I know WIll is going to be posting the decks for top 4 within the next couple days, but I figured I'd post mine to get some conversation going until then. I'll try to post a tourney report and some more in depth insight later (i.e. when I didn't just drag myself out of bed) but I'll give some preliminary thoughts alongside the deck. Without further ado:
House Stark
AGENDA: Knights of the Realm
Plots (7):
Retaliation!
Respect of the Old Gods
Search and Detain
At the Gates
City of Soldiers
The Power of Arms
Regroup
Characters (36):
Bolton Refugee x3
Hodor x1
Knight of the Red Fork x3
Ser Jorah Mormont x1
Knight of Harrenhal x3
Knight of the Tumblestone x3
Sansa Stark (KL) x1
Osha x1
Ser Kyle Condon x3
Maester Luwin x2
Caetlyn Stark (KoW) x1
Brienne of Tarth (PotS) x1
Jory Cassel x1
Ser Rodrik Caseel x1
Ser Edmure Tully x1
Meera Reed x3
Arya Stark (KL) x1
The Blackfish x3
Northern Cavalry Flank x2
Robb Stark (KoW) x1
Attachments (0):
Events (10):
Narrow Escape x3
The Price of War x2
Die by the Sword x2
No Quarter x3
Locations (14):
Great Keep x3
Narrow Sea x3
Lord Eddard's Chambers x1
Kingdom of Shadows x2
Harrenhal x2
Bear Island x3
The basic idea behind the deck is to play more knights than your opponent (obv) and get ahead in board position. While Stark doesn't really have that many knights (and the Knights of the Red Fork are only really playable on setup or in very particular board positions) in theory you have enough direct kill to cull your opponent's knights to a manageable level. I never had fewer knights than any of my opponents and most of the time had more, so I was always up in card advantage. Between the agenda, Luwin, Harrenhal, and Ser Kyle Condon the deck draws a crazy number of cards and I usually had 10+ in my hand at the end of the game. As long as I had a Narrow Escape in hand I never worried about a reset and my opponents rarely had any cards in hand between the claim two intrigue I did almost every turn and having to play significantly more characters each turn than normal thanks to my kill effects. I was Valar/Wildfired several times in the day, and only once did my opponent have a hand to discard to cancel my Narrow Escape.
There are a few changes I'd try to make if I were playing it again. I think the plots could use some work; I wanted to overload on claim two to make every turn as brutal as possible for my opponent but I was a little lacking in gold. As much as I dislike the plot in general I was considering adding in Twist of Fate as a finisher to drop a bunch of cards onto the board to overwhelm my opponent. I'd also consider taking out Regroup and adding in another The Power of Arms to get a smidgen more gold, but getting back a timely No Quarter or Die by the Sword is awesome and I'm not sure I'd want to give that up. Aside from that really the only change I'd think about would be taking out a few (non-Knight) characters to play a few more resources. I dislike the Godswood (and other 2 cost reducers) but I think it might have a place in this deck since I am almost always killing off Ser Kyle Condon each turn as claim soak and replaying him the next turn.
I welcome thoughts and opinions on the deck. For the record I played against Baratheon Maester Rush, Martell Sandsnakes, Targaryen Summer Burn, and Greyjoy WInter Choke in the preliminary rounds and then Targaryen Maester Burn and the same Baratheon Maester Rush in top 4, so I played against a fairly diverse field. For the most part I rarely felt out of control in a game, the deck just plays more of a delayed game. It can't out rush a rush deck or out control a control deck, but it has enough going on to outlast and overpower most opponents. It's (in my opinion) a strong deck that I recommend you take a look at for testing purposes.