Best Card Combos In The Game - What Are They?

By Jools2, in 1. AGoT General Discussion

I'm just getting into this game and I noticed there are a great many cards available. I'm sure there must some killer combos out there but have no idea what they might be. Whatever they are, I was thinking of printing and then testing them out before I make any purchases beyond the core decks (which are all I own right now).

So... just what are the best combos out there?

You see a lot of 'trait manipulation' (card that give a card a certain trait like Knight, or Ally, or Refugee or the such) plus Carrion Birds (they shuffle Raven's back into a deck, so you turn your opponent's cards into Ravens).

~Oh, and the House Martell card with anything... lengua.gif (just kidding - Martell is probably considered the best house at least in the US, although Lanni, Stark, and GJ seem to win some as well)

Good luck and welcome!!!

~7 gold + The Viper's Bannermen combo

OK, on a serious note I vote for Narrow Escape + The Viper's Bannermen. Had Twn2dn play all three bannerman and recur them twice against me with Narrow Escape (I cancelled the third one) the other day. I was pretty angry at the world.

Stasis said:

~7 gold + The Viper's Bannermen combo

OK, on a serious note I vote for Narrow Escape + The Viper's Bannermen. Had Twn2dn play all three bannerman and recur them twice against me with Narrow Escape (I cancelled the third one) the other day. I was pretty angry at the world.

:)

Thanks Rings and Stasis! I know so little about the game I appreciate the info. So please, keep 'em coming! It doesn't matter if they're very simple or well known - I'd like to hear 'em!

Generally, the Game of Thrones LCG is not a combo-heavy game. There's a whole bunch of card combinations that produce nice effects, of course, but there's not a large number of very strong, proper combos that would make or break your game. The game is more about making sure your deck runs efficiently, i.e. making sure you have enough cost-efficient characters, enough resources, making sure you have ways to draw additional cards, etc.

So don't forget to make sure your deck is generally solid before looking for powerful combinations to give you that little extra boost.

It all kind of depends, really, on your definition of "combo." I mean, would Seaside Urchin and Fishmonger's Square be a combo? They work really well together, sure, but if that's the definition of a combo, pretty much any positive attachment makes a combo, right?

I think of a combo as two cards that, when used together, create more out of the situation than they could on their own. The first one that comes to mind is out of Martell. Using The Darkstar to pay the cost for Maester of the Sun's effect saves the character about to be killed and activates The Darkstar's "put into play" effect. You end up with 2 live characters instead of 1 dead one.

To me, that's more of a "combo" than simply sharing the same Response trigger (like the Urchin/Square example).

ktom said:

It all kind of depends, really, on your definition of "combo." I mean, would Seaside Urchin and Fishmonger's Square be a combo? They work really well together, sure, but if that's the definition of a combo, pretty much any positive attachment makes a combo, right?

I think of a combo as two cards that, when used together, create more out of the situation than they could on their own. The first one that comes to mind is out of Martell. Using The Darkstar to pay the cost for Maester of the Sun's effect saves the character about to be killed and activates The Darkstar's "put into play" effect. You end up with 2 live characters instead of 1 dead one.

To me, that's more of a "combo" than simply sharing the same Response trigger (like the Urchin/Square example).

I also like using darkstar with open market.

Also, Orphan of Greenblood plus parting blow is good.

Arianne Martell plus Rusted Sword is nice, especially because they dont see it coming.

Horseback archers and sunstroke is cool because you can have the archers jump in on your opponents side so they win by 4 or more.

Red Viper and lost oasis is a classic too.

Saladors Crew plus a baratheon lord plus a royal entourage.

As you can see martell has a lot of synergy. Other houses do too, but I don't recall most of it at the moment.

Make it Summer (Black Raven/Crown of Meereen) + Red Warlock + Unburnt + Lady Daenerys' Chambers = Lots & lots of attachments and recursion. If you also have Viserys, you can handle Claim 2 Military challenges and be happy about it.

Devious Intentions can be played Out-of-House for 3 Gold and still be worth while, particularly on a character with MIL, POW and renown, especially if you have a way to stand that character back up.

The Wolf Herald and Gates of Winterfell. Cleansing Light and Blackwater Bay.

While all great card interactions, most of the current examples aren't quite combos in the usual usage because they generally don't lead directly to the win condition in AGOT like combos do in games like Magic. Probably the closest thing is Queen of Thorns + Sister of Truth+ Hidden Chambers + White Raven. The White Raven makes it Winter so that the Hidden Chambers reduces the cost of your cards to come out of shadows, then Sister of Truth comes out of shadows and targets herself, immediately going back into shadows. You do this each phase with Queen of Thorns in play and trigger her each phase to claim a power. Provided your opponent doesn't have a pretty quick way to stop this, you'll roll on to victory without having to challenge at all.

I don't think that the horseback archers + sunstroke combo is possible, correct me if I am mistaken, but doesn't horseback archers have to be under your control because it is a card played by you?

Bonus Card said:

I don't think that the horseback archers + sunstroke combo is possible, correct me if I am mistaken, but doesn't horseback archers have to be under your control because it is a card played by you?

Exact text:

Challenges: During a mil challenge, kneel 1 influence to put HBArchers into play from your hand, knelt, as an attacker or defender. Then, at the end of the phase, if HBArchers is in play, return it to its owner's hand.

So, to answer your question, no, you can throw it into any challenge on either side. It just has to be an attacker or defender, not under your control.

Strongest one I've seen is Burning on the Sands + The Prince's Plans.

Any pre-plot event + rule by decree first turn is good if they don't catch on.

Another good combo with narrow escape is to Hidden Vale Pass a Burned Men into play, and then use NE it after it is discarded.

Neutral House Card + Hollow Hill isn't qute busted, but is certainly worth watching. Adding Val into the mix can make it entertaining.

In a brotherhood deck, Anguy the Archer + Wildfire Assault is potentially game winning. If you're Lanni, you can throw in Core Set Joffrey too.

I would not say this is one of the best combo's or even competitive really but you can get it out consistently by turn 2 and its good for shock value the first time you do it to some one...so its more one of the funner combos then a good one. ;) ***its to easy to disrupt

Alannys Greyjoy + Support of Harlaw + Massey's Hook and the following two chains from your agenda (Apprentice Collar and Steel Link). Now you can use Alannys to basicly empty your opponents hand that turn or next and use her two more time during draw each phase to make sure they never get to play a card again unless they can do it during the draw phase....

I'm a big fan of Asshai Initiate combos (Any Phase: Discard the top 2 cards of your deck to choose 1 character in any dead pile. Move that character to its owner's discard pile. (Limit once per round.))

He's good for decks that run dupes of uniques, but also combos great with Royal Entourage (jumps into play from discard pile) and Blackwater Bay (House Baratheon only.
Response: After you win a POW challenge, kneel Blackwater Bay to choose a card with the SHADOW crest in your discard pile, and place that card in Shadows.)

Blackwater Bay is also a great combo with Pinch of Powder (Limited Response: After you win an INT or POW challenge by 3 or more STR, return the attached character to its owner's hand. Then, you may kneel 3 influence to return A Pinch of Powder to Shadows. (Limit 1 limited response per round.) and Altar of Fire (Response: After you win an INT challenge in which at least 1 HOLY character participated, kneel Altar of Fire to look at the losing opponent's hand. Choose and discard 1 card from that hand).

Win an INT challenge with a HOLY, trigger Powder, then trigger Altar of Fire. Then go on a POW challenge to put Powder back into the shadows so you can use it again next turn.

Lots of fun, not sure if its the best combo in the game.

I like pre plot events comboed with fear of winter and rule by decree.

They start with 7 cards, draw 2 (9), play one (8), then the rule by decree the following turn makes them discard to 4.

You can have really good combos from every house.

I even won with Stark in the first round (of course the right cards in the right order needed to be in hand).

Stark, Siege of Winterfell agenda.

King Robb's host is the key character (do not kneel to attack in Mil challenge, Str 8). At least one other character with renown is needed (low cost: Sansa if no card in shadows or any character with Longclaw) if you can not get all Military challenge unopposed. Event: Make an example. Location: Den of wolf, Winterfell rookery, 3 influence (Narrow sea/Shivering sea). Plots: any high gold plot + Storm of swords.

Leave at least 1 gold after Marshalling and lose one military challenge as the defender. Use Rookery to change the plot (you can use the plot: Tide of War, but then either Summer or Winter has to be - but in this case you do not have to lose a military challenge).

Go twice with Military challenge. Probably the second will be unopposed due to the possibility that your opponent already knelt all of his Military icon characters (of course low cost stealth chars can help - Carrion bird). With the first there will be 2 power. Second is 3 (as it is unopposed at Military). Use Den of the wolf, Challenge phase starts over. Two more Mil challenge, each 3 power. And use Make an example any time. With 4 military challenge (from which at least 3 unopposed) you receive 11 power + 3 from Make an example. One from renown and there you go. Of course if the opponent has some power in his house, you can go to a power challenge with the Host. You probably will steal one with str 8...

My favorite card combos.

House Umber Berserkers + Lucas Blackwood. - Will allow you a free red challenge in the marshalling phase.

Bungled Orders + Valar Morghulis - If you have a bunch of saves or an immortal character (Berric Dondarrion) you can force your opponent to make an awful choice, kill all their people, or not issue challenges that phase.

Dragon Lore+a maester+Balerion = If you run the 1 gold Old Town Advisor, plus the 1 gold Dragon Lore attachment, you can effectively play Balerion the Black for 2 gold. Seems like a deal to me.

Focused Offense + Areo Hotah (black border)- Since you cannot defend with Focused Offense, it's more than possible that you will lose 3 challenges. Might as well up your claim to 4.

Those are just a few of my favorites

- EviLaz

Fieras said:

I like pre plot events comboed with fear of winter and rule by decree.

They start with 7 cards, draw 2 (9), play one (8), then the rule by decree the following turn makes them discard to 4.

+1 to this.

Also a big fan of the Street Waif + 2 To be a Dragon loop.

EviLaz said:

Focused Offense + Areo Hotah (black border)- Since you cannot defend with Focused Offense, it's more than possible that you will lose 3 challenges. Might as well up your claim to 4.

This can go on and on. With Arianne Martell that's a claim of five (on a Military challenge, too, if Nymeria Sand is in play and Arianne has Blood of the Viper). Then throw in Rorge and that's six... Lot of moving parts to that combo, but possible insanity if it can be pulled off.

Note that you can use Areo's ability as often as you have the influence for it. ~With KotHH, three Kingsroad Fiefdoms, The Red Keep, a Dornish Fiefdom, two Summer Seas, Maester Kedry, Arianne and Focused Offense, that is a claim of twelve right there. Of course, you'd also have to count on your opponent(s) being dumb enough to attack you if you have a setup like this on the table.

Rorge doesn't work of course, because he raises claim only for the first challenge each round, and you need to have lost three for Areo to work.

EviLaz said:

Bungled Orders + Valar Morghulis - If you have a bunch of saves or an immortal character (Berric Dondarrion) you can force your opponent to make an awful choice, kill all their people, or not issue challenges that phase.

Dragon Lore+a maester+Balerion = If you run the 1 gold Old Town Advisor, plus the 1 gold Dragon Lore attachment, you can effectively play Balerion the Black for 2 gold. Seems like a deal to me.

sorry, not seeing this - how does that stop Beric? (I assume it's beric and no power on the house card)

Isn't the old town advisor 3 gold? i run this combo with Advisor to the Crown, as its also 2 influence, which is handy on turn you don't have a dragon, for all those ambushes.

best combo (well probably not really a combo) tho - Naval Escort plus as many cheap warships as you can find. Even with 3, i've found this one can cause lots of nasty problems, many more and things start to get silly

Mighty Jim said:

EviLaz said:

Bungled Orders + Valar Morghulis - If you have a bunch of saves or an immortal character (Berric Dondarrion) you can force your opponent to make an awful choice, kill all their people, or not issue challenges that phase.

Dragon Lore+a maester+Balerion = If you run the 1 gold Old Town Advisor, plus the 1 gold Dragon Lore attachment, you can effectively play Balerion the Black for 2 gold. Seems like a deal to me.

sorry, not seeing this - how does that stop Beric? (I assume it's beric and no power on the house card)

I believe the idea was to use it when you have Beric, so as to hurt them but to come out unscathed.

Starblayde said:

EviLaz said:

Focused Offense + Areo Hotah (black border)- Since you cannot defend with Focused Offense, it's more than possible that you will lose 3 challenges. Might as well up your claim to 4.

This can go on and on. With Arianne Martell that's a claim of five (on a Military challenge, too, if Nymeria Sand is in play and Arianne has Blood of the Viper). Then throw in Rorge and that's six... Lot of moving parts to that combo, but possible insanity if it can be pulled off.

I know, I love it. I suppose you could play one of the new alliance agenda's and run it out of stark with martell as your allied faction, so then you can play Winter is Coming also...

EviLaz said:

Starblayde said:

EviLaz said:

Focused Offense + Areo Hotah (black border)- Since you cannot defend with Focused Offense, it's more than possible that you will lose 3 challenges. Might as well up your claim to 4.

This can go on and on. With Arianne Martell that's a claim of five (on a Military challenge, too, if Nymeria Sand is in play and Arianne has Blood of the Viper). Then throw in Rorge and that's six... Lot of moving parts to that combo, but possible insanity if it can be pulled off.

I know, I love it. I suppose you could play one of the new alliance agenda's and run it out of stark with martell as your allied faction, so then you can play Winter is Coming also...

What about 3 burned men and 3 ill begotten spoils. Claim 9.