I am trying to create a big selection of GoT decks that are as balanced as possible for multiplayer. Balance is important, but only as a "necessary evil" — the real objective is theme, which is very important to all of my players. So I am quite interested in creating "dedicated" theme decks that are balanced, fun to play, and (ideally) create interesting game states.
I have access to 1 of every chapter pack/deluxe box, and 3x core set, so I have a lot to work with. However, I'm pretty new to the game and would love some insight into deckbuilding. I thought creating a deck here might be a good way to gain and share that insight. I don't have a deck list yet, because this is the trickiest one I've thought of building and I want to bounce some ideas around before I throw cards together!
**Big Spoilers Follow** for anyone who hasn't read up to the end of Book 4, Feast for Crows. (No Dance with Dragons spoilers, at least not in this post.)
I'll start with the most important part, theme: a Martell deck based around Doran Martell and his Alliance (agenda) with House Targaryen. I want it to represent Doran's deceptively lazy scheming throughout Book 4, and the revelation that he's been plotting this whole time to bring back the Targaryens ("Justice. Vengeance. Fire and Blood. " <— best line in the book). I'd love the deck to have a "Doran feel," coupling unexpected "out-of-the-blue" effects with deceptive weakness/stagnation/laziness. It would be great to figure out a way to use Patience well, for example, and cards like He Calls It Thinking are obviously perfect. Some cards will have to be reserved for my other two Martell decks ( Sand Snakes and House Dayne ), but they're based on traits and easily-identifiable themes for the most part, so should be pretty clear cut.
Now, onto mechanics. In order to make the theme feel like a necessary part of the deck, it needs to leverage both the Targaryen cards provided by the Alliance agenda, and Doran Martell's ability to punish attackers for losing. The latter requires that they attack in the first place, knowing that Doran Martell is in play (see above, re: tricky). So I'm very interested in ways to pressure opponents into attacking, then changing the board state and punishing them with Doran once they do. Then it's "once burned, twice shy", and a bluffing game that lets me "play" events I haven't even drawn. Here are my thoughts thus far:
- tricks—unexpected mid-Challenge effects—that can turn a win into a loss after an attacker has committed, triggering Doran's ability (the "unexpected" means they'll need to be events or have ambush, as opposed to triggered abilities on cards in play)
- effects that force players to attack, or punish them for not attacking (a Martell/Targaryen equivalent to Riverrun or Battle of Oxcross )
- perhaps a "win by losing" subtheme, so the bluffing game gets a third door: "does Doran want me to attack him and win , attack him and lose , or not attack him at all?"
- light on military, maybe even light on power; heavy(-est of all decks, all houses?) on intrigue
- a double resource curve, since I need lots of influence for Martell events and Targaryen ambush
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... oh yeah, and a way to win besides
Patience
(time will tell whether winning is in-theme for Doran Martell, but for now I'll assume so)
Thanks for reading this far, and your responses are already appreciated! Before I cobble cards together, does anyone have ideas on other mechanical themes I should look for to add to the above list, or specific cards that would work well with this strategy?