One of those things being anime that are clearly the stereotypical dreg that have been peddled out of studios for the last couple years. Olenna's Cunning is incredible, there are cards of each type that you absolutely want in every matchup, and with Fealty and The Arbor it is very playable.When it comes to anime reviewing and other nuances of the weeb world, it becomes second nature to detect things. First Snow is crazy strong in this deck, but I really think Valar will be much better once it releases (assuming it is something like 2-0-0-4/5) The deck wants Arbor out ASAP, then it just starts spewing bigs out with all the draw/search (SO MUCH DRAW but you play everything!). 3x KoF, 3x Randyll, 3x Marg, 3x Queen of Thorns 1x LSR, PttS, Tears, Growing Strong, 2x Support of the People (critical) 3x Arbor (2x Goldroad, 3x Kingsroad, 3x Rose Garden) This may fit back in depending on where the build goes) Reinforcements (Swapped for Pentoshi, although it is great as a 4-0-1 if you have the Arbor out, and it lets you play KoF early even if you may need to Varys later on. Rebuilding (since swapped for Calling the Banners, but great w/ 3x Cunning and lots of 1x cards) Building Orders (Turn 1 play, if I already have the Arbor it lets me grab one of a handful of 1x attachments) I played several games last night with a Tyrell Fealty deck built in a toolbox fashion, including: And Paxter can help you with paying for events.Īlso, it's a small thing but as First Snow of Winter becomes more common having this on the board is going to make it a whole lot easier to recover from. Even Calling the Banners might get it out with change to spare depending on board state.Īnd remember, The Queen of Thorns might also help you get another Tyrell into play that turn (though obviously waiting until you can get her into play won't always be advisable). And Trading with the Pentoshi can get it in while still leaving you plenty of gold to spare and the downside of that plot is somewhat mitigated by the 3 gold your getting every turn from here on out. If you're playing defensively (or at least, can play defensively for a turn) then dropping it on a Calm or Fortified Position turn can help to limit your losses based on board state. And it's not unplayable even outside of setup. Still, I think that kind of econ boost is worth it-especially if you're running a more expensive deck. And like most cards that you really want to see in your opening hand you want to run 3.which can make things even worse if they end up stuck clogging your hand. You're not wrong-absolutely this is a fantastic card to see in Setup but if you're having to Marshall it the math gets a bit fuzzier. Valar obviously changes everything, but for now how are you building for and playing this card? I'm really interested to hear from others about where it belongs, how to build for it, etc. To me, this card demands consistency you can't guarantee. but HOW do you get this in play consistently if you are playing those fringe plots? Or do you just slot it in a normal deck w/o adjusting plots for it? Naval isn't a gamble when it's a 5-7-1, Reinforcements is suddenly amazing, etc. I mean, a 5g Counting Coppers turn is obviously amazing, but how do you guarantee it? A big factor that people seem to like is that it makes other low-gold plots more viable. As good as this card is once it gets in play, I'm not understanding how all the people praising it plan to get it in play consistently without giving up so much tempo that you just lose the board before you get an advantage from it.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |