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House Dayne Skirmisher



House Dayne Skirmisher

House Dayne Skirmisher



Type: Character House: Martell
Cost: 3 Strength: 2 Icons: Military,Intrigue
Game Text:
House Dayne.
No attachments.
Any Phase: Kill House Dayne Skirmisher (cannot be saved) to draw 1 card. Then, each opponent chooses and discards 1 card from his or her hand.
Number: 14 Set: PotS
Quantity: 2 Illustrator: Rafal Hrynkiewicz
Recent Decks: Dayne Icon-Removers
Martell_redo
Bloodthirsty Daynes
The Royal Coup
Martell Control


4 Comments

Photo
emptyrepublic
Jun 14 2012 08:37 AM
The best use of this card that I can think of is in conjunction with The Brimstone (TBC), Parting Blow (PotS), and Blood for Blood (PotS). In the right circumstance it can be an amazing amount of control (that lasts for that one turn only). Nonetheless, 3 gold for a 2 STR chracter with 2 icons and a 1 time usable effect doesn't seem particularly great.
I use it to trigger A Nest of Vipers (TftH) in my Sand Snakes deck when I'm the first player.
    • Martell likes this

Is there a way to trigger this effect during a mil challenge? for example to feint a mil attack and then kill House Dayne Skirmisher or defend with him and kill him before claim? 

Challenges go as such:

 

1. Player actions

2. Attacker announces type/declares attacking characters

3. Player actions

4. Attacker assigns stealth/Defender declares defending characters

5. Player actions

6. Resolve (claim, unopposed, renown, etc.)

 

You may use this character's ability in 3 or 5, even after you have declared it as an attacker/defender in 2 or 4. Of course, it is then gone before you get to 6 and so not a part of challenge resolution at all.