Hi,
Over at the Competitive Greyjoy thread, Twenty and I (and others) have been discussing how to build a modular kind of Greyjoy, wherein it has a series of themes that are independently useful. I take the approach here that it must also have an overarching theme in order to ensure that all the cards are useful regardless of what you draw into. I'll go into more strategy after the deck.
Greyjoy Redux
House (1)
Greyjoy
Agenda (1)
Kings of Winter
Plot (7)
Fury of the Kraken
Rise of the Kraken
Retaliation
The Power of Arms x2
Valar Morghulis
Take Them by Surprise
Character (30)
Asha Greyjoy x2
Balon Greyjoy (KotS) x3
Cragorn x2
Euron Crow's Eye (ASoSilence) x3
Maester Wendamyr x2
Scurvy Cutthroat x3
Theon Greyjoy (ACoS) x3
Wintertime Marauders x3
Val x3
Euron's Enforcers x3
Randyl Tarly x3
Location (18)
Aeron's Chamber x2
Longship Iron Victory x3
Sunset Sea x3
Gatehouse x3
The Searoad x3
Scouting Vessel x2
The Iron Mines x2
Attachment (5)
White Raven x3
Milk of the Poppy x2
Event (7)
Die by the Sword x2
To Be a Kraken x3
The Price of War x2
Generally, this deck plays pretty consistently. It has a very high gold curve due to the ultimately very pricey characters that GJ spouts. It is integral to start generating extra income quickly. For this same reason, the plots have a relatively high average gold value (3.2 something). The attachments and events (and agenda) are designed entirely to disrupt your opponent. There's a lot of direct damage in the deck, in the form of Theon, the kill events, and Wintertime Marauders. Remember, they can discard any non-unique card in play, whether it be a location, a character, or an attachment. I'm not going to go into specific match-ups right now, but may add them later if you're interested in seeing them. Instead, for now, I intend to go through the "modules" (i.e. sub-themes) and show both how they contribute to the overall theme while being their own unique area.
Overall theme: Military challenges, power challenges, strong opponent disruption
Sub-theme 1: War crests - The war crest theme in the deck allows me to control the military and power challenges fairly effectively. At the same time, with Die by the Sword and The Price of War, I'm able to take out key locations or characters when necessary and all it requires is, for example, a single Euron's Enforcers win. They have intimidate and a base strength of 4 (3 + they are a raider for +1), making it incredibly easy for them to win a fight. Randyl Tarly is huge here as well, adding an extra str to a huge percentage of characters (7 out of 11) in the deck, including himself.
Sub-theme 2: Disruption - The disruption aspect of the deck comes in the form of White Raven, the Kings of Winter, Wintertime Marauders, Theon Greyjoy, Euron Crow's Eye, Milk of the Poppy, Cragorn, and To Be a Kraken. Euron helps by shutting out their events when he's attacking, thus damaging a huge number of decks that rely on them. White Raven makes it winter and takes a gold from them, while Kings of Winter really doesn't have a downside: If the opponent is playing a summer deck, it's very, very likely that they already have more cards in hand than you, so they won't be drawing any extra due to your agenda, while if you've kept it winter, they aren't going to have a hand at all. To Be a Kraken may be the single best event in the game. The Marauders control their gold locations while Cragorn helps strangle them, and unless they happen to be playing really high-gold plots, they will essentially not have a chance at it.
Sub-theme 3: Character control - Scouting Vessel, Iron Mines, Longship Iron Victory, and Maester Wendamyr can keep the characters you want on the table, while the events + Scouting Vessel + Longship Iron Victory ensure that their characters are leaving the table at a reasonable rate. I'd rather rely on Scouting Vessel than Naval Escort, despite costing an extra 1, because it has potential to completely screw the opponent's challenges phase while being a heckuva lot harder to discard.
Sub-theme 4: Good draw, better gold - With as expensive as many of the cards are, this deck relies on its gold. It has enough in there that you should be able to drop at least one in setup (more if non-limiteds in opening hand), and one every turn for a few turns. This helps keep on the pressure by allowing you to play more characters every turn, even if your plots are more limited in income). Val and Longship Iron Victory are my solid draw, but I could probably use more.
I think that's all I'll write for now. I'm rather proud of the deck, but it does have some holes. I'm not sure about the tournament viability of it overall, but I'd love to give it a shot in an online tournament, despite having published it here.