So I know that out there some where there have to be some basic rules or perhaps some guidelines or formulas that people have in general to construct good and/or tournament worthy decks. I'd like so collect some of those basic guidelines here.
Objective
My objective here is to outline some of these guidelines, pointers and formulas for newer players or players who want to improve their deck building criteria and perhaps participate a little bit more "professionally". I'm not trying to tell you this is how to make your deck "better", GoT is very much a casual game and will have casual decks and casual styles. If you're happy with your deck - don't listen to me. If your deck is fun to play, that's awesome.
A Note on Format
Sometimes there's an enormous difference on what's good between Melee and Joust. With Melee there's a lot of flexibility with cards that are good and cards that can are playable. Melee is a little bit stricter on what cards are playable. Keep in mind, though, that while Joust is much more limited in card pool, this makes building a good Melee deck much more difficult (you have to practice discipline in which of the much larger pool you think you'll need) - and while Joust is much stricter that makes it much more difficult to learn the precise timing in game .
Efficiency
Good cards are all over the place. There are plenty of good cards from all over the place. But that doesn't necessarily make it playable. Take Balerion the Black for example. Balerion is good . But unless you're building around him, he's not playable. He's good. Why? He's 10 Strength right off the bat, which is remarkable without any help or boosts. He's Deadly. Also very awesome, especially since he covers Military. He covers Power as well - which is 2/3 which is pretty good. Now we come to No attachments. I'll be honest, this is both a blessing and a curse. I've never seen No attachments as a positive thing. It's something I can build around, yes, but if Balerion has No Attachments then I always feel obligated to cut Attachments that I otherwise would want to include. Now the best part of this card; "Response: After you play Balerion the Black from your hand kneel all non-Dragon characters and locations." Jeez. This seems really, really good.
Now, all of this might be testament against what I've said. But there's a part of this card that we haven't gotten to yet. Don't get me wrong, Balerion is really, really good. But that doesn't make it playable. Balerion costs 10 gold. I've seen him used in a lot of decks - and like I said earlier you can build around Balerion and perhaps make him become playable - but the thing is you're wasting valuable card slots doing so. One of the most fun things I've seen with him is to play Planning Ahead the turn before to save up all your gold. That's pretty neat - but you're wasting a Plot Card and a whole turn saving up. This strategy is fragile - any number of things could "tax" you, or cause you to lose gold.
The other side to efficiency are Characters that don't do anything. Take Advisor to the Crown for example. He's 3 gold and 3 strength. This goes back to my former example of Balerion. He's 1g = 1 strength. This is a pretty balanced ratio. But unless Balerion, he only covers 1/3 in combat. All ready, this makes him significantly worse. His one redeeming quality, however, is his Influence. Having 2 Influence is a pretty big deal, and it makes him good. Does it make him playable? That depends on how Influence heavy your deck is. Most of the time, I tell people to try and cover your Influence base with Locations - but it's true that there are some decks that need more depending on your strategy.
So the question that you need to ask yourself is this; "Does Advisor to the Crown do anything?" The short answer is no. But the long answer, seen above, is just another question; "Does your deck need more Influence than what you're providing with Locations?" The flip side to this, however, is Brown Ben Plumm. He has 2 strength, and covers only Military. But he costs 0g. That's pretty incredible. But he falls in to the same category Advisor to the Crown does. Do you need more Military coverage? Assuming you're in Targaryen, if my answer was no (for whatever reason) - he'd be my go to cover up.
Theory
In theory, your deck should have an end game. Most decks I've seen have a similar strategy; get as many guys on board as possible. This is often called a "Swarm" strategy and is very strong in this game. This section covers what your deck wants to do . Many of the Maester builds want quick, cheap Characters to get the Chains out. With Maester builds it's nice if your characters do stuff, but it's unnecessary because the Chains make them do stuff. The deck I'll use as an example is the deck that took 3rd place in Joust this year at Gen Con. javascript:void(0);/*1317492413144*/ This deck is the Targaryen Maester's Path deck. At first glance, the deck is very straightforward (get out dudes, put on Chains, beat face) - but the deck is very well crafted. The first thing we're going to look at is his "curve". This is the amount of income/gold based thing compared to the amount of gold his Characters, Locations and Attachments cost.
For Characters (which is the most important) his curve looks like this;
0g: 5
1g: 6
2g: 10
3g: 6
4g: 1
This is an incredibly efficient curve. The higher your curve, the less likely you'll be to play more things. The more things you play the better. However, you also need a diverse curve so that you don't waste any gold. Having a combination of lower costing things means you'll be able to adjust what you play so that you can have the most optimal play each turn. Overall, however, his curve looks like this (not including the Chains);
0g: 9
1g: 15
2g: 15
3g: 9
4g: 2
This is a fantastic curve. At 15/15 with 1g and 2g this means that optimally he will be able to play the most things on any given turn. Knowing that we're trying to play as many cards as possible on a turn, one of the things we're going to run in to is a dead hand mid-turn. Not being able to take full advantage of each piece of gold means that you're not taking full advantage of your turn.
This brings us to Card Advantage. Card Advantage is all about having access to all the cards in your deck. The more cards you have access to within your deck better advantage you'll have over your opponents. This means that cards that replace themselves such as Jhogo or Informed Acolyte are very valuable. Card Advantage helps you get to what you need to do faster and more efficiently. Even if your strategy is based around one Character (like Balerion from earlier) Card Advantage helps you get to that Character and all the things necessary to protect it.
Consistency
No matter what your strategy, you need to make sure that strategy is solid. For example, if your strategy is built around an Attachment that's very powerful you need a couple of things; you need Characters to put that Attachment on, you need ways to find that Attachment, and you need ways to bring that Attachment back. Putting other strategies in your deck is distracting. You need to focus - if this is the way you're going to win then this is the way you're going to win.
I'm not saying "Don't have a backup plan." But if your primary plan and your secondary plan clash, you're going to be constantly fighting with yourself which one you need to use. So if your primary plan is surrounded by a single, powerful Attachment - why not have a secondary plan in the form of another Attachment? Or just use a basic Swarm strategy. Both of these things work - but having a primary plan based on a single, powerful Attachment and your secondary plan based around a "Summer" or "Chain" strategy doesn't work well with one another.
Consistency is also a matter of numbers. Knowing how much Income you'll need, Influence, and Characters is a great thing to keep in mind. Here's something to keep in mind. For each instance a card in your deck says you need Influence, you need two cards that provides Influence. For example, in the deck above for each The Hachlings' Feast, he has two cards that provides Influence. This is a great match up. He runs 12 cards that provide Influence and 6 cards that require Influence. Did he need Advisor of the Crown? Certainly.
Then think about your core group of cards. The cards that make up your prime strategy. Do you have coverage in all three forms of combat? If you're low on one - find some cards to add. Make those cards efficient if they don't directly effect your strategy.
Remember, these are just guidelines. What are your guys' thoughts? Do you have any additions or anything you'd like to comment on?