I’ve been spending the vast majority of my GoT LCG time exploring Targaryen decks over the last few months following GenCon. I’ve tested several different builds: Summer Burn, Shadows Burn, Aggro Burn, and various builds in between. My initial testing of the house went well and I was optimistic, however, as I began to test against top tier builds I found that Targ just doesn’t have the firepower to compete.
What I’ve found is that the house has some glaring weaknesses that make it very sub-par in a world of Maesters, Martell, and Greyjoy. I decided to start this thread to discuss my opinions and to gather thoughts from other players as well.
I’d like to preface this by saying I’m not talking about Targ Maester builds. Maesters make every single deck better and shore up any weakness that a deck has because they are overpowered.
These are my observations and opinions about Targ:
1. Character Base: I think everyone who has played Targ has noticed that it’s full of weenies and overall lackluster characters when compared to other houses. There are very few characters that are higher than 2 STR and the house is chock full of negative traits that make them susceptible to discard effects. I know that the Ally trait makes a lot of sense when it comes to the content in the books but it’s a major thorn in the card player’s side.
I’ve wondered why this is the case and have assumed that the designers felt that the STR reducing effects in the house warranted Targ having lower STR characters. If that’s the case it doesn’t make sense for a card like Endless Endurance to be printed as Stark has tons of 3+ STR chars and Endless Endurance adds 2 STR rather than reducing opponent’s STR by 1. Not to mention that Endless Endurance is perfectly happy being Paper Shielded while Forever Burning gets hosed if it’s canceled.
In a world of Paper Shield, To Be a Kraken, He Calls it Thinking, Maester Murenmure and so forth; burn effects are just not reliable. These cancels are very devastating to a Targ player that is holding back cost reducing effects and expending resources, relying on them to go off to be able to stay in the game. Not to mention that these cancels cause Forever Burning, Dragon Skull, or whatever to go to the discard pile.
If First Snow of Winter is reprinted this is going to be an even greater issue as it might as well be Valar Morghulis to a Targ Deck.
Solution: Targ needs more 3 cost, 3 STR characters and less negative traits overall.
2. The influence ball-and-chain: Because so many of Targ’s effects rely on using influence you’re not able to utilize cost reducers like every other house can. This means that you can’t marshal as many cards as opponent’s can and you are relying exclusively on gold. I’ve found this to be a serious issue in my games.
It’s very strange that Targ does not have more influence providing locations (or even cards period) than other houses given this reliance. In fact, Martell has more influence providing locations than Targ and more cost reducing locations than anyone else. Cards such as Prince’s Plans or Advisor’s Chambers make much more thematic sense in house Targ than they do in Martell. I think there is an issue in Targ with house identity.
Solution: I feel the solution to influence reliance is cards that provide both influence and gold. One idea I had was a location that provides gold, influence, and stands when a character’s strength is reduced (perhaps to 0, if that is unbalanced). Another idea is to print attachment(s) that provide influence (Game needs more Tin Link fodder). I know there was something like this in the CCG.
3. House identity: Targ decks that focus on control can’t compete with the control effects of Greyjoy and Martell. Targ decks that focus on aggro can’t compete with Stark or Baratheon. I’ve done a ton of experimenting and I can’t find any hybrid of these that is competitive. What is Targ’s identity? What does Targ do better than others or that no one else does?
Burn is extremely restrictive (most of the terminal cards require that the target have no attachments), cancelable (I think Flame-Kissed is the only exception), and very resource intensive. That’s the playable burn – there’s about 5x more unplayable burn that is even more restrictive, such as requiring you to have and kneel dragons, have many cards in the shadows, have it summer and kneel 2 influence, etc.
Ambush and similar effects, burn, attachment removal, and recursion seem to be the themes that are central to Targ. I don’t see any one of those as fleshed out and executed well enough to be viable. Too many restrictions, too many costs – I always feel like I’m stretched too thin by the costs of these. I don’t see cards like Unburnt and Maegi’s Promise being as good as Greyjoy saves. You have to spend the character’s costs to bring them back out, and in the case of Maegi’s Promise, you also have to kneel an influence out during dominance. As far as attachment removal goes – your main target are Maesters and they were jam-packed with attachment saving effects that return them to their hand as well as the Maester they are attached to.
Solution: Flesh out these mechanics and make them viable. Barristan Selmy is actually a card that addresses two of my issues: it is burn without the heavy restrictions, a 3 STR character that isn’t an Ally, all while being balanced due to the discard cost. Perhaps for recursion make an effect like“Only death can pay for life,” which allows you to return a character from dead pile into play by killing a character. This type of effect would be much more competitive when compared to Greyjoy saves.
4. Draw: Or lack thereof. The only cards within Targ that allow repeatable draw are Maegi Crone (too expensive, too conditional, too susceptible), Jhogo (great character but character based draw is unreliable), Xaro’s Home (too conditional, too expensive), and Meereen (Targ already relies heavily on locations, and dragons are either unique and expendable or unique and expensive). Running Summer for draw consumes 6 deck slots and one plot at the minimum and more likely 8-9 deck slots. It is also extremely risky, if it’s winter more than a turn or two you’re going to lose the game.
Summary: I think Targ needs better characters, more and better options when it comes to resource providers, fewer prohibitions when it comes to burn and playing its cards, playable draw mechanics in-house, and better fleshing out of its themes overall.