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martell sof mk2

Martell
Submitted by: psybilliah
Submitted: Apr 30 2014 12:46 AM
Views: 2465
Last updated: Apr 30 2014 03:50 AM
Category: Martell
Deck Name: martell sof mk2
Deck Contents: Total Cards (60)

House (1)
House Martell

Agenda (1)
A Song of Fire (FaI) x1

Plot (7)
City of Soldiers (TBoBB) x1
A City Besieged (CD) x1
City of Sin (AToT) x1
City of Spiders (TftRK) x1
City of Lies (CoS) x1
A Time for Ravens (ACoS) x1
Valar Morghulis (Core) x1

Character (32)
The Red Viper (PotS) x2
Ser Jaime Lannister (TK) x2
Arianne Martell (TK) x2
Ellaria Sand (FaI) x1
Quentyn Martell (TGF) x1
Tycho Nestoris (SoW) x1
Ser Meryn Trant (TK) x1
Syrio Forel (TftRK) x1
Maester of the Sun (ASoS) x3
Maester of Lemonwood (BtW) x2
Oberyn's Shield Bearer (FaI) x2
Watchful Servant (CD) x2
Carrion Bird (ASoS) x2
Samwell Tarly (TRS) x2
Lost Spearman (MotM) x3
Refugee of the Citadel (RoW) x3
Gilly (RoW) x2

Location (16)
The Kingsroad 29 (FaI) x2
Kingdom of Shadows (KotS) x2
Water Garden (PotS) x2
Palace Fountains (PotS) x2
Shadowblack Lane (Core) x1
Street of Steel (LoW) x1
Street of Sisters (Core) x1
Lost Oasis (AToT) x2
Hellholt Docks (TPoL) x3

Attachment (5)
Black Raven (ASoS) x2
Venomous Blade (TBoBB) x3

Event (7)
Parting Blow (PotS) x3
The Shadow of the South (CoS) x2
Condemned by the Council (AToT) x2

Graphs:
Sample Hand Reload
Other Information Income on Plot Cards: 3, 4, 3, 1, 3, 4, 2
Average Plot Income: 2.857
Number of deck cards providing income: 7
Average deck cards income: 1.000
Number of cards providing influence: 0


1 Comments

I think there's nothing wrong with this deck per se, but I worry that your agenda will as often benefit an opponent as you. You won't be hitting a 4 card draw cap every turn, whereas some opposing decks may really benefit from this, as draw is pretty prevalent in many decks right now.

You're sort of running two decks in parallel - Martell Summer and Kingsguard Shadows. I wonder if a deck that does one of these things would be more efficient. If nothing else, I'd strip out cards that don't support either archetype (as in characters that are neither Kingsguard or Summer-benefiting) and replace them with ones that are. In fact, if you want to go the hybrid route I'd definitely go with more Kingsguard, as you want Shadow Jaime to be at top drawing power if you want to hit that 4 card cap most turns.

As a kooky but probably workable variant, you could drop Time For Ravens, switch Cities for Rivers, and just aim to draw the three black ravens, and make the summer theme a subsidiary benefit which its nice but not essential to have. Just play sheer card advantage. As it is, you probably don't have time to play Time For Ravens anyway, as you need to be playing cities pretty much every turn to get their benefits working.

10 non set-up cards is quite a lot as well.