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Martell Version II

Martell
Submitted by: Jovan
Submitted: Apr 25 2013 07:09 AM
Views: 1769
Last updated: Apr 25 2013 02:47 PM
Category: Martell
Deck Name: Martell Version II
Deck Contents: Total Cards (60)

House (1)
House Martell (Core) x1

Agenda (1)
Knights of the Hollow Hill (MotM) x1

Plot (7)
To the Spears! (PotS) x1
Valar Morghulis (Core) x1
Manning the City Walls (CD) x1
Loyalty Money Can Buy (QoD) x1
The First Snow of Winter (ODG) x1
Marched to the Wall (LoW) x1
City of Spiders (TftRK) x1

Character (24)
The Red Viper (PotS) x3
High Septon (LotR) x2
House Messenger (PotS) x3
The Viper's Bannermen (PotS) x3
Southron Mercenaries (TBoBB) x3
Lost Spearman (MotM) x3
Dornish Paramour (TTotH) x3
Arianne Martell (PotS) x1
Doran Martell (TGM) x1
Benjen Stark (Core) x1
Darkstar (PotS) x1

Location (17)
Lost Oasis (AToT) x3
Bay of Ice (KotS) x2
Summer Sea (PotS) x2
Kingsroad Fiefdom (QoD) x2
Dornish Fiefdoms (PotS) x3
Palace Fountains (PotS) x3
Cersei's Wheelhouse (BtW) x2

Attachment (0)

Event (19)
Burning on the Sand (RotO) x3
Red Vengeance (PotS) x3
Westeros Bleeds (Core) x2
The Prince's Plans (TIoR) x3
He Calls It Thinking (PotS) x3
Paper Shield (QoD) x2
The Viper's Rage (TftRK) x3

Just another version of a possible deck I may use in an upcoming tourney amongst friends. I am concerned about the Gold curve and would like some advice on what to do. I am also thinking of running a few Dissension's as well but am not 100% sure.

Any advice would be appreciated. This will be for a joust game and not for melee.
Graphs:
Sample Hand Reload
Other Information Income on Plot Cards: 3, 2, 1, 4, 3, 3, 1
Average Plot Income: 2.429
Number of deck cards providing income: 0
Average deck cards income: 0
Number of cards providing influence: 7


6 Comments

Photo
slothgodfather
Apr 25 2013 08:28 PM
First off there are a couple of issues before looking to closely. The Viper's Bannermen and Burning on the Sands are both restricted for joust play so you will have to chose which of those you are going to keep. If you are doing Princes Plans, Burning is a solid option to just ignore your opponents challenges. Another thing that stuck out is that City of Spiders cannot duplicate Manning the City Walls - the reason is when you attempt to repeat the "when revealed" effect it stops because there IS a City plot in your used pile.

As for gold, the southron Mercs are amazing cards and can mean some hefty power swings but are generally extremely hard to afford since it is 100% gold.

If you find you have trouble getting the influence, Palace Spy (WotN) can be a reliable way of getting them out. With First Snow of Winter I'd actually include Flea Bottom Scavenger (AToT) for your draw over the Paramours. The scavengers are insta-draw when you play them and can be bounced back to your hand with First Snow. Your game appears to be control so getting power isn't your first priority, it is to get control of the game.

With so few characters you will be losing power challenges. Only bother getting power on your house if you can keep it there. Otherwise you are just feeding your opponent. If you have no power to take, that will slow their game down.

I'd also look at getting rid of the Palace Fountains for some of the neutral reducers: Shadowblack Lane, Street of Sisters and Fleabottom. This will nearly remove the potential of having a bunch of limited locations in your hand.

The use of the wheelhouse is interesting, you'll have to let me know how that works out for you.

As for your comment in your other deck that you lost because you went 2nd, with Burning on the Sands, RV and Vipers Rage, you almost want to go second - though with Lost Oasis it is also nice to go first. Was the deck that beats you a rush deck? How many plots does the game generally go?
How would you suggest getting power on my house and keeping it? Or keeping it off my house? The problem was that my opponent kept using challenges and had a high claim. I cannot remember what attachment he played but it gave his Arianne Martell (PotS) a military icon and +2. I don't believe it was a Rusted Sword (PotS) but something else. Either way I was concerned about the influence and considered the spy. As far as the Dornish Paramour (TTotH) versus the Flea Bottom Scavenger (AToT) I chose them because they have two icons, are stronger, and are not as reliant on getting out in my first draw. But you are correct in that I usually have little power, but sometimes I will keep one or two if I get lucky.


As far as the armies go, I guess I will take out the Bannerman. Perhaps then I should add the Palace Spy (WotN)? I was also thinking Silent Assassin (ASoSilence) or
Underhanded Assassin (TWoW)? I also was thinking Dornish Diplomat (SaS) might also be a possibility.

Oh and what plot would suggest I replace City of Spiders (TftRK) with?
Double Tap.
Double tap.
since you 're cutting the bannermen,manning has little purpose.so i would go with rule by decree and negotiations at the high sept for those two.

i would cut a vipers rage along the bannermen for 2 palace spy and 2 blood for blood/parting blow

if you are still on a high curve,the oasis' can go down to 2 for a 3rd summer sea or forgo them completely for a sea,shadowblack lane and river row
Martell KOTHH has gone two distinct directions this format. One being a more Ghaston Grey and Lost Oasis heavy build in order to maintain control of the game. The problem with this build is that relying on Ghaston and Lost Oasis as your main control is to fragile int his current meta. The other build however, is a challenge denial build which seems pretty strong this meta. The distinct differences of these builds is their restricted cards choice. If your playing Bannerman, then your probably playing the Ghaston Grey, Lost Oasis build. If your playing Burning then your playing the challenge denial build. Now, because of losing Bannerman you have to find a alternate method of drawing cards without the Bannerman. This is where Fleabottom comes in. In a build like this, i would actually play both Fleabottom and Dornish Paramour. You can spend multiple turns without getting power in the challenge denial build, so fleabottom should be able to be used until at least plot 3, i've had them on until plot 5 before and still won the game. Because of this, you tend to not need the palace spy, even though that pains me to say it. You draw so much when you have paramours and Fleabottoms.

I would look at swapping the Kingsroad Fiefdoms for The Red Keep honestly. It tends to be a more safe source of influence if your seeing a lot of location destruction in your meta.

I would look at Shadows And Spiders though. It could end up being pretty useful. Burning On The Sands + Shadows And Spiders = no Challenges for the opponent. I'd take a look at A Gentle Prison as well. Its a good compliment with Shadows and Spiders. Can have the same effect as Burning on The Sands a lot of the time.