Greyjoy Modular

By Twentyft, in 4. AGoT Deck Construction

Over on the Competitive Greyjoy thread, we've been discussing a 'modular' build for Greyjoy. I won't got into details about how the deck works as I've done that already in the other thread, but I figured if I was going to post the deck list, this would be the right place to do it. So here it is:

House
House Greyjoy (Core) x1


Agenda
Kings of Winter (TWoW) x1


Character (37: 0-2: 24, 3-4: 7, 5+: 6; Average: 1.86)
Ambitious Oarsman (RoR) x3
Alannys Greyjoy (RoW) x1
Asha Greyjoy (KotS) x1
Ancient Mariner (SaS) x1
Balon Greyjoy (KotS) x1
Bloodthirsty Crew (OSaS) x1
Carrion Bird (TWoW) x3
Cragorn (ASoSilence) x1
Distinguished Boatswain (TftRK) x1
Euron Crow's Eye (ASoSilence) x3
Euron's Enforcers (DB) x3
Fishwhiskers (CtB) x1
Ice Fisherman (TWOW) x2
Island Refugee (RoW) x3
Island Smuggler (MotM) x1
Maester Wendamyr (KotS) x2
Samwell Tarly (TRS) x1
Scurvy Cutthroat (KotS) x1
Seaside Urchin (TTotH) x2
Victarion Greyjoy (KotS) x1
Wex Pyke (KotS) x1
Wintertime Marauders (ACoS) x3


Location (17)
Gatehouse (KotS) x2
Longship Iron Victory (KotS) x1
Longship Silence (ASoSilence) x1
Naval Escort (ASitD) x1
Refurbished Hulk (OSaS) x1
River Blockade (RoR) x1
Scouting Vessel (KotS) x3
Street of Sisters (Core) x1
Street of Steel (Core) x1
Sunset Sea (Core) x3
The Iron Mines (KotS) x2


Event
Risen from the Sea (KotS) x2
Assault of the Kraken (KotS) x2


Attachment
Support of Harlaw (KotS) x2
White Raven (TWoW) x3
Milk of the Poppy (Core) x2


Plot
A Time for Ravens (ACoS) x1
Fear of Winter (BtW) x1
Fury of the Kraken (AE) x1
Retaliation! (ASoSilence) x1
Rise of the Kraken (KotS) x1
Take Them by Surprise (LoW) x1
Valar Morghulis (Core) x1

Scarce as it already, how are you finding draw out of Greyjoy? The two ships and Samwell are enough? No Val? I've tried decks like this before but they never seem to work right for me since they rely too much on synergy to operate well. How does the deck do against some of the more common builds running around these days?

I've found things like fishmongers market and cards that take advantage of the discard in a raider deck are really effective. One fun little combo that i've found is a raiding fleet with the Greyjoy card that discards whatever a card effect says plus one. Opponents find it very annoying when you can single handedly discard nearly a sixth of their deck in a single turn. This is especially brutal against decks that rely heavily upon the draw engine to run.

Sorry i forgot to include this in my last post but another really fun event to play in Greyjoy decks that utilize Intimidate is Thuggish tactics. If a character alread has stealth and you are able to give them Intimidate it nearly guarantees plenty of unopposed challenges which can add up to some extra power and board control pretty quickly.

Draw in the deck is not great, but I've tried to build the deck knowing that draw wouldn't be good (although given that most people don't feel raiders are viable, the ability to use Longship Silence for draw makes it a bit more successful).

I'm not a fan of milling - there are only 3 cards that mill in the deck, the urchins are there for their intrigue icon and low cost, the bloodthirsy crew for another intrigue icon plus deadly, intimidate and the raider trait. Without much mill, fishmonger's square doesn't do much.

I had Val in the deck for a while, but I found that I didn't want to use her ability when I got her out, so it seemed like a space in the deck that could be better used for something else.

Generally, I feel like the deck compensates well. The trick to the deck is that it can take advantage of board superiority for 2-3 turns. It has a lot of ways to establish that superiority, so it's never overly dependent on something coming up. Draw would certainly be more of a factor beyond turn 4, but really, if this deck hasn't won by turn 6, it's probably not going to win anyway. As I said in the other thread, it can adapt to the game situation and the opponent. Plus, I've got some cards like the agenda and Alannys to negate some of my opponent's draw if needed.

So far, the deck has played against a good Lannister kneel deck, a Martell Knights of the Hollow Hill, and a Neutral Brotherhood War Crest deck with insane draw. It's generally been able to beet the Martel (loss of setup basically gives me board superiority from turn 1) and Neutral Deck (the warships combined with the intimidate characters pushed challenges through even with the deck maxing draw and playing tons of characters). Against Lanni kneel, it can have more difficulties, but is still winning about 1/2 the time.

I suspect that based on the times it has lost to the Neutral deck, that it may be vulnerable to rush (Beric with a flaming sword in turn 1), and I wonder about how it would hold up against a strong Stark Military deck. I'm planning on testing against a Stark Siege epic battles deck next, and then Bara rush to get a sense of how well it holds up against them.