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Vale Refugee



Vale Refugee

Vale Refugee



Type: Character House: Neutral
Cost: 0 Strength: 1 Icons: Military,Intrigue, Power
Game Text:
House Arryn. Refugee.
If you do not win dominance, pay 1 gold or discard Vale Refugee from play.
Flavor Text: "No one can hurt me as long as I stay here."
Number: 97 Set: RoW
Quantity: 3 Illustrator: Mike Capprotti
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9 Comments

The perfect cheap card for a Tunnels of the Red Keep (CoS) build
It would be perfect if it were not restricted.

Does anyone actually play this? Am I assuming right that it was restricted so that every player didn't have six 0-cost refugees in their deck?

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theamazingmrg
Jun 10 2015 01:04 PM

Does anyone actually play this? Am I assuming right that it was restricted so that every player didn't have six 0-cost refugees in their deck?

Not that I'm aware of.  I have, however, been tempted to build a Neutral Faction deck that runs all Refugees, with this as my restricted.  Competitive?  Not a chance.  Fun?  Maybe.  Hilarious?  Definitely!

    • chem2702 likes this

When it first came out, yes, people were using 6 refugees in almost every deck. That was why all of them were restricted in the first place. When the others came off the restricted list, because there were other ways to deal with cheap, swarming characters now, these stayed on - not only because they wanted to guard against the return of "6 refugees in every deck," but also because these guys are insanely good defensive cards. Not only does each one represent an opposed challenge of your choice (which takes power away from your opponent), but it effectively reduces your opponent's meaningful MIL claim by 1. For free.

 

I mean, yeah, AGoT players have this tendency to think offensively 98% of the time, so this thing doesn't look like much at all. But think defensively for a moment and these things are on par with (if not better than) Orphan of the Greenblood for shutting down an opponent's challenge phase in Joust.

    • chem2702 likes this

Yeah, makes sense.

 

I just find it a bit sad when good cards never see play simply because they are restricted.

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UncleCthulu
Jun 11 2015 07:44 AM

Yeah, makes sense.

 

I just find it a bit sad when good cards never see play simply because they are restricted.

Remember through restricted lists are for the 'sanctioned' stuff, your local meta can choose what ever system you want for using cards. Most players stick to the restricted list, but with friends a bot of negotiation you could do anything you want...........

Not that I'm aware of.  I have, however, been tempted to build a Neutral Faction deck that runs all Refugees, with this as my restricted.  Competitive?  Not a chance.  Fun?  Maybe.  Hilarious?  Definitely!

 

With Common Cause, right? Could never get that to connect myself: the problem is you can't act, for fear of losing dominance!

 

I guess it could be done out of Bara Conquest, with just nine refugees...

    • theamazingmrg likes this
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theamazingmrg
Jun 11 2015 12:29 PM

With Common Cause, right? Could never get that to connect myself: the problem is you can't act, for fear of losing dominance!

 

Well, it would be rude not to, wouldn't it?

 

If I could manage to pull off a Claim 6 challenge using Refugees I wouldn't be that bothered about Dominance!  I'd already have my bragging right!

 

I guess it could be done out of Bara Conquest, with just nine refugees...

 

 

Bara Conquest Martell/Targ/Greyjoy (any works) with the 9 Refugees, Brienne and Margaery (dual-faction versions) is still a Claim 4 Common Cause turn.  Add the new Emmon CUy and that's a Claim 5 Power challenge.  It would still be fun.  Just not as much fun as the Neutral version!