPT
This deck is designed to beat Lanni without sacrificing too much in other match ups. Unlike most of my other Targ and Martell deck lists, it is not a control deck; it is heavy aggro and built for speed. I found in playtesting that I typically beat Lanni (especially Lanni shadows) with heavy aggro when I put enough pressure on them in the first 3-4 rounds so that their city plots and extra draw was too slow to translate into board dominance. This typically meant a round-1 Fear of Winter, followed by a round-2 Blockade or claim-2 plot, depending on how much gold they already had in play and if I thought they would play City of Lies.
The deck concept was inspired by a certain Greyjoy deck that I think is particularly effective. That deck maximized the number of low-cost characters to take advantage of GJ pumps (LIV) and Scouting Vessel. Since Targ doesn’t have LIV or Scouting Vessels, I turned to low-cost characters that would nevertheless win challenges. The solution was cheap, large, stealthy wildlings. And to ensure that I could maintain board control, I threw in some added burn (Flaming-Pitch Tower).
I think wildlings are a natural fit in Targ. Targ has some of the best toolbox characters but lacks major threats. Given this shortcoming, Targ arguably benefits the most from the inclusion of wildlings. In addition, Targ’s burn is most effective if one can reliably win military challenges (preferably with 2-claim plots), and wildlings tend to be strong in the military icon to help with that.
The stealth agenda is a no-brainer. The +1 STR agenda is a harder choice. I ultimately chose to include the second agenda because 4 STR seems to be the threshold for a beefy character, whereas 3 STR is pretty average. During games, this means that I can attack with one character and be pretty sure that my opponent has to block with two characters to win on defense. It also means that I can easily defend against opponent’s challenges and win, and 4 STR allows me to trigger Flaming-Pitch Tower after attacking with only one character (a VERY nice benefit). There are a few other considerations, such as Gilly sticking around when Threat from the North is in play, but most of these are pretty situational (though still factors in my final cost-benefit analysis).
LAST-MINUTE CHANGES & FINDINGS
The Crow Killers were a last-minute addition, and they were spectacular. Once Flaming-Pitch tower hits, nobody wants to lose an unopposed challenge against Crow Killers just to ensure that I have to discard them. Until then, I can choose to attack when I know my opponent will block (for example, I have a 2-claim plot out) or use them as blockers or to win dominance.
I also swapped out Street Waifs at the last minute for vale refugees, which were great setup cards and nice claim fodder. Street Waifs were just too slow in the final version of this deck. Considering the amount of aggro/removal I had, a 1-STR icon actually turned out to be quite threatening on its own too.
Location discard is noticeably absent from this deck list. I really should have squeezed in at least 2x climbing spikes, but I just couldn’t get them into the last version. The deck is already 61 cards…something I didn’t realize until I was counting out the cards before the tournament. If I were to take this to NYC, I would try to fit in 2x climbing spikes, and possibly 1x Meerenese Brothel, which is a great attachment-control card.