Introduction:
This deck is *not* tournament legal. It contains little more
than 50 cards and more then 50% of characters troops. It had
been designed far before the tournament rules had been published,
and I'm too lazy to test another version with more cards. :oP
It does *not* contain all the key cards that would make it
even stronger simply because either I don't own them, or because
I didn't want to deliberately use broken cards and/or waste the
fun of the game because of too many good cards. If you think
it is not strong enough in your environment, you can start the
game with Barthanes (a must have in Cairhien decks, probably
too strong, to my mind), and use Liandrin, Trolloc Fist, Aracome,
Geofram Bornhald... You could also use three of each of the good
cards (to begin with trolloc raiders or connection...) and
remove the least useful cards. But the efficiency you will add
will probably remove the fun and variety this deck contains.
It's up to you.
Another way to improve the deck is, of course, to use the
(almost broken) Fortress of Light. With Valda and Carridim, your
opponent won't be able to gain control of it and if you add at
least Naeblis and Shayol Gul, you will gain three free pattern
tokens that your opponent won't be able to contest. Powerful,
but not fun... :o(
I'm also using Future Returns with a one card per turn limit
(for the current ruling really makes it a broken card) *and*
I don't use it in my starting hand. Once again, if the deck isn't
strong enough, just remove the other player advantages so that
you can lucky find it a.s.a.p and allow multiple card drawn per
turn.
Strategy :
Easy to sum up... Recruit many good characters in order to
get a strong recruiting base for either allegiance specific characters
or DO troops. Use your multiple card drawing engines to get many
cards to recruit, and rush for the Last Battle.
The Cairhien Nation will allow you to recruit with ease thanks
to the many Intrigue dice of your starting characters.
The combination of high damage (Fades, Aiels) and high support
(Colavaere, Meilan...) characters will make your forces very
balanced during all challenge and thanks to the multiple recruiting
strategies, Graendal won't have to be the center of all your
plots, contrary to
many other decks. She can fight in challenges and still allow
you to recruit a couple of dark one troops with Tear characters
(and intrigue converted to combat), or you can recruit Cairhien
characters (*and* even pay twice the price easily) while many
of your other characters will fight for you in challenges.
Play tips :
First turn, send Graendal to the Pattern and burn a small
token to get Colavaere out with the Art of Intrigue. If unopposed,
Graendal will probably get the token back. Otherwise, she will
either prevent the opponent from gaining it or somewhat damage
any light character participating to the challenge.
*BUT* if Rand goes to the Battleground on the first turn,
you can expect a First turn Aviendha, or Gareth Bryne, or Moiraine
so don't be silly and keep Graendal standing down... :o)
Then Lucky find for a Cairhien and put it into play. Use the
Art of Intrigue for a free opposition to the Pattern challenge
in any case.
Second turn, put Colavaere on Cairhien in order to get at
least two or three tokens on Cairhien. Graendal can either try
to recruit a character you've just drawn or go to the Pattern
and oppose/damage the light character or get a free token. Use
the Art of Intrigue on either Pattern or Cairhien depending on
the participants of the Pattern Challenge. Your main goal for
the moment is to have enough tokens on Cairhien to easily recruits
with your recruits, and *not* to gain quick Pattern tokens.
Then recruit as many characters as possible (troops come only
after), so that you can easily recruit other characters or troops
afterwards. Don't hesitate to burn pattern to put Meilan or Valda
into play. Testing Fate will bring them back to you later. Once
you have a high damage character into play (Talmanes, Aiel, Valda),
play personnal growth for combat then use a Longbow to scare
the opponent and make him keep his weak characters at home. A
battle hardened will help you here too.
You can also put a testing fate into play even with no neutral
token to gain. Your opponent will probably not oppose you very
much, so it's time to burn a couple of Pattern tokens to put
either Valda or Meilan into play, and get you Pattern tokens
back before the end of the turn.
Of course, this trick won't work twice on the same player...
:o)
When drawing a lucky find, try to get your hand on a Future
Returns or Raw Recruits (with trolloc raiders, you will either
get a another card small drawing engine or no opposition for
troops on the Battlefield) and play them as soon as possible.
By the way, Aiel *can* generate combat symbols for advantages
even if they can't recruit troops or characters.
If an annoying opponent's character (Tom, Berelain, Perrin...)
hits the table, use Forced Back to get rid of him whatever the
risks.
And as usual, beware of overruns. If there is a small smell
of it (many troops and no characters opposing you and a curious
twist on your opponent's lips :o) you can either send all your
characters including Graendal to play a healing on your biggest
character (or avoid losing any character by putting a point of
damage on all your characters). Or make your characters stand
down and have your troops crush the opponent.
And last but not least, the art of intrigue, will allow you
to add free support or opposition in any needed challenges *even*
if you don't send any character/troop on it.
Deck rating
An easy deck to play with. The only difficulty will be to
determine who would be better in challenge and who you'd better
keep for recruiting.
The lack of difficulty also makes this deck rather boring
to play. There is no real challenge or complex strategy involved.
A couple of tweaks would probably make this deck a little more
fun to play with.
You will play more characters (and probably more troops too)
than your opponent, and your characters will be almost better
than the light nature "classic" set (Lan, Nynaeve and
co). Thanks to a couple of challenge, reaching the 4 Pattern
necessary for Fades won't be really hard, and then, gaining Dominance
won't give you many problems. Once a good drawing engine
is put into play, it's an easy victory. I'd say that only an
optimised Be'lal troop deck would reach the Last Battle victory
even more easily.
Unless you're particularly unlucky on many dice throw, luck
shouldn't affect this deck very much thanks to the many characters
and symbols resources available. Only the first few turns (when
gaining control of Cairhien) need some good dice throws for Colavaere
to be quickly on fire.
Difficulty : 5/10
Fun : 6/10
Efficiency : 8/10
Luck Effect : 5/10
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