Clansmen / Maester Melee Deck

By Mighty Jim 83, in 4. AGoT Deck Construction

This is one of my first attempts to build a melee deck, and I'm still pretty unsure what I'm doing. My main objective was to avoid being too much of an obvious target, and having something that can run reasonably well on the Defensive.

I'm aware that it's a bit lacking in counters to others' triggered effects / special abilities etc. But not sure what the best thing to change would be to fix this.

House: Lannister
Agenda: The Maester's Path

Plots:
At the Gates
Into the Lists
Loyalty Money Can Buy
Mutual Cause
Retaliation
Stoic Resolve
Valar Morghulis

Characters:

Advisor to the Crown x2
Black Ears
Bringers of Law
Bronn
Carrion Bird
Chella, Daughter of Cheyk
Grand Maester Pycelle
House Payne Enforcer x2
Lannisport Councilor
Lannisport Steward
Lannisport Weaponsmith
Littlefinger (Core)
Lurkers at Harrenhal
Maester Creylen x2
Mountain Refugee x2
Painted Dogs x2
Ser Arys Oakhart
Ser Balon Swann
Shagga Son of Dolf x2
The Mad Mouse
Timett Son of Timett x2
Tribeless Vagabond x2
The Burned Men
Tyrion's Enforcers x2

Locations:

Golden Tooth Vaults x2
Hall of Heroes x2
Queen Cersei's Chambers
Shadowblack Lane
Sunset Sea x2
The Goldroad x3
Western Fiefdoms x2

Events:

A Lannister Pays His Debts x2
I'm You Writ Small x2
Misinformation x2
Rise of the Mountain Clans x3

Attachments:

Devious Intentions x3
Slander and Lies x2
Black Iron Link
Bronze Link
Iron Link
Steel Link
Tin Link

Playing Maester in melee is significantly more dangerous than doing so in joust. My first suggestion would be to consider removing at least 1 chain attachment. My second suggestion would be to play more maesters in case you lose the ones you have. In multiplayer you need to expect not just multiple resets but also to be ganged up on if your position looks like it's undefendable. Meaning if you are running maesters with only 1 maester on the table you may find all three (or more) opponents coming after you to remove that one maester, because once he's gone you can't win no matter what you do. I'd also strongly suggest adding Oldtown to this deck. Saves in melee are always worth having and having a way to save your maesters to replay next round to pull a final chain or two off the agenda can be invaluble.