Dayne Deck (nigh unbeatable in joust and melee)

By Alexisnotonfire, in 4. AGoT Deck Construction

Ive noticed there hasnt been a deck list for dayne out up yet so heres mine. Ive won alot of games with it and the only deck deck ive lost to it had been a rather savage Tully player. This player has also won every tourney we've had. Anyways check it out, it nearly built itself.

Agenda

Kings of summer

plot

time for ravens

building season

song of summer

taken them by surprise

to the spears

fury of the sun

tourney for the hand

Characters:

darkstar x2

arienne martell x2

Aurther dayne x2

House dayne reserves x2

house dayne skirmisher x3

house dayne squire x3

maester of the lemonwood x3

lord edrics knight x3

house dayne knight x3

starfall bannerman x3

edric dayne x2

starfall healer x3

starfall advisor x3

Knights of the Sun x3

attachtments

black raven x2

dawn x2

locations

lost oasis x3

lord dorans x2

summer sea x3

water garden x3

crossroads x2

dornish feifdoms x3

southron vessel x2

events

burning on the sand x3

red vengance x3

game of cyvasse x3

Cheers everyone!

playwise ive found that it often comes back really well from valars and wildfires. ive had a valar and 2 wildfire pop off in a game and it still won.

also having red veng. and burning in hand are things you wanna hold on for when ppl over commit to attacking you (since you have a ton of weenie's pumped up with gold) on a claim 2-4 military challenge. i did that once to a stark player: plot 2 claim, rorge and winter is coming. most of my stuff was gone at this point from the last turn. and throwing a red veng for that makes ppl rage quit.

also getting arthur dayne on setup is wonderous. since hes 4 cost thats basicly your setup plus any cheap locations. he stops everything. if not; dawn will.

arienne i love for 2 claim intrigues. your opponents have a hard time playing cards they dont have. also i smile a little with i toss away lethal counterattacks.

knights of the sun are the bread and butter of this deck. since theyre +1STR abiltiy stacks with starfall. so they get +2 STR for each gold on them. its like having Balarion execpt i often have 2 of them; that are double balarions STR. 20+ STR of them isnt that uncommon.

I'm really new to the game, but I think the power of Balerion (I assume it's Balerion you're speaking of) is to kneel all non-dragon cards. Of course STR 10 helps, but would it really make a difference if it were, say, 5 gold cost, 5 STR AND that power? I really don't think so

You see, IMO the characters that win you the game aren't the UBER_PUMPED_UP_8_STR Characters... in fact, I both lost a game with 3 (!!!) Knights of the sun with about 5 gold on each one, and won against a The Red Viper with two Boons given by He Calls it Thinking. Just two examples that jumped to my mind...

I think that the characters that win you the game are those that have Good Abilities :) AND are reasonably priced for what they do. Characters like Robert Baratheon, Stannis Baratheon, The Red Viper, Ser Aerys Oakheart, Goldcloaks, Littlefinger or Tyrion Lannister, just to mention a few. Of course, some are simply great for their STR, like Rhaegar, but I think the most important aspects are the character abilities, really - and probably this is where House Dayne falls a litlle short for my liking, as opposed to what appears to be the new Brotherhood cycle.

Just my 2 cents ;)

@Torva: It really goes both ways. Great abilities can grab you the advantage, but sometimes just the sheer amount of strength can do the same. The reason Stark decks are so good right now is because they not only have some decent abilities, but because they have so much strength.

Personally, if I can have insane strength characters with no abilities that assure me that you can't win a challenge against me and I can always win a challenge against you, then in my mind, I've already won.

Unfortunately, this isn't the case most of the time. I'm of course still annoyed at Burning On The Sands. lol

I like it, especially with a current record of somewhere around 15-2-0 in joust (that I have witnessed).

The only things I would consider are thinning it down to 70 cards (at maximum, I am a fan of 67)**, and using Field Spikes to hose those early military rush decks. The logic is simple: you can use Field Spikes every single turn for the whole game, but your events (albeit potent) only last once. For example, last week I played a game against Martell where my opponent used all 3 Sands and 2 of 3 Vengeances by fourth turn. I knew that my worries about large swings of characters were relatively over by that time, so I was going in on attack with Quorin, Rorge, Robb Stark (core) and Knights of the Red Fork so I could kill 6 people in a swing (with Die By The Sword).

Including one copy of Tywin Lannister (core) and/or Rorge would be interesting as well. Magister Illyrio could also fill an interesting niche by controlling the possible challenges your opponents can make. Its a deck that starts at a medium pace and quickly builds and overwhelms, so a late game Rorge won't hurt you (you have so many high STR characters they wont pound through) while if you win initiative you can use those claim 3s to eliminate their hand, board, or power. Magister Illyrio is a versatile kind of control. When your playing power-rush or stark-military you make them pay you to challenge you, so they cannot martial as much or challenge as much. Especially with the new Robert coming and Power Struggle they will have to save up 3 gold at least just to make their power challenges. Combine that with Fleeing to the Wall and your stopping them from either playing cards or challenging you. You choose, id settle for either.

**An exception to the deck size is an effective Greyjoy raid deck in your local metagame that frequently makes Stark defensive players Ragequit, which there is.

It is a very nice deck. I played a very awesome Stark deck against it last night and went 1-2-0. It was not that exact deck, but one very similar. Stark has to hit the ground running, big time, and its high-initiative plot cards early so that it can play first and hopefully keep the opponents board clear.

The first time that I didn't win initiative, and my opponent collected about 5-7 gold, I felt the grim reaper's breath on the back of my neck.

Starfall not good enough for this deck?

he forgot to include the 2 starfalls that he runs

yes he did :P thanks matt