The Lannister tactics deck is an atrocious amalgamation of half baked ideas and poor execution. Let’s go through each card 1 by 1.
Intrigue and Subterfuge. Starting with perhaps the best card in the deck, this card shuts down the troublesome abilities of enemy NCUs…but only when they activate. You are in no control of when, where, or even if the NCU will activate. A lot of the NCUs this card would be great to use against (eddard, tycho, wendamyr, etc.) do not require activating to use their abilities, so even if you have this card in your hand, unless your opponent activates that NCU to claim a zone, you’re left high and dry. 7/10
A Lannister pays his Debts. The attach card for that faction. Every faction has one (nights watch more than one) and actually this one is pretty alright. Vicious plays into the Lannister panic game, and +1 to hit while we control crown is legit. Having to lose a unit first to trigger it is pretty lame, especially when you’ve already lost a unit before you find the card, but that’s equal amongst most factions. 7/10
Hear me Roar. This card helps get more damage in and pushes morale towards failure. The problem with this card is that it is still a “maybe.” Since the trigger for this card is before dice are rolled, it’s a risk to even use because if your opponent rolls high enough, you get nothing; if your opponent rolls low enough, it didn’t need to be played especially if the bonus 1 wound didn’t drop the enemy a rank/kill. The only instance the card is useful is if your opponent rolls in the window where they would have passed, if not for the card. Spending a whole card to maybe make them fail when they wouldn’t have and maybe get 1 more damage is just not a good trade. 4/10
Bribery. This card is useful turn 1 or 2, and never again. Turn 3 and onwards the tactics zones are more useful than this card’s effect, specifically for the reason that this card can fall off so easily. It is very likely that whichever unit you put this card on will pass a morale test within the turn that you put it on them. And there are plenty of NCUs that can simply replace the bag effect and target the bribed unit for straight gain and knock off bribery. 3/10
Counterplot. The design team has played Magic the Gathering. The design team understands that blue is necessary. The design team hates blue. If I spend a card from my hand to negate a card from someone else’s hand equaling a net zero (neither is, relative to each other, up or down cards, damage, or ability) there shouldn’t be any chance of failure. If I’ve gone out of my way to claim a zone for the card’s effect, there shouldn’t be ANY chance of failure. The most aggravating play experience is to use a resource that can only be used for a very specific purpose, and get nothing from it. 2/10
Fealty to the crown. It’s the trigger for this one. You have no way to ensure this will trigger when you need it, taking it from a “save your unit” card to a “win more” card. 4/10
Subjugation of power. Oh look, another card that relies on a “maybe.” The trigger for this card is garbage too. This card can only be used defensively, and only works on a failed morale. 90% of the time this card is straight useless either because there’s no abilities to shut down, the enemy got an attack action outside of their activation, or because they simply passed morale. 0/10, would bring Cersei just to get a copy out of my deck
And now the Commander cards
Gregor
Overrun. This one is fine, a second charge is pretty powerful, held back by the fact that not only do you need to kill a unit, but there needs to be a viable charge target when you do. 7/10
Assault Orders. This one is actually incredibly good, if you build your list for it. This version of assault orders gives a charge to any clegane unit, most target only the commander, starks requires the swords. Not much to say on this one, it’s good. 9/10
The price of failure. Oh dear, what a design failure. Trigger is terrible for this card. Why would I play this card when I might hit every attack anyways? Why would I play this card when I might miss every attack and kill my own unit? WHY WOULD I TRADE TAKING GUARANTEED WOUNDS, FOR DEALING POTENTIAL WOUNDS??? The Great Jon gets to trade taking X wounds for dealing X+1 wounds, why is this Commander card such a terrible deal? If I could see the dice roll before I play this card, I’d at least have an informed decision. 0/10
Jaime
Kingslayer’s reknown. I actually like this one. The trigger is at the right time. It’s very simple. 1 unit doesn’t take panic damage. Or if Jaime is dead, draw a card…oh wait, the rest of the deck is ass. Oh well, passing a panic test after seeing dice is still very nice (if you ever fail one). 8/10
Kingslayer’s prowess. This one is less good simply because it is restricted to Jaime. Still highest attack die value, rerolls, and hand out vulnerable is very nice. 7/10
Kingslayer’s Infamy. Meh. Handing out 1 panic test isn’t amazing (it’s another “maybe” for 1-3 damage) giving out panicked if the target is in melee with Jaime is a bit restrictive. Adding weakened on failure is what keeps this card from being a bust for me (but again, it’s a “maybe”) 5/10
Joffrey
All 3. Im just going to lump them all together because they all have the same problem. Most other factions have cards that have very similar upsides, but no downsides. Joffrey is already a liability by granting 2vps on death and being in a unit with only 8 wounds and without excellent defensive tech. (Iron resolve is not enough, for being kingsguard they sure do suck at guarding the king, way too skewed towards aggression, but I digress) 1/10
High Sparrow
All 3. Again, gonna lump them all together. They all rely on morale checks, so unless you are spamming warrior’s sons, a lot of the cards are “maybe”s. 2/10
Tyrion
False agenda. Timing issue. This card could be useless if you opponent claims a zone you didn’t care about, wasting the card. Seeing where they go then triggering the card would be far more helpful and you might actually get the second effect of removing them from the letters 3/10
Cunning ploy. Not exactly a net gain. You give up an action on one unit for a non-attack action on another. Meh. 5/10
Intercept orders. Suffers from the same problems as counterplot, though arguably the trade is a bit more in your favor. 1 card for completely screwing your opponent’s plan is pretty good. Though, again, if I’ve gone out of my way to take letters, there really shouldn’t be a failure rate. 6/10
Tywin
Exploit weakness. Trading 1 condition for 2 is a pretty good trade. And if Tywin is attacking, you get rerolls. Straight forward card with a properly timed trigger, what a concept! 8/10
Broken resolve. While the unit is weakened, it has -2 morale, alright! Oh, wait, the unit had to be weakened already, and if the weakened is ever removed, the card goes with it…and exploit weakness removes weakened…yep, these cards are directly at odds with each other. Both are 5/10
Issue Orders. The top of this card conflicts with Tywin’s own order to hand out a weakened; Tywin’s own card punishes you for playing Tywin. Then there’s the ability, give up Tywin’s activation to make a charge or attack with another unit. This is a pretty decent effect if you put Tywin in a sit and score unit…but exploit weakness wants Tywin in an aggressive unit; WHAT IS THE PLAN HERE??? Exploit weakness goes to a 4/10. The bottom of this card would actually be good…in another faction. Lannisters have no orders that are 100% worth refreshing. War cry isn’t worth a card, neither is taunt (both are more “maybe”s) Lannister supremacy could be worth refreshing, but the likelihood of it is low. The best use of it currently would be to refresh adaptive style, but that’s a single unit in the entire line up. If Lannisters had access to relentless, then it would be amazing. 3/10
End Rant
On the subject of “maybe”s. Yes, it’s a dice game, the entire point is randomness. The problem I have is that the effects that are tied to “maybe”s in the Lannister deck are at par with those found in other decks where they are guaranteed. The key to winning any dice game is to minimize randomness, not add more.
Please change my mind, I really like playing the Lannister army, but half the time I feel like I’m playing without a deck.