too much thought - need 6 different, decent Melee decks (non tourney)

By Lord_Burke81, in 4. AGoT Deck Construction

Hey folks,

I have all the cards made in the game, I was wondering if someone would be so kind as to give me a hand. I want to be able to play this game when friends come over, and I need 1 deck for each of the 6 houses. The problem is, Ive only every built decks for Joust and not Melee. So, I really don't know how much different the decks need to be. I don't plan on playing any of them in a tournament format (I'm happy with 1-1 Joust). Can someone offer me some advice, or provide me with some deck lists? Even though I don't need top tier tournament worthy decks, I would hope that they would each be able to compete in a 6 player game, and not get totally run over.

-Mike

That is, if you can actually play with 6 players. Ive only actually seen 4 player Melee matches working. I can't seem to find anything rules stating exactly how many you can have playing Melee at one time. I would hope it is six, as that only makes sense...

I think according to the rules you can only do up to 4 player in a melee. I do remember that we played a few 5-player games back when we only had a core and a single box expansion to work with, but it was a total mess and 6-player would probably be even worse.

I know that they give you 6 different choices in those Melee only cards, so I only figured that you can play 6 players. I could be very wrong though.

Well, there is nothing that technically would prevent you from doing a 6 player melee. Just know that it tends to be a slow and chaotic affair. As for building melee specific decks, it depends on what kind of card pool you have. Do you have only one core set and the Greyjoy/Martell expansions? Do you have other deluxe expansions? Chapter packs? More than one core set?

General notes: With 6 players, control-style cards (i.e. cards that keep characters out of challenges, e.g. by kneeling them) are largely useless, because there's too many players that can hurt you even if you managed to control one. Usually, if every player had their own card pool, you'd see a lot of resets in one game (Valar Morghulis, Wildfire Assault), so having power on characters is less beneficial because they tend to be gone quickly. If you've only got one or two resets spread amongt all the players at the table, Renown characters become much more attractive. I think the best thing you can do in a 6-player melee is make sure you have good draw, always have some characters to play and the gold to play them (put more characters into the deck and fewer attachments or fancy locations, and make sure to put plenty of cost-efficient characters into the deck) . In such a large melee game, card advantage will probably serve you better than any one particular trick or ability.

I have an entire playset of the game (at least 3 of every card), and the early chapter packs as much as 9 of a lot of the cards.

I also bought 4 core sets.

My goal is just to make 6 decks (one for each house, or something else like Night's Watch or Wildings), that I can play without any one deck dominating every game.

Here is link to a scary fast Targ deck that I ran at Gencon this year. My buddy also ran the same deck and average win was on the second or third turn.

http://www.agotcards.org/deck/v/2394

Lord_Burke81 said:

I have an entire playset of the game (at least 3 of every card), and the early chapter packs as much as 9 of a lot of the cards.

I also bought 4 core sets.

.... You have SO MANY cards! 4 core sets??!~!

i don't know if you bought the Brotherhood cycle but if you did you can use that to help make 6 decks along with the core set and expansions

Targaryen Dothraki

Stark Tully or Siege

Martell Event Heavy Summer

Greyjoy Raider or Unoppossed

Baratheon Rush or Knights

Lannister Clansman