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Dawnrise

Martell
Submitted by: Prophit618
Submitted: May 08 2013 07:04 PM
Views: 1635
Last updated: May 08 2013 08:09 PM
Category: Martell
Deck Name: Dawnrise
Deck Contents: Total Cards (86)

House (1)
House Martell (Core) x1

Agenda (1)
The Long Voyage (TPoL) x1

Plot (7)
A Time for Ravens (ACoS) x1
A Song of Summer (ASoS) x1
Valar Morghulis (Core) x1
Negotiations at the Great Sept (TPoL) x1
City of Spiders (TftRK) x1
Breaking and Entering (LotR) x1
City of Soldiers (TBoBB) x1

Character (47)
Darkstar (PotS) x1
Edric Dayne (IG) x1
House Dayne Knight (PotS) x3
House Dayne Squire (ASitD) x3
Knights of the Sun (ASoS) x3
Starfall Advisor (TWH) x3
Starfall Bannerman (ASoS) x3
Starfall Cavalry (MotA) x3
Starfall Healer (RotO) x3
Starfall Merchant (RoR) x3
Gilly (RoW) x1
Maester of the Sun (ASoS) x3
Dornish Paramour (TTotH) x3
Harmen Uller (PotS) x1
The Viper's Bannermen (PotS) x3
The Red Viper (PotS) x1
Spear Phalanx (HtS) x2
Quentyn Martell (TGF) x1
Arianne Martell (PotS) x1
House Messenger (PotS) x3
House Dayne Reserves (PotS) x2

Location (27)
Southron Vessel (IG) x2
Starfall (ASitD) x2
Shores of the Summer Sea (AToTT) x2
Summer Sea (Core) x3
The Inn of the Kneeling Man (FtC) x1
Open Market (ASoS) x1
Dorne (PotS) x1
Lord Doran's Chambers (PotS) x1
Palace Fountains (PotS) x2
Water Garden (PotS) x3
Dornish Fiefdoms (PotS) x3
High Ground (QoD) x2
Shadowblack Lane (Core) x1
Street of Steel (Core) x1
Flea Bottom (TGM) x1
Advisor's Chambers (HtS) x1

Attachment (3)
Black Raven (ASoS) x2
Oberyn's Guile (MotA) x1

Event (9)
He Calls It Thinking (PotS) x3
The Viper's Rage (TftRK) x3
Fallen and Reborn (RoR) x3

Yet another Dayne deck trying it's hardest to be relevant. Eschewed the normal Manning The City Walls plot in favor of a spammier style with Negotiations and City of Spiders.
Graphs:
Sample Hand Reload
Other Information Income on Plot Cards: 4, 5, 2, 3, 1, 3, 3
Average Plot Income: 3.000
Number of deck cards providing income: 4
Average deck cards income: 1.000
Number of cards providing influence: 11


7 Comments

Spammier style with spiders? In this deck you can only dupe that City of Soldiers effect with City of Spiders. Or what did you mean?
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slothgodfather
May 10 2013 02:01 PM
I assume he means to duplicate Negotiations with Spiders and leave the Soldiers plot for later to kill a 2 STR character.
    • Prophit618 likes this
Sloth's got the right of it. Negotiations can be duped with Spiders. I'm very capable of dropping 6-7 cards in a single turn, so having multiple Negotiations available allows me to constantly overload the board with my characters. Thinking about taking out TVB and replacing it with either Burning on the Sands, or A Game of Cyvasse. I never seem to need the Bannermen. Suggestions?
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LorasTyrell
May 10 2013 04:09 PM
If you want to ditch 3xTVB you might add 1 Oberyn's Guile to the one you already have. Since you have so much gold, as it seems from what you say, you could easily afford it. In my Martell Lose deck I found the Guile to be a match winner, really.

At that point you might even want to drop House Messenger (it doesn't even help setup) in favor of something else, add 3x your new restricted choice and you're still gonna draw like crazy.

Maybe Burning on the Sand? What do you think?
I wanna keep the Messengers. Setup isn't a problem, but I don't wanna kill my draw entirely. I like the little bit of tuterage.. Might add 1 more Guile, but I honestly don't feel the need for it. 3 Messengers and the 1 extra a turn should suffice by and large.
Mind you, I'm only including one lose-to-win tech (Viper's Rage), I was considering taking Oberyn's Gule out altogether, so I don't lose challenges much. With the natural leaning towards excessive beefiness that Dayne has, people need to commit strength to challenges to win, so I can just let one go through and then blank, but as a habit I don't tend to lose many challenges.
Which is why I'm thinking of Game of Cyvasse over Burning on the Sand. With so many potentially high strength intrigue characters, I feel like I could use it to greater effect than I could negating a challenge when I don't tend to lose many.
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LorasTyrell
May 10 2013 05:20 PM

I wanna keep the Messengers. Setup isn't a problem, but I don't wanna kill my draw entirely. I like the little bit of tuterage.. Might add 1 more Guile, but I honestly don't feel the need for it. 3 Messengers and the 1 extra a turn should suffice by and large.
Mind you, I'm only including one lose-to-win tech (Viper's Rage), I was considering taking Oberyn's Gule out altogether, so I don't lose challenges much. With the natural leaning towards excessive beefiness that Dayne has, people need to commit strength to challenges to win, so I can just let one go through and then blank, but as a habit I don't tend to lose many challenges.
Which is why I'm thinking of Game of Cyvasse over Burning on the Sand. With so many potentially high strength intrigue characters, I feel like I could use it to greater effect than I could negating a challenge when I don't tend to lose many.

I totally see the logic :)
The input about the Guile was in order to partially replace the draw from TVB, if you think you needed it, otherwise everything you said totally makes sense
I was really expecting this to have Ser Arthur Dayne (TWoW) and Dawn (TRS) based on the title. I probably like this better than I would have liked the Arthur.

How good has Shores of the Summer Sea (AToTT) been for you in this deck?