House Greyjoy and Draw

By jack merridew, in 1. AGoT General Discussion

So i split the houses based on my playgroup and have never really played greyjoy, but recently was given all the greyjoy cards because I tend to play more. i was building a deck built around the new Joust Mechanic and the Knight. i have a lot of cards i like that seem to work well together but i cannot figure out draw

obviously i think i need fishmongers square in there but how many copies? i really don't want to waste a plot on building season but if i put 3 in ill probably draw some copies when i need something else. and if i put 2 in theres too good a chance i get no draw for the game. and other than the longships Iron Victory and Black Wind i don't really see much else

jack merridew said:

So i split the houses based on my playgroup and have never really played greyjoy, but recently was given all the greyjoy cards because I tend to play more. i was building a deck built around the new Joust Mechanic and the Knight. i have a lot of cards i like that seem to work well together but i cannot figure out draw

obviously i think i need fishmongers square in there but how many copies? i really don't want to waste a plot on building season but if i put 3 in ill probably draw some copies when i need something else. and if i put 2 in theres too good a chance i get no draw for the game. and other than the longships Iron Victory and Black Wind i don't really see much else

There are various mechanics that GJ is good with that you can use to draw. My favorite is best used out of a Winter deck: Samwell Tarly (Ill Tidings + Carrion Birds + White Ravens = lots of cards if you can keep Sam alive). If you're building Maesters, then you can use the maester draw chain, which is extremely useful for anyone that might have maesters in their decks, even (and if you're Greyjoy, I cannot imagine you're *not* playing some maesters). Pyromancer's Cache is often the restricted card that gets played out of GJ because it represents by far the simplest draw in the game, and it's relatively easy to get and keep Alannys out with saves, netting you two cards a turn.

completely forgot about pyromancers with allanys

that pretty much answers my question thank you

golden tooth mines with refurbished hulk isn't a painful as you think it might be. that plus pyromancer's cache and you should be in good shape.