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My Second Martell KOTHH Control v2


Submitted by: PulseGlazer
Submitted: Nov 27 2012 10:43 PM
Views: 2743
Last updated: Dec 01 2012 07:40 PM
Category: Martell
Deck Name: My Second Martell KOTHH Control v2
Deck Contents: Total Cards (63)

House (1)
House Martell (Core) x1

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

Plot (7)
To the Spears! (PotS) x1
Loyalty Money Can Buy (QoD) x1
Waste Their Time (QoD) x1
Valar Morghulis (Core) x1
The First Snow of Winter (ODG) x1
Shadows and Spiders (LotR) x1
Manning the City Walls (CD) x1

Character (27)
Arianne Martell (PotS) x1
Darkstar (PotS) x1
Doran Martell (TGM) x1
Dornish Paramour (TTotH) x3
House Messenger (PotS) x3
Lost Spearman (MotM) x3
Maester Kedry (FtC) x1
Orphan of the Greenblood (PotS) x3
Ser Arys Oakheart (PotS) x1
Southron Mercenaries (TBoBB) x2
The Red Viper (PotS) x3
The Viper's Bannermen (PotS) x3
Harmen Uller (PotS) x1
Syrio Forel (TftRK) x1

Location (17)
Bay of Ice (KotS) x2
Dornish Fiefdoms (PotS) x3
Noyne (THoBaW) x1
Palace Fountains (PotS) x2
Summer Sea (Core) x3
The Scourge (ODG) x1
Flea Bottom (TGM) x1
Kingsroad Fiefdom (QoD) x2
Shadowblack Lane (Core) x1
The Red Keep (TftRK) x1

Attachment (0)

Event (19)
A Game of Cyvasse (ACoS) x3
He Calls It Thinking (PotS) x3
Red Vengeance (PotS) x3
The Prince's Plans (TIoR) x3
Much and More (AHM) x3
Westeros Bleeds (Core) x2
Parting Blow (PotS) x2

This is my second attempt at a Martel control deck. The deck size is trimmed a good deal. Hopefully this one works better. Thoughts appreciated.
Graphs:
Sample Hand Reload
Other Information Income on Plot Cards: 3, 4, 2, 2, 3, 3, 1
Average Plot Income: 2.571
Number of deck cards providing income: 0
Average deck cards income: 0
Number of cards providing influence: 10


9 Comments

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PulseGlazer
Nov 28 2012 12:38 PM
This is the one I'm playing. Any other events to consider? Do I need another Viper? More reducers (and if so, which, for what?)?
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ShadowcatX2000
Nov 28 2012 01:02 PM
I think 2 copies of the viper is fine, although 3 would be good as well. And you're at a pretty good number of reducers since you're not running Ghaston Grey.

I'm not a fan of running characters that have to stick around for an extended period of time to make an impact (ie. Ellaria Sand) in a deck that resets the board as often as this one can and does, but that's just me. And I'm leery of Southron Mercenaries out of KotHH at all, they're an amazing character, don't get me wrong, and I love them, but you have to pay 6 gold and you can't use any of your reducers, you have exactly 1 plot that will let you play them the turn you draw them, every other plot it is "put them in shadows and play them next turn." I'd run manning the city walls over game of thrones or waste their time to help deal with that. And rule by decree is starting to become almost an auto-include, especially in decks running much and more and first snow.

As to what I would try and put in the deck, with dornish paramours and orphan of green blood parting blow is just obnoxiously good. Everything else looks pretty solid. I think I'd run 3 westeros bleeds though, its the deck's primary answer and you don't want to have to dig through successive turns for it when you need it. Finally palace spies are really good for this deck. (Ditto a singleton of the red keep.)
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PulseGlazer
Nov 28 2012 01:27 PM
Why Red Keep? I almost never find I need more influence. What do I remove both plot and card wise to add your suggestions? Maybe remove a Southron Merc to add the -1 cost per opponent, Stealth/Deadly char. Can't recall the name and he's 4 for 3 bicon, but Stealth and Deadly in Martell, especially with TVB, can really control a board, even if it is x1. Oh, and I only have x2 core, so 2 Westeros is all I get.
    • PulseGlazer likes this
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ShadowcatX2000
Nov 28 2012 02:13 PM
Red Keep is there to fight the location hate. And location hate, along with hand hate, is going to be the way the game heads, IMO. As to what to take out, I'd probably take out Southron Mercs for sure. Not for Quentyn's Guard though, I just don't like that card, maybe 2 palace spies and 1 craster. For plots waste their time and game of thrones for rule by decree and Manning the city walls. I'd probably take out 1 bay of ice and 1 noyne in favor of 2 parting blows. Drop 1 kingsroad fiefdom for a red keep. See how that does you.
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PulseGlazer
Nov 28 2012 10:12 PM
Added a third Viper, took out 1 Southron. I don't trust RBD, so I didn't add it, but I am now Manning the City Walls and not running Game of Thrones. I don't like Palace Spies, but did take out Ellaria. Got 2 Parting blows, great since I can't find the third. Traded a kingsroad fief for a keep and all set. Hope it works out!
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ShadowcatX2000
Nov 29 2012 04:49 AM
Let me know how it goes. :)

Also, really you should re-consider the palace spies, if nothing else you can fetch a sea with them at which point you're basically paying 1 gold for a body and deck thinning, a pretty dog gone good deal in my book.
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PulseGlazer
Dec 01 2012 07:32 AM
Went 7-3 without the Spies or Paramours as both decided to not come in the mail in time. I was overall happy with it, but tweaked and removed what I felt didn't work. New deck/updates should be up pretty soon, so let me know.
I would at least get it down to 61 cards. I'm not the biggest fan of Harmen or Doran outside of Ghaston grey. I just don't care for him to much. I'm also yet again not a fan of Maester Kedry or 3 Lost spearman. I'd rather play 2 spearman and go up to 3 palace spies. Though, i don't play spearman in my meta because there is a a lot of influence around. I play carrion birds instead because they are another military icon with stealth that doesn't get bounced back. I'd drop the Southern Mercs. This would bring you down to 61 cards. My initial build of this deck without Ghaston Grey played 23 characters. I didn't find myself lacking in characters because of the ability to draw so much. I'd take out Flea Bottom and Noyne for a Street of Sisters and Street of Steel. Your playing a lot like my build and its a very aggressive control. I just don't think you really want your characters coming into play knelt.

Because of not playing the Southern Mercs, you may consider taking out game of syvas. maybe up the bleeds and parting blow to 3 each and just keep the deck at 60 cards.
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PulseGlazer
Dec 08 2012 07:30 PM
I updated the list to how I'm currently playing it. I took out a lot of what was suggested for even more control and answers to issues. Troubling characters get Poppy. Locations get Nightmares or, ideally, Condemned by the Council (damn you, HoD). Losing challenges get Vengeance, TVR, Areo, and so on. Icons disappear constantly. I can Valar early thanks to Westeros Bleeds and the Prince's Plans tie it all together letting me do everything multiple times (I REALLY want more event recursion). The deck has been dominant thus far in its current build, losing rarely and then largely due to a bad draw vs. an amazing one.

I'm having serious issues deciding on a last plot. I love Breaking and Entering, Shadows and Spiders, and Waste Their Time. Any advice on which to stick with? I'm leaning towards WTT since Bear Island may be my least favorite thing in the game.