Building Nights Watch/Wildling

By Toqtamish, in 4. AGoT Deck Construction

I have been working since last night on building pure NW and Wildling decks using the new Neutral faction house. Using only NW or Wildling characters in each of the two decks. Couple things I am noticing is that the two decks are competing for resources for discounts on neutral or military icon etc characters.

So what I am wondering is, is it possible to build a deck around each of these as pure decks or is it better or easier to mix them ?

The only characters I am using that is not NW in my NW deck is Stannis from DotN for his strength boost.

Anyone have any advice on building NW and or Wildling decks ?

We have a player amongst our group, that is using a NW/Wildling deck, he needs 27 power to win, but that doesn't stop him from dominating. In a joust he's unstoppable. In a melee, it takes everyone to clamp him down.

If you like I can try and get the decklist from him.

Why would you want to use the Neutral House Card? To stop the "Fury" plots?

I have a hybrid NW+Wildling characters for about three weeks now; I found out that I can't use the neutral House Card because I simply do not have reducers to play characters NOR the limited gold producing locations...

Because I want to use the neutral one not a house card. Its more thematic and most of my cards are neutral anyway in the decks.

Mat deck list would be cool.

I said I'd get the list for you, and so here it is.

House:Stark

Agendas: All of The North ones (needing 27 power to win)

Plots: Storm of Swords, Mutual Cause, Minstrel's Nuse, Power of Arms x2, Fear of Winter, At the Wall

Characters:
Qhorin Halfhand
Mag the Mighty
Builder of the Watch
Coldhands
Stonesnake
Old Bear Mormont
Orell the Eagle x2
Craster x2
Osha
Maester Aemon
Rattleshirt's Raiders x2
Wildling Horde x3
Wolves of the North x2
Steward of the Watch x3
Ranger of the Watch x3
Mance Rayder (defenders of the north)
Defenders of the Watch x3
Jon Snow x2 (defenders of the north)
Ghost (core)

Attachments:
Wildlind Mead x2
Frozen Solid x3
Northern Steel x2
Longclaw

Events:
Routing the Charge x3
Die bt the Sword x3
Winter is Coming
Distinct Mastery
Seductive Promise

Locations:
Great Keep x3
The Wall
Frozen Outpost x2
Training Grounds
Shadow Tower
Lord Eddard's Chambers
Kingdom of Shadows

It's sick! None of us down the club can defeat this in a joust, it takes a melee with all of us to clamp him down.

The deck only has 59 cards sad.gif

oops, should be 3 rattle raiders

The main strength of the Wilding/Night's Watch decks is the insane discount you get from running lots of "The North" Agendas. You can basically put in play Strength 8 deadly armies with Military and Power Icons for almost nothing - which I feel is ludicrous. Yes, you have to get 27 power instead of 15, but when you have 6 Strength 8/9 armies running around (especially ones that don't kneel to attack during Military challenges), nothing's going to stop you just crushing the other guy). The insane amount of Stealth doesn't hurt.

I've played a guy with a WIlding/Night's Watch deck, and only just managed to pull off a win with a Tully deck that relies on an insane amount of strength buffs+ the Blackfish + Riverrun. By the end of the game, all my Tullys were not kneeling to attack and at +3 strength during the challenges phase - they would have been at +4 if the guy hadn't thrown a couple of black ravens into the deck. (To be honest, I should have won earlier - he had played "Distraction" on the Blackfish twice even when it had a crown of winter. D'Oh). And, to be honest, I don't think his deck was anywhere near as potent as the one Mat posted - he was only running three agendas, so he was still paying 4 gold for the big armies, and more importantly, he wasn't running the wilding stealth agenda.

Isn't Kingdom of Shadows a gift for opponent?

Kingdom of Shadow IS indeed a gift for your opponent. IF you don't play Shadows yourself, that is ;) The difficulty, as any person who tries to build and play a deck like this, is getting enough gold-producing locations/ reducers to not be completely reliant on the money from the plots (which most of them don't have the necessary claim or effects to be worthwile to include in the plot deck) without overextending and give some bonus to your opponent. This balance is crucial for a deck like this one - I should know ;) .

You could run The Gift/ The land beyond the Wall, also...

Question to you veterans. Where is the soft spot in this wildlings deck? The fact that the agendas give all three challenge icons seems to leave no hole to slip through.

That's a good point, no idea why he has that in there.
I think it's there to tease the opponent. You think you're getting help, but he'll just do something to slap you back down.

Perhaps it's my deck-making skills but i find it impossible to beat. Ok, a Valar will knacker it for a turn or 2 but it seems then like the deck has been catered to go against this monstrosity.

Mat_Not_Barlow said:

Perhaps it's my deck-making skills but i find it impossible to beat

It's always the same: attack the hand. This deck has no draw. Lanni hyper kneel beat it. The only chance to win is to draw Old Bear to counter Valar. And he is only 1x. (Though game might last longer than 7 rounds and Old Bear can die only once).

Bray said:

Question to you veterans. Where is the soft spot in this wildlings deck? The fact that the agendas give all three challenge icons seems to leave no hole to slip through.

Bray said:

Question to you veterans. Where is the soft spot in this wildlings deck? The fact that the agendas give all three challenge icons seems to leave no hole to slip through.

I'm no veteran, but I think that a Wildlings deck really needs an 8-str army character in play to put serious pressure on an opponent. Orell messes things up a bit, Val is a pain, but what takes the deck far are those dirt-cheap high-str characters. Of course all of them having stealth doesn't help, either. But the Wildlings don't have all the icons (at least as far as I know, only Mance Rayder is a tricon), so you can probably squeeze a chalenge win here and there that can make all the difference. Board sweepers are also good, because usually the draw is poor (besides Val there aren't too many card advantage systems). Attack his hand as much as you can, I think.

Other than this, run for power! They need more power than you to win; also, they have momentum on their side, Wildling Horde is awesome at this. Try to don't let the game drag over the 6th or 7th turn, because if you do, you're probably going to lose...

Rogue30 said:

It's always the same: attack the hand. This deck has no draw. Lanni hyper kneel beat it. The only chance to win is to draw Old Bear to counter Valar. And he is only 1x. (Though game might last longer than 7 rounds and Old Bear can die only once).

+1. I was ninja'ed. ;) ~ No wonder he is a rogue.

Only just saw this thread, but had a couple of suggestions:

1. Core Set Stannis. Your friend's deck runs no Lords. Stannis' ability would let you walk right past all of the big ugly armies and start killing stuff again (just remember to watch out for The Wall popping surprise defenders into play). Also, the fact that he has Renown means that he'd be getting you ahead in the foot-race to 15 (27) power.

2. Defenders of the North Mance Rayder. A 3str Tricon for 3 isn't a stellar card in and of itself, but you could happily run the guy as a bit of meta-hate to switch off your opponent's most inconvenient agenda each turn. Powering down The Stewards to open up a vulnerability to intrigue challenges, or the Free Folk to stop the overwhelming Stealth could be a game changer.

3. Coldhands. I may be wrong about this, but doesn't Coldhands benefit from all of you opponent's The North agendas? A 5 Str Stealthy tricon that cannot be killed and comes into play for 2 gold is a pretty fun guy to have around, especially if your opponent is the one paying all the drawbacks. Though you may have to take a long shower to scrub the smell of cheesy meta-hate off of yourself afterwards.

4. Too Proud to Bow. If you're running a deck that likes using influence for other things, or if you're willing to make the meta-choice to just run the influence anyway, then this card basically lets you bomb your opponent's board at will. Against all grey decks it can be a one-sided Westeros Bleeds, which makes it precisely the kind of card that you want to throw against an all neutral deck that relies on cranking out big Str characters to win.

Maybe that's helpful, maybe it's just completely obvious. Just thought I ought to throw it out there...

LoneWanderer said:

A 5 Str Stealthy tricon that cannot be killed and comes into play for 2 gold

4 gold. Coldhands' ability doesn't work while he's in hand.

Darn. Thought he seemed too good to be true.

Still, 4 gold stealthy unkillable tricon is nothing to sniff at. Surely worth a punt against a rampaging 'The North' deck if nothing else.