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A Deadly Game Chapter Pack Review
Feb 03 2015 01:00 AM |
scantrell24
in Articles
Game of Thrones
Our staff has put together a first blush analysis of the newly released A Deadly Game chapter pack. We’ve used a one through five scale; five being the best possible score. The cards are listed in numeric order. Let us know in the comments how you feel about the cards in this pack!Total Pack Score: 54% (270 out of 500 possible points)
Top Cards:
Khal Drogo
Irri
Fallen From Favor
Bottom Cards:
Offer of a Peach
Command the Winds
Now onto the reviews!
Brienne of Tarth (14 Points)

emptyrepublic - 4 out of 5
The issue of opportunity cost rears it’s ugly head again though I think the answer is easier in this case. Run PotS Brienne in Joust and this version in Melee. That’s a pretty broad generalization and my opinion of course. Nonetheless, the benefits of this Brienne should be beyond obvious.
mnBroncos - 4 out of 5
The PotS Brienne has always been better in Stark and Bara but I think most Baratheon decks are going to prefer this version. You gain an extra power every turn or stopping a surprise from your opponent. A very strong card.
scantrell24 - 4 out of 5
Creating a new Brienne to rival the Princes of the Sun version that’s been an auto-include in Bara (and Stark) for years can’t have been easy, but I think they’ve succeeded. This new Brienne counters Dark Wings decks and the prized mono-cons. She also owns a war crest and several positive traits. There’s a lot to like, especially in Melee.
Kizerman86 – 2/5
The ability is a complete trap. You will never get what you want out of her. Noble Cause could get the most out of her because both options are relevant. 2 for 3 with a Crest is fine I guess.
Offer of a Peach (8 points)

emptyrepublic - 3 out of 5
It’s a potentially decent closer, but you need several things lined up in order to get it to fire. The other issue is if you only have one or two characters standing but it’s turn 3 or 4 you are losing out on power so timing it not necessarily the easiest thing either. Also you are using the precious limited response opportunity and given the choice between new Brienne and this I’m going with the lady.
mnBroncos - 2 out of 5
The biggest problem with this card is a Baratheon deck that is going to want this type of power grab is probably going to want to win before the power gain is any good. I be surprised if this sees any play. Giving it a two and not a won though because there is probably some never attempted deck that could capitalize on this effect.
scantrell24 - 2 out of 5
To leverage Offer of a Peach you’ll need Brightwater Man-at-Arms and other characters that don’t kneel to attack (like Holy crests with Power of Faith) or that stand from effects like vigilant (like Stannis or River Runner). Decks with those criteria, such as Noble Cause, often try to win early, but Offer of a Peach only becomes potent in the late game. In some rare circumstances this event might claim 3 or 4 power, but I think 2 will be the norm, and that’s worse than Make and Example. Dominance events also have to survive intrigue claim during the Challenges phase, which makes them unreliable.
Kizerman86 – 1/5
This card is another trap. It is a rush card that doesn’t work with rush builds. Brightwater-Man-at-Arms are often the only things standing in dominance and they get discarded anyway. Maybe it could work in a plot-cycling deck but I just don’t see this getting played.
Warrior of Note (13 points)

emptyrepublic - 3 out of 5
Genericly good? The big thing here is the renown, as this is only the second non-unique Greyjoy character with renown (if my searching is correct). Cost is okay given the STR, icon and keyword distribution. In the end though I don’t see him being used all that much as he has no effect on the game state and there are just so many 3 cost Greyjoy characters.
mnBroncos - 4 out of 5
Good trait, two solid keywords, crest, non-unique. This is a type of card that will see lot of play, only downside is the heavy amount of playable 3 costs in Greyjoy.
scantrell24 - 4 out of 5
Warrior of Note lives up to his name in Draft, where renown is at a premium. Even in Constructed, Greyjoy doesn’t have much renown, but the Krakens do boast many other solid options at the 3 gold slot that accomplish nearly the same thing -- Enraged Crewman and Iron Fleet Captain come to mind. This Warrior’s main advantage over his competitors is the war crest, so you need to leverage it with Power of Arms, Die by the Sword, and Price of War. Unfortunately many of Greyjoy’s other war crest characters are Raiders, and this guy lacks that trait, so he’s unlikely to make the cut in a Longship Grief deck.
Kizerman86 – 2/5
On the surface, 2 good keywords, a positive trait, and a crest on a non-unique seems great. The problem I see is the 3g slot in Greyjoy is just packed with better characters. I think this will see a small amount of play in LIV2, but that is about it.
Thunderer (10 points)

emptyrepublic - 2 out of 5
For a limited response this strikes me as a rather weak effect. Now that FFG is pumping the card pool with more limited responses for everyone it’s necessary to be much picker on what limited response you want to use and in this case unless you are absolutely in love with mill effects I don’t see how it will make the cut.
mnBroncos - 3 out of 5
Draw in Greyjoy no matter the cost should always be considered as a strong card. Guess comes down to the other playable limited response cards. Also, I wish this didn’t kneel (guess be broken in melee) but be interesting to see a card like this that counters plot manipulation.
scantrell24 - 3 out of 5
Thunderer’s draw should happen about 75-90% of the time, depending on the matchup. I don’t think that’s quite good enough, even in a draw-poor House, and especially considering the other attractive Limited Responses such as Red Rain and the Drumm.
Kizerman86 – 2/5
The only way I can justify playing this card is as a House of Dreams location. Anything else just makes it too inefficient. You have to draw this, pay for it, then hope it triggers on the next 2 rounds (assuming there are 2 more rounds after the round in which you draw it) before it pays for itself. While it could be compared to Golden Tooth Mines, it just isn’t consistent enough to rely on. On top of these issues, it keeps you from using The Drumm or Red Rain.
Command the Winds (6 points)

emptyrepublic - 2 out of 5
If Longship Iron Victory or Winter Armada didn’t exist I’d be more excited about this event. It’s not that bad but it just seems like it will never make a deck. I could see it as a way to push that intimidate character through to forced unopposed but LIV can do the same and get you a card (instead of discarding one).
mnBroncos - 1 out of 5
At this point of the game this card is fine but will never find a spot. Plus 1 strength every turn is not worth a spot in your deck. Also, if gets canceled won’t be getting it back.
scantrell24 - 2 out of 5
There are several Warships, namely River Blockade, Captured Cog and Longship Grief, that don’t kneel otherwise and thus can pay the cost to return this event to hand. Sadly though, +1 strength just isn’t impactful enough to warrant an event slot (even in DWDW).
Kizerman86 – 1/5
No room for this. The only thing keeping it from being a 0 in my book is the fact that it is a surprise effect from Greyjoy (the first time you play it, anyway) which is very rare. At this point, the cardpool has too many cards that are simply better.
Ulf Son of Umar (16 points)

emptyrepublic - 4 out of 5
It’s a weak four for me because I usually think melee (which is my meta’s prefered format) and in that format the opportunity to swipe another house exclusive keywork is much higher. Two cards for vigilant and renown? I say it’s not bad given that the Clansman theme plays off having less cards in hand than opponents anyway. Certainly a 3 out of 5 in joust.
mnBroncos - 5 out of 5
Okay I maybe overrating this guy but I LOVE him. Clansmen already want to have fewer cards so discarding isn’t a bad thing, and the more discard effects clansmen decks have the more good lanni draw cards they can run while still being below your opponent. The fact that it is a surprise makes him so lethal. You have to respect melee if its on the table (have fun keeping that math in head) surprise deadly, etc. I think this card if someone tries to do it can be a real powerhouse in this game.
scantrell24 - 3 out of 5
Ulf is almost efficient enough to see play outside of Clansmen decks. The cost is high, but it creates synergies with Tywin and the Burned Men. I like that you have the flexibility to wait until after defenders are declared to give him deadly (or bluff doing so and save the card). The problem, however, is that Shagga, Son of Dolf already comes with deadly, and Shagga rarely sees play.
Kizerman86 – 4/5
Finally, I can lose the pessimistic attitude toward this pack! This guy is an absolute beast. Any house that plays Conquest with Lanni or vice-versa can slot him in, and he really makes your opponent think about every challenge. Lanni already has a fair amount of Deadly and Stealth, the opportunity to steal Vengeful, Renown, Vigilant, etc…. is just icing.
Moon Brother Harriers (16 points)

emptyrepublic - 4 out of 5
If you are running a Clansman deck you’d have to put at least one or two copies in. It’s a very cheap effect for a high outcome. Depending on the challenge one gold could swing you a 3-4 STR difference. It’s a 2/2/2 with a crest which is usually good. It’s also an Army which strikes me as quite novel at this price point.
mnBroncos - 4 out of 5
Alright lets see if clansman become a thing this guys is also very strong!
scantrell24 - 4 out of 5
Clansmen were light on intrigue icons... until now. Surprisingly, however, they still don’t have many war crests -- just this guy and the Burned Men -- and this guy is probably going on an intrigue challenge, not military (to trigger the war crest events). The ability is nifty but it’s limited to once per challenge so that limit’s the appeal in “big gold†decks. His “no attachments†keyword helps avoid Enslaved and Flame-Kissed.
Kizerman86 – 4/5
I am 100% sure there is a Tier 1 Lannister Army/Warcrest deck in the current meta. This slots right in to that, as well as Clansmen decks that are getting tons of fuel this cycle. I’m still not convinced Clansmen will ever be a better choice than most other Lannister options, though.
Vale Encampment (17 points)

emptyrepublic - 4 out of 5
Obviously this is only good for Clansman decks but for that deck build it’s really good. Not limited, amazing for set up, plus it gives you draw.
mnBroncos - 4 out of 5
Thanks FFG now have to probably get this pack since Clansman are for real now, they were already underrated as a mid tier 1.5 deck these three cards probably pushed it enough to get there.
scantrell24 - 4 out of 5
Cards that replace themselves tend to be good. It’s strange that we’re seeing more economy locations in the game’s final cycle, but Vale Encampment should push Clansmen decks up half a tier.
Kizerman86 – 5/5
Economy that replaces itself? Yeah, auto-include in any clansmen deck. I’m giving it a 5 based on its efficiency in a vacuum, but again I don’t ever expect Clansmen decks to be Tier 1.
Tyene Sand (16 points)

emptyrepublic - 4 out of 5
If you can get her out early in the game and manage to keep your board in place then you could perpetually be threatening your opponent with 2 claim challenges. Of course, an obvious upside is if you might possibly have claim on a Valar turn. My absolute favorite part? Your claim value becomes immune to Bones of a Child and Loyalty Money Can Buy.
mnBroncos - 4 out of 5
As someone who played with this Bastard multiple times in drafts her power is real. Also, I don’t know how most people build their Martell decks but I usually add utility plots and will maybe have one 2 claim plot so this girl adds a lot of strength to those decks.
scantrell24 - 4 out of 5
I’m torn here. If you already have a two-claim plot or if you’re first player, Tyene is useless, and you just paid 4 gold for a 3-strength bicon. But if you play second, particularly with something like To the Spears!, and particularly in Melee, she’s golden. I’m going to give her 4 stars with the caveat that you should probably wait until Mel’s Favor gets FAQ’d to play her.
Kizerman86 – 4/5
Having played with her in the Draft format, my perceptions are a bit tainted. She was insanely powerful in draft, but I think she will suffer just a bit in constructed. It is still a super strong card that will find its way into many Martell decks. Quentyn just keeps getting more and more uniques, and is shaping up to be one of the top decks for Martell.
The Red Mountains (11 points)

emptyrepublic - 3 out of 5
It doesn’t do much on its own but it’s a cog in a machine to invoke Sand Snake combos. If you are a particularly curious type then search out the spoilers from upcoming chapter packs and the purpose of this card will make more sense.
mnBroncos - 3 out of 5
Rating this safely. I think Sand Snakes can get there if they get some of the same cards clansman did but this isn’t quite the same level. The whole give character icons Sand Snakes probably aren’t good enough to use this location for adding the keyword.
scantrell24 - 3 out of 5
I could see a No Agenda Quentyn deck that uses Dorea Sand and threatens to turn Archibald or Gerris into non-kneelers with renown.
Kizerman86 – 2/5
Not potent enough on its own to include unless you have a lot of Sand Snake shenanigans that you just HAVE to trigger to win. If you are doing that, you probably won’t win much. I’m giving it a 2 instead of a 1, just because it looks like the Sand Snakes are going to get a ton of love and this card has a lot of potential to be relevant.
A Secret Mission (11 points)

emptyrepublic - 3 out of 5
Obviously this is heavily dependant on how much shadows you play or your meta plays. Nonetheless, I see potential for some fun stuff with this especially if you splash some shadows Kingsguard. Alternatively it’s another way to get your Venomous Blades back into the shadows. You could even use it offensively in certain circumstances. In the end though you might have to make a bit of a janky deck to get the most out of it.
mnBroncos - 4 out of 5
I don’t know what deck is going to do it but there has to be some ways to not break this card but to make is extremely strong. My first thought is actually protection from your upcoming bleeds.
scantrell24 - 2 out of 5
The “kill†cost can be a positive when combined with Parting Blow, or if you kill something like Desert Raider or Quentyn Martell (the previous card can make them Sand Snakes). I don’t find the effect particularly useful though.
Kizerman86 – 2/5
At first, I loved this card. There is just too much cancel floating around for me to feel good about killing my own character as a cost, even though the effect can be HUGE. I could see it in a Martell City of Shadows that abuses Meera, or maybe as a 1x in a Martell deck running Sand Snakes and Arianne. Other than that, this is a binder card.
Tytos Blackwood (16 points)

emptyrepublic - 4 out of 5
Have you picked up on the Tully theme yet? A very strong 4. Tytos is a textbook example of a character for Siege decks. War crest let’s you maximize Frozen Outpost. The immunity prevents too many shenanigans. His response is not at all limited and works around the limitations of the siege agenda by letting you get some power even from defending a power challenge.
mnBroncos - 4 out of 5
Just a very strong card with no downside. Immune to events is actually really relevant as well.
scantrell24 - 4 out of 5
Iâ€ll try Tytos in Stark No Agenda with Tullies and in Aloof & Apart. He’s solid in every way, and his response triggers even when he’s not participating.
Kizerman86 – 4/5
Stark Defense is real. Stark Defense needs speed. The 4g keeps him just outside of auto-include range for Stark but he is a 2x in every Defense build from now until the end of time. I love issuing chump challenges, so I’m really not looking forward to all the Stark Defense I expect to see over the next 6 months.
Raventree Elite (13 points)

emptyrepublic - 4 out of 5
I’ve had to read the text a 2-3 times to fully understand exactly what they are doing and I think they are more powerful than they look at first blush. We have 6/6/6 + war crest as well as stealth, a bit expensive but still not bad I’d argue. The character ability however targets the House Tully trait regardless if the Elite are in the challenge or not. On top of that the immunity is to all opponent’s triggered effects. It’s a huge umbrella of protection that I don’t think should be underrated given the amount of stuff out that can manipulate challenge results. We are getting a lot of interesting Tully armies though so competition in this space will be tough.
mnBroncos - 4 out of 5
Have already seen that seven cost characters can see play (Viper’s Bannermen) now no this is not that good, however, almost as good at winning challenges by itself and trades card advantage for protection to multiple characters.
scantrell24 - 3 out of 5
Stealth on a huge body means that Raventree Elite can defend almost any military or power challenge. The immunity is great for preventing things like Northland Keep or No Quarter, but it doesn’t stop effects triggered outside of a challenge like kneel or icon manipulation, and it doesn’t stop passives abilities. Overall they’re just too expensive to warrant play outside of Aloof & Apart.
Kizerman86 – 2/5
Stark Defense is real. Tully isn’t quite there, I’m afraid. Sure, you have the new Hoster to fetch cards and a lot of the new defense-oriented cards have the Tully trait, but they still rely on Riverrun to win. Abandoning the Tully theme and adopting a more holistic defensive approach is best, and these guys just don’t fit. At 4g for 4str, I would play them. 6g is just too much.
Seagard (14 points)

emptyrepublic - 3 out of 5
I think this is money in siege. Outside of siege perhaps not as strong. Comparison with Frozen Outpost is entirely reasonable but both locations have different advantages. Seagard providing deadly allows you to safely oppose. Additionally, it stands when you win that challenge so it’s ability is not limited once to a round. It depends entirely on the Stark deck you run but a single copy might make sense in several builds.
mnBroncos - 3 out of 5
I am never a big fan of cards that only add strength. However, you get some protection from deadly, its 2 and not 1 plus strength as well as possible multiple times a turn. Also a solid card to help setup. Guess also helps add to the Tully win on defense sub-theme. So not amazing but good enough that will see some play.
scantrell24 - 4 out of 5
I’d love to run a copy in every Stark build, but Seagard competes with Frozen Moat, Northland Keep, Raventree Hall, and Frozen Outpost for deck space. Also the strength buff won’t kick in until after the burn from Meereen Tourney Grounds (I hate Targ). Overall it’s a solid card that gives Tully defense more redundancy and might allow that deck to become better than the sum of its parts.
Kizerman86 – 4/5
Stark Defense is real. Yadda Yadda. Insanely efficient, and effectively +6 STR for 1g if your opponent issues 3 challenges. If they issue less challenges, great. 1g makes it just too easy to hit with City plots for me to play it out of HoD.
Khal Drogo (17 points)

emptyrepublic - 5 out of 5
Dig up a Tourney Lance and give this guy joust just to make your opponents stuffer more. The only issue is that you lose the opportunity for high claim challenges, but that’s not a big deal if you toss in some Long Lances or other standing effects and initiate more than one challenge with him. Beyond that how much convincing do you need of the strength of this card?
mnBroncos - 4 out of 5
I don’t think it is a Five because winning in which participated alone is harder said than done and 3 strength isn’t overwhelming. Now he is a threat though and very strong and will see lot of play, very cool card. Also, there is too many ways to deal with characters that I would not go in on the voltron Khal.
scantrell24 - 4 out of 5
In Heir to the Iron Throne decks, you have two power challenges and many ways to have Drogo (or Dany) participate in both of them --To Be A Dragon, Khal, Fire Made Flesh, Royal Favor and now Irri. I originally scored Drogo a 5, but Bara is the strongest House right now and every Bara deck has 6 counters to Drogo - 3 Brightwater Man-at-Arms and 3 Melisandre’s Favor.
Kizerman86 – 4/5
I’m sure I’m repeating other reviewers, but this guy is obviously a bomb. That said, he comes at a very high opportunity cost. He also needs to be built around a little bit to get the most mileage from him. I have him in a Targ N/A deck I’m testing for SCs, and I can’t often win challenges with just Khal. Long Lances is arguably Targ’s best restricted, and Jumper-Khal supports that perfectly. Now if you put any supporting cards with him he is a beast, but most decks will get more mileage out of the other Khals for now, I think.
Irri (18 points)

emptyrepublic - 4 out of 5
So this the first of a series of Handmaiden’s that will be coming out. The granting of the power icon plus the ability to not kneel to attack in a power challenge is no doubt great; particularly for Targeyan who can run Heir to the Iron Throne. The usual downsides to attachments apply of course.
mnBroncos - 4 out of 5
So you usually need some military claim anyways and a character that helps you after killing your claim foder yea this will be a one of in every targ deck.
scantrell24 - 5 out of 5
Irri’s Ally trait is literally her only negative aspect. She’s similar to Lanni’s Doubting Septa in that she’s cheap claim soak with a beneficial ability after death. Non-kneeling Dany, Drogo or Pyat Pree in Heir to the Iron Throne decks is ridiculous.
Kizerman86 – 5/5
Always good, but best with Khal or Dany. She is perfect Harrenhall fuel, and will rarely find herself in the dead pile so 2x isn’t unreasonable. The Dothraki trait is icing.
Mya Stone (10 points)

emptyrepublic - 3 out of 5
Usefulness of this is entirely dependant on how popular Castle plots will be with you and your opponents. It prevents weenee characters from being particularly annoying on their own. It would be much more interesting it was characters in general and not just those of 3 printed cost or lower. If she had a bit extra going on I’d be more excited.
mnBroncos - 2 out of 5
eh too many cards for this to really see play. Even if you happen to have a Castle revealed every turn the effect itself isn’t really that strong in my opinion.
scantrell24 - 3 out of 5
Mya might slot into Martell icon manipulation once we see a few more Castle plots, although it’s tough for those decks to cut things like Lineage and Legacy to make room.
Kizerman86 – 2/5
Strong effect that should only be on about 50% of the time. An all-Castle plot deck just doesn’t seem viable and having a 2str character that is blank half the time just doesn’t seem appealing. Hard card to rate, for sure.
The Eyrie (14 points)

emptyrepublic - 4 out of 5
One of the few saves that anyone can use. That it can only be targeted to non-Army characters printed cost of 4 or higher isn’t a real issue as the high cost uniques are the ones you’re wanting to save anyway. The discarding of all power isn’t great, but again, not all strong 4 cost characters have renown or are collecting power. It certainly won’t make every deck, but decks that are a bit more dependant on its high cost characters should consider a copy.
mnBroncos - 4 out of 5
So free claim fodder/valar protection for your most important characters yea sure why not.
scantrell24 - 3 out of 5
The “discard all power†part keeps this balanced. It’s almost like every House gained access to the Iron Cliffs for 2 gold.
Kizerman86 – 3/5
I’m expecting to see this as a 1x in most A&A decks. Losing the power isn’t as big of a drawback as it seems, in my experience. The immunity is huge (I’m expecting to see more City plots over the coming months) but the restriction of 4g+ makes it tough to play more than one copy.
Taken Captive (13 points)

emptyrepublic - 3 out of 5
A very close 4 for me but not quite. The effect is real strong but I can understand if this card is a bit underused. The problem is you are telegraphing the character theft a round ahead; though there maybe little or nothing your opponent can do about it. Also the stats for the round you are playing the plot on are a bit weak for nothing to happen. The usefulness is a bit circumstantial particularly in joust; in melee, the environment will be richer with targets to pick up a more useful character.
mnBroncos - 2 out of 5
I personally am not a fan of Castle plots because the game usually ends in 4-5 turns sometimes less so playing a plot that you don’t get a benefit from the turn you play it (not counting plot manipulation which I also am not a fan of) that aside the effect can get some solid characters but if you do end up taking something important then your most likely just preventing them from doing a military challenge which is okay but there is a lot of good plots out there that I don’t think see much play.
scantrell24 - 4 out of 5
Three gold has been the sweet spot for characters for a long time. Daenerys, Brienne, Asha, Alannys, Margaery, Jhogo, and Luwin are all tempting targets. Taken Captive also deals a major blow to Maester decks, but like Naming the Heir you have to suffer through a turn with no plot effect and mediocre stats first. Just be aware that two turns after you reveal Taken Captive the constant effect will expire and control of the character reverts before “when revealed†plots.
Kizerman86 – 4/5
The timing is very interesting, as it gives your opponent just enough room to play around the effect without taking away its edge. At the end of the day, it is effectively a 2 character swing. Very strong and interesting effect. I’m looking forward to using Wheels Within Wheels and Arianne to swap into something else during Challenges and steal someone earlier than expected.
Fallen from Favor (17 points)

emptyrepublic - 5 out of 5
There is really no downside to this plot. You have a full round (assuming no plot cycling of course) to prepare for the effect to go off and when it’s time you can just send a chud to the bottom of the deck or a character with a negative attachment(s) on it. I’m willing to bet this will be one of the most used of all the Castle plots and a candidate for the restricted list.
mnBroncos - 2 out of 5
Okay I do not understand the hype for this plot. A 4-6-2 is great amazing even but even with any downside it isn’t that great. Twist of Fate gives you one more gold and sometimes a weaker downside depending on board state. This gives you same gold as Retaliation and Men of Pride both I’d play before this. Breaking and Entering is way stronger for only one less gold. My point is unless you're a very very very aggressive deck that needs the claim and initiative there is many better plots. Most of the time utility is far better than extra claim at least in my experience and opinion.
scantrell24 - 5 out of 5
With Fallen from Favor and Retaliation in most decks, we’re in store for some crazy challenges and huge board swings.
Kizerman86 – 5/5
Dem stats tho.



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40 Comments
Fallen from Favor ->mnBroncos - 2 out of 5
What is wrong with you dude? Breaking and enterings have pretty lower stats, Retaliation makes you going second 99% of the times, Men of pride roughly the same. This plot is what aggro players was asking from decades: going first, make a mess, wait for profits.
Yeah I have to agree. I think the rating is just a little too harsh compared to the explanation.
Good players will make you pay for that drawback on Fallen from Favor. Against bad players it is just a win more card. I am looking forward to facing players using this.
Say you drop a 1 claim plot vs. Fallen from Favor and I'm running a Dothraki Aggro (or any aggro, really) deck, how do you make me pay for dropping it?
Genuinely curious.
Okay the 2 maybe to harsh but I did that more because I don't think it is even close to a 5 like all the others said. It is probably more like a 3. It honestly isn't even a four to me, if this came out years ago and wasn't the fun new two claim plot only the most aggressive decks you can make would even think of running it. The fact that two claim is honestly not that important most of the time. Retaliation is usually a better option going second is usually not that big of a deal, especially since other plots have even more initiative then this plot so you may not get to pick to go first anyways. The ability on Breaking and entering is more impact then gaining one gold. Also, if your going against Stark murder, or Ghaston Grey, or burn, etc... you maybe left with only one or two good characters that your going to have to get rid of the downside of this plot is pretty significant. Maybe if you plan on only using this as a closer then maybe better but like I said before utility >>>> claim.
Well, one good play is to follow up my 1 claim plot with a Marched to the Wall, which will be more likely to hit a meaningful target. Even without that, it's still costing you 1 card (in a turn) in a game where card advantage is quite important.
That's not to say Fallen from Favor is bad, but that drawback is a drawback and will bite people more often than they think.
I'm not saying it's the next best thing since sliced bread, but I don't think you would include Fallen from Favor in a deck if you didn't plan on either taking advantage of its drawback or if your deck isn't designed to mitigate it's drawback. I don't think it's a 5, but I also don't think it's as low as a 2.
A 3 or 4 out of 5 is the sweet spot I think.
Jeez, sure were great times when we still had good players like Bruno or JCWamma reviewing the packs...
I guess I just don't see Marched too often in Tulsa at the moment. That makes a lot of sense, but generally I feel like getting rid of 3 of your guys (2 claim MIL + your Marched) is probably worth losing 2 of mine **if I'm playing a hi-aggro "vomit" style deck**.
Otherwise I agree with you, and expect to see more Marched to the Wall in the environment. The Aftermath -> Marched combo is already strong, and people playing Fallen from Favor only makes it better.
Disclaimer: I have only played Fallen from Favor in my Dothraki N/A deck as a replacement for Retaliation. I usually have plenty of extra characters so I probably have a bit of experience bias.
Really?
I guess against Fallen from Favor, if the FfF player has a single important character with a save (Dany, Cersei, etc...) and a ton of chuds, you could drop Valar on the following turn to render the save useless.
In any other deck, poor. In DWDW, great, therefore 3/5 overall.
You can't return it in DWDW, though. It prevents you from triggering the effect while the card is in the dead pile.
At the risk of destroying his fun Kizer, I'd ignore the master of jeers - that was irony designed to point out the disparity between me and Bruno more than a dig at the current reviewers!
Sorry I couldn't jump on this one though as I was looking forward to the backlash when I gave Drogo a 3, though it looks like Broncos would've stolen my thunder with the 2 for FFF anyway.
Poor because there isn't a new unique character? Warrior of Note is a little boring, but I like me their keywords and crest quite a bit.
It's kinda disappointing that the pack doesn't contain the card on the cover yup
We've known for a while what pack he's in though. His card number is 43, so it's the next pack. FFG's practice of misleading cover art is strange though.
Regarding Fallen from Favor, every time I've used it so far I've either closed the game that turn, or the 2 claim put me in such a strong position that the drawback didn't matter, or I was already so far behind that no other plot would have realistically made a difference either. It's at least a 4 star plot. Whether it's a 5 depends on your playstyle and meta.
Fallen from favor is stupid out of bara and Stark just cause of Meera and Dale (please, baratheon doesn't need more hate ^^).
I don't blame you one bit.
Yeah, the 2 STR is a little weak against Targaryen for sure.
I'm offended I wasn't included on this prestigious list.
Really.
Why are people being dicks to the reviewers?
Great question. Even if I don't always agree, I really enjoy reading other peopel's thoughts on the cards.