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A Harsh Mistress Card Reviews
Aug 25 2012 05:24 AM |
CardGameDB
in Game of Thrones
Small Council Review A Harsh Mistress Beyond the Narrow Sea
64% 575 out of 900
Our staff has put together a first blush analysis of the newly released chapter pack A Harsh Mistress. We’ve used a one through five scale; five being the best. The cards are listed in numeric order. Our reviewers are listed in alphabetical order. Disagree with our assessment? Let us know!
Lannister and Targaryen tie for top card this month with another Targaryen card in a close third. Overall though it was a very middle of the road pack. Nothing gets a perfect score and only a few cards came in very low.
Top 3
Pentoshi Manor 38 out of 45
The Golden Company 38 out of 45
Dragon Egg 36 out of 45
Worst 3
Much and More 14 out of 45
Longship Red Jester 17 out of 45
The Windblown 21 out of 45
[CRB='/forums/uploads/got/med_maege-mormont-ahm.jpg']Maege Mormont 34 out of 45
Darksbane - 4 out of 5
Cards like this can actually make it worth it to skip an agenda. Building your deck around her with some of the Stark high cost locations. Winterfell and Winterfell Castle both cost 3+ and have abilities that don’t require the location to kneel and the other high cost locations are very potent. It is a signifigent gold investment to play her each turn but generally you’ll get that back with the free location and the deck thinning bonus. Adding in Rickon could make her even more potent.
doulos2k - 3 out of 5
Another card that makes it clear FFG is trying to entice you to go agenda-less. With an agenda, she’s a Lady with a war crest. so even without her response, she’s still well-costed and can find a place in many Stark decks. If you go without an agenda, she can really shine. A few more of these types of cards (like Damon) and suddenly running Stark without an agenda might actually be a viable option.
Ire & WWDrakey - 4 out of 5
A well costed War crest character that is getting you away from agendas. The ability has great combo potential and coupled with Rickon you can get a lot out of her ability. This can make some of the more expensive Stark locations see more play, but still will probably be most often used on Bear Island (kinda nedly). Bad things are of course the restrictions, no agenda, have to go back to your hand and can search only for stark location which comes into play knelt. Even after all those, the ability is still great. If the cost of having to replay her repeatedly seems prohibitive, just use your first search for a Godswood (working past the Limited restriction).
Jimpanda - 3 out of 5
I really like this card, both from a flavor standpoint and for playability as well. Obviously she is pretty un-exciting in builds with an Agenda, but she is playable in the right deck for sure. Stark have some monster locations to pull, and she has a solid body (no pun intended) and a WarCrest, which is certainly with the Frozen Outposts she can fetch. I like that her ability does not replace claim and can be used on defense too. Cards like Bear Island and Harrenhal can be a little expensive, despite their power levels. Searching for them and putting them into play could be strong.
OKTarg - 3 of 5
At first, I thought this was a terrible card, but Stark no-agenda builds are getting more viable. Since there is no cost restriction on the ability, you can use it for Winterfell, Harrenhall, or Bear Island--sort of a rich man’s Bran the Builder’s Legacy. This, coupled with Daemon-Dance-for-me, really is adding considerably to the decision whether or not to run an agenda, which is a nice deckbuilding pressure. Without the ability, 3 for 3 bicon War Crest isn’t bad, but not good enough. So she’s just niche enough not to score higher for me.
Paladin - 4 out of 5
Stark has some great locations, and being able to search AND put them into play is awesome. Maege is a pretty good character in her own right. I like the push towards no agendas, and think it balances this card out. The no agenda restriction is the only thing keeping this from being a 5.
Rave - 5 out of 5
This is an excellent card. As far as I know, it is the only re-usable search effect in the game to date, and since she needs to win a challenge, you still get use of Maege’s war crest in your military challenge if needed. What puts her over a 4 is that Stark is starting to get a nice little subtheme of characters that work off not having an agenda, she is also a good early game option for decks that run The Kindly Man. Not to mention, Stark draw in general is a little sparce, and she can grab cards like Bay of Ice and Harrenhal, both staples for a deck that runs on the military challenge.
Staton - 4 out of 5
I think this card works amazing in the Stark Kindly Man build that is becoming so popular. She essentially turns into “Pay 3 gold, search your deck for a stark location and put it into play. That means you are paying 3 gold to get Bear Island or Harrenhal and putting it straight into play. That is pretty huge, imo. Plus, since the Kindly Man doesn’t start as your agenda (obviously) you can still run him and get a turn or two out of Maege. This is really going to make some of those more expensive locations more playable, especially because you only need to run one copy of the location. Plus she also fuels both No Quarter and Die by the Sword/Price of War. Nothing to not love about this card!
Tiny Grimes - 4 out of 5
She is going to have a solid place in non agenda decks. For now, Stark is one of the few decks that is rather comfortable not running an agenda so she slots in nicely into those decks. Since her ability is a response to winning the battle you can still do all your standard tricks with her and then grab a location that essentially pays for her cost. I’m salivating a bit seeing myself win a mil, play no quarter, play die by the sword, play price of war, and then use her ability to get harrenhall. Then I do it all again next turn! [/CRB]
[CRB='/forums/uploads/got/med_hall-of-dragons-ahm.jpg']Hall of Dragons 33 out of 45
Darksbane - 4 out of 5
Wow, deadly and some self trait manipulation in the two houses that have some really fun shagga trait based builds. I love it. I’ve always been a fan of the side of trait manipulation that you use on your own characters to give them positive benefits. I could definitely see running this in a Dragon, Dothraki, or Direwolf deck. The deadly is also a great aspect too for surprising unwary opponents with it mid challenge.
doulos2k - 4 out of 5
As a Targ player, I’m pretty stoked about this card. Just being able to provide deadly in and of itself is pretty cool, but adding trait manipulation is fantastic as this is not something Targ has had much of an ability to do. It makes Rhaegar’s Harp completely unneeded in my opinion. There are just so many ways to use this card that it’s almost a 5 in my book. Post defender declaration, make one of your attacking characters deadly - surprise! Buff Jhogo’s draw capability by adding the Dothraki trait to another strong character. An amazing card - even Stark could utilize it if they’re running Influence already.
Ire & WWDrakey - 4 out of 5
Now this is a card with many possibilities, as the card pool gets bigger so will this cards uses. This is probably more useful for the Targaryen as they have more trait synergies going for them than the Starks, mainly Dragons and Dothraki, though we would not be too greatly surprised to see someone running Targaryen Asshai or Stark Brotherhood at some point. For Stark the most notable trait to be given will probably be Wildling, suddenly your greatest Stark character gets +1 strength, stealth and deadly. The influence cost is the only thing which makes this card restrictive, and drops it down from a 5.
Jimpanda - 3 out 5
Kneeling an Influence will be rough on Stark, but in Targ this card will probably be ok. Trait manipulation is great, although it is far stronger when you can target your opponent’s characters. Dragon, Army, and Dothraki effects could certainly be taken advantage of with this, and I’m sure people will try all kinds of wacky builds with it. The trait part is cool, but the Deadly part is what probably makes it playable as a Challenge action.It’s also King’s Landing, which can be a small bonus in the right build.
OKTarg - 4 out of 5
I am a big, big fan of trait-based decks, and this will immediately go in both my Dragon and Dothraki builds. There is some synergy with House Tully out of Stark, not to mention Wildlings or even Bolton. The cost is a bit high, with 2 gold and an influence, but I feel like the aspect of the deadly keyword lurking at all times will affect the challenge phase as well.
My only complaint is that this doesn’t make sense to me thematically out of Stark as much as Baratheon or even Lannister would have. Still, a solid, solid card.
Paladin - 4 out of 5
There are so many uses for this card, though the 1 influence is a bummer for Stark. But still: Deadly is just great on its own, and then you think of traits it can pair with: Dragon, Dothraki, Tully, Knight, King, Queen, Bolton, Direwolf, etc.
Rave - 3 out of 5
This is really hurt by not being able to target your opponents characters, and the fact that the card is unique. Trait manipulation solely of your own cards is a deck theme that really needs to be built around to be useful, and a unique location that requires an influence to use is an expensive and narrow engine for that sort of deck. I can see it being a good asset for shadows themed Targaryen decks that choose to run Pyromancer’s Cache in tandem with Tyrosh, giving them another King’s Landing location, and the opportunity to grant King or Queen traits at will, but still, that’s reaching a little.
Staton - 3 out of 5
I am SO SO SO glad that you have to choose a character you control. I loathe offensive trait manipulation, but really enjoy trait based decks. Stark doesn’t really need, nor can they really use, this, but Targ will love it both in Dragon and Dothraki builds. This would easily be a 5 out of 5 if it wasn’t for the fact that you have to kneel influence as well. I feel like the extra cost pretty much kills this card other than in trait heavy decks. Still, decent card and should see quite a bit of play. I agree with OKTarg that it would’ve made more sense as Lannister than Stark.
Tiny Grimes - 4 out of 5
This card will be great in certain Targ decks. I see this card as fitting great into decks that are working around a specific theme. However, I don’t think it will be dropped in every deck. It will shine in certain decks though.[/CRB]
[CRB='/forums/uploads/got/med_volantis-inn-ahm.jpg']Volantis Inn 35 out of 45
Darksbane - 3 out of 5
Lannister already has plenty of kneel, most of which doesn’t have a down side like kneeling a character you control or having to be done in the standing phase. Lannisport Brothel seems to serve this niche better, but it isn’t like you have to choose one or the other so I could see it finding its way into some kneel decks.
doulos2k - 4 out of 5
For me, the strength of this card is the ability to bolster a kneel theme. Thankfully it’s unique, but the ability to kneel a chud in order to kneel an Army should not be underestimated.
Ire & WWDrakey - 4 out of 5
Most likely will find its way to every kneel deck as a 1x card. It’s good, but does not surpass any of the old kneel locations (except possibly Highgarden) and does its own thing completely. Maybe always standing Jaime will see some more play soon.
Jimpanda - 3 out of 5
This card feels pretty good, but it will need some play time to be certain. It’s similarities to Lannisport Brothel are obvious, but I like the fact that the Inn opens up some extra strategies with things like Maesters, etc. Its cost of 1 is certainly a selling point too. This card basically feels like it should find a niche place in the right build, but it isn’t as outwardly powerful as some other options.
OKTarg - 4 out of 5
I like it--diversity added to a hyperkneel build, but at a unique cost. Things like Maester’s, stand-up Jaime, or standing Joffrey will syynergize, but why not just use a gold weenie or Cersei’s attendant? I don’t think this will replace Lannisport Brothel as a utility card, but I like the options it provides.
Paladin - 4 out of 5
Great cost and awesome ability. It reminds me of Ghaston Grey, in that you can lock up a character that your opponent controls by using up one of your own. All those nice big armies coming out in the current block can now be knelt by a lowly Lannister Refugee!
Rave - 5 out of 5
Very simple, and very good. Having to kneel a character of your own is a fitting trade-off for a repeatable kneel that costs one gold. As people have mentioned there is some character synergy with the drawback (characters like Fancy Standing Jaime and Kings Landing Joffrey for example) and that with the fact that the character doesn’t have to already be kneeling to use it make this card a new kneel staple for Lannister.
Staton - 3 out of 5
This card seems like it should see quite a bit of play, but I fear that it won’t see as much as it deserves. The added cost of having to kneel one of your own guys to kneel someone else, even if the cost is well worth it, will turn a lot of people off this card. The amount of repeatable kneel that Lannister is getting is a bit interesting. I’ll be curious to see if Lannister makes a strong comeback at Worlds.
Tiny Grimes - 5 out of 5
Its simply amazing. Lannister loves repeatable kneel. Kneel a 1 cost gold weenie to kneel your opponent’s best character. So basically now I have 2 Castellan’s on the board? Lannister kneel just got crazy good. The only downside is that it’s unique. I only see myself including 1 in my deck so I won’t be seeing it quite as often. But this will go in every Lannister deck I build from now until the end of time.[/CRB]
[CRB='/forums/uploads/got/med_pentoshi-manor-ahm.jpg']Pentoshi Manor 38 out of 45
Darksbane - 4 out of 5
A really nice early to mid game control card, although the downside of the possiblity of the character claiming 1 power is pretty huge in my opinion. I rarely like to let my opponent have any say in the cards that I play but this card's ability to really muck with a challenge and especally remove keywords like Renown make it worth it.
doulos2k - 4 out of 5
Just a solid card all around. Being a non-unique it can do quite a bit of work, but overall, challenge removal is a tricky business. There are so many good Lannister locations, I’m not sure how this will play out. All in all, in a PBtT deck, this could just guarantee that your opponent is unable to take advantage of your agenda. My reservation is giving someone power every time you do it. You have to keep a close eye on what’s happening to be sure you aren’t screwing yourself over and accidentally giving the win to your opponent because you’d underestimated the amount of power he could gain that turn.
Ire & WWDrakey - 4 out of 5
New repeatable control for the Lannister in the form of a 1 cost non-unique, great! In joust add this and now you have some challenge control in your kneel, or run it with Toll Gate so that your opponent cannot do challenges anymore reliably. In melee this card is a beast. You are messing with many plans just by having this card out. Defensive Lannister kingsguard melee build might be a possibility. The only real problem here, is that against fast decks, this might actually help them in closing the game.
Jimpanda - 4 out of 5
So far, I really like the design of the cards in this set. This card is fantastic. It combos well with You’ve Killed the Wrong Dwarf and Lion’s Gate, gives Lannister some much needed Challenge control, and isn’t Unique to boot. Lannister locations are so good now, all that’s missing is something that really keys off of how many locations a Lannister player has. All the Gold in Casterly Rock is nice and all, but its effect is a one shot that is certainly not game-breaking. I love the design of this card and its interactions with other Lannister cards in general. This also may help Highgarden see some play.
OKTarg - 5 out of 5
At first, I thought this was a 2, then I thought this was a 5, and now I’m not really sure. Since it’s non-unique, it can stack, allowing Lannister heretofore unknown challenge control, albeit at the cost of a power. Losing keywords is nice as well, since deadly and renown can really ruin your day in a hurry. I like the synergy with Lion’s Gate, and time will tell how effective this really is.
What really put it over the top for me is the fact that the character removed from the challenge doesn’t stand, like say for Osha’s ability. The challenge math will be ridiculous, leading to either overcommited challenges or a renewed emphasis on blanking and location control in rush builds.
Paladin - 4 out of 5
Are the Lannisters learning some tricks from the Martells? I like how this card moves from the typical kneel effect the Lannisters rely on to add a different take on challenge control. It also has some diplomatic uses in Melee, where you can promise power to others, and then deliver on that promise with this card.
Rave - 5 out of 5
This is very solid. 1 gold, synergizes well with Dual House Joffrey, Slander and Lies, Lion’s Gate, and all that. There is also the threat of Valar which makes this an absolutely killer early game card. The fact that this hits ANY character without location or triggered effect immunity, and the character doesn’t stand afterwards is also pretty great. This is a lot of bite for a 1 gold card that triggers off itself.
Staton - 5 out of 5
This card is pretty much the best card that Lannister has gotten since Lions of the Rock. This, plus Toll Gate and Lion’s Gate, is going to make Lannister very close to being the new Character lite house. Their locations are pretty much capable of doing just about everything other than winning challenges. Hell, run Threat from the North and they most likely won’t even do challenges. I really like the direction that Lannister’s control is going. Something other than kneel is pretty refreshing.
Tiny Grimes - 3 out of 5
Perhaps I am way underestimating this card, but I am not loving it. Giving your opponent 1 power every turn to not attack with a character is a big deal and will add up quickly. It seems like a bad version of a bunch of Martell cards. Granted a bad version of most Martell cards is still a good card.[/CRB]
[CRB='/forums/uploads/got/med_watcher-of-the-nightfire-ahm.jpg']Watcher of the Nighfire 33 out of 45
Darksbane - 3 out of 5
Even with Val and TLS I find that extra card draw in my Baratheon decks is always welcome. Sure if you have Val and TLS out his ability is going to waste as you’ll be hitting the draw cap anyway but he has good traits, renown and an intrigue icon that is rare in Bara Knight decks so I think he is a solid choice.
doulos2k - 4 out of 5
I just love this card. When I play Bara, I tend to play Asshai, so I see all sorts of potential for this guy. Buffed by Shadow Enchantress, can become deadly with Black Amethysts, provides potentially a 3X card draw (if all three are in play). If you’re running TLS+Val in your Asshai deck, it’s worth pulling those to tighten up your theme and see if this will provide you the draw you need without muddying the waters... plus without Val... Narrow Escape becomes an option again. What holds him back for me? That printed 2 strength... at three gold he’s expensive... yeah, he’s a Renown character and that makes the costing sensible with that ability... but with no buffs, he’s a chud and won’t help you much in challenges. Plus, if Venomous Blade is popular in your meta (as it is in mine), that card will ruin your day.
Ire & WWDrakey - 3 out of 5
Good stats and good ability, but the low str is really hurting him in the current environment. Baratheon has many candidates for the 3 gold slot and this just doesn’t make the cut in most of the cases. There might be more into the “dominance mattersâ€-theme Baratheon has now that this card is out. Have to love the way this (like Captain of the Iron Fleet) combines two larger Trait themes within the House - now that’s good design.
Jimpanda - 3 out of 5
This guy has A LOT going for him. Renown, potential draw, Asshai, Knight, 2 Icons... Why am I not that excited about him? 3 cost for 2 power is so rough for Baratheon. He’s probably fine in some Asshai builds. He makes winning Dominance with Melisandre that much more exciting and has a Military icon already built in, although he lacks the Holy Crest. I suppose time will tell, but he is probably worth a try at least.
OKTarg - 4 out of 5
I like it a lot. Renown and draw? Two positive traits? Intrigue icon in Knight builds? Yes please.
The conditionality of the draw holds it down somewhat, and no crest limits it in Holy builds. If this were in a draw heavy house, it’d be more towards middle of the pack, but anything for Bara is better than what they currently have.
Paladin - 4 out of 5
A great all around card. Asshai + Knight is perfect for Baratheon, Renown helps with Rush, and the card draw can potentially alleviate the reliance on Val and TLS. The one and only problem is his low strength. If he was strength 3, he would be a 5. But then again, the low strength keeps him balanced, especially since he is not unique.
Rave - 4 out of 5
On the cusp of 5 for sure. He does so much. This card has so much utility that it can’t be ignored. He has everything Baratheon could want: a intrigue icon, renown, no bad traits, and a card draw ability. The 2 strength can and will hurt though, especially in a Targ saturated competitive environment like this one.
Staton - 4 out of 5
Even a year ago I’d say this guy was garbage, but with Venomous Blade not seeing much play (at least at the national level), he is a lot more viable. Some might say that Targ Burn is going to hurt him, and it will, but I still don’t see it being that popular. I didn’t run into a single Targ Burn deck all weekend at GenCon. Maybe this will change, but until it does this guy is an auto include in all my Baratheon decks. I really like that you don’t have to kneel to use his ability, and anything that gets people away from Val + TLS is good imo.
Tiny Grimes - 4 out of 5
A great card. He fits into Asshai decks, knight decks, and provides Bara with draw. I have always found draw to be the most difficult part of playing Bara and this guy seems to fix that issue. 3 cost for 2 strength is certainly prohibitive and keeps him from being a 5, but with Venomous Blade all but extinct, he’s pretty darn good right now.[/CRB]
[CRB='/forums/uploads/got/med_the-nightfort-ahm.jpg']The Nightfort 22 out of 45
Darksbane - 3 out of 5
Ahh melee, the keyword that just doesn’t get much love. I like this card though, it is cheap and has the potential to really mess with an opponent. The threat of the melee should be enough to get them to over commit occasionally or come when they forget that this card is in play come with too little.
doulos2k - 2 out of 5
If not for Matt Phillips at TC, I would say Night’s Watch is a dead theme. But, I know it’s not as he uses it to great effect. Even so... I’ve never been that terribly impressed with Melee in-game. It’s a great theory and if handled well, it can really swing a challenges phase, but it’s so rarely used in a way that’s impressed me.
Ire & WWDrakey - 2 out of 5
Most cases this will give you the str pump of 1 or 2 which on itself isn’t too great. Definitely could see play as a 1x in dedicated knights and night’s watch decks, but still the effect is somewhat mild. Smugglers cove will usually give you more options than this and might even give you a bigger str boost. Unfortunately they share the same gold slot so I’m not sure how many times this will win over it, especially considering that Night’s Watch already has The Shadow Tower which gives you a pump of 2 str, and not to a character specifically.
Jimpanda - 2 out of 5
Meh. It helps win Challenges I suppose. The real issue is that Wildlings will almost never need to use it due to their Stealth Agenda, and until Night’s Watch gets something to make them not terrible, this card will probably remain in the box. The fact that it is only Baratheon is kind of strange and also severely limits its usefulness.
OKTarg - 3 out of 5
I like it, but is it better than other options? The two-traited synergy is good, and I love that Night’s Watch is getting some love, but I’m not sure that the effect is strong enough to make this autoinclude. It’ll certainly see play, and maybe if I hadn’t handed out 4’s and 5’s so far I’d rate this higher, but I’m not sure that adding melee jumps out at me as something I need in my decks.
Paladin - 3 out of 5
I wish this was a neutral card, I would be able to imagine many more uses for it then. Still, in a Bara knights build it can be a nice way to keep your opponent on their toes, and hopefully it’s a sign of more support to come for the beleaguered Night’s Watch.
Rave - 2 out of 5
This is a unique strength buff on the board that doesn’t affect all characters, so its utility is limited. It doesn’t work all the time, and when it does, it doesn’t do all that much. There are better cards for your location slot.
Staton - 3 out of 5
This card just doesn’t do it for me. I guess it’d be good with Joust and the like, but Joust overall hasn’t been that great. I think it would’ve been better if it just gave you +1 STR for each character your opponent controlled, and wouldn’t have been that overpowered, imo. Still, it should see some play, and might even make Baratheon Night’s Watch see some action.
Tiny Grimes - 2 out of 5
This is a cheap location which grants a strong keyword. I imagine there are going to be some decks that are able to exploit this. I especially like to see Night’s Watch getting some love even if it is in an extremely limited manner. If this card was neutral it would be a lot more useful.[/CRB]
[CRB='/forums/uploads/got/med_ghost-of-winterfell-ahm.jpg']Ghost of Winterfell 22 out of 45
Darksbane - 2 out of 5
Two bad traits and 1 strength for 2 gold is already bad, but the fact that the ability triggers off of a character being killed for deadly just makes this unlikely to ever get used. So few characters actually die to deadly that I can’t see the point. The intrigue icon is the only thing that gives it any play but you’re still more than likely just going to get your challenge unopposed.
doulos2k - 2 out of 5
I waffled on this card a bit... I think it has some potential and it does add some potential for draw, but I don’t see that effect triggering very often. I’ve seen any number of cards that allow you to do something when a character dies for deadly and I think I’ve only ever seen them capitalize on that ability once or twice in all the games I’ve played. Deadly, still, tends to create unopposed challenges. In military, claim kicks in before deadly, so even though the defending character dies... it died for claim, not deadly... the ability still won’t trigger. Add in the fact that it’s a 2 gold, 1 STR chud and I just don’t see it making its way into too many decks.
Ire & WWDrakey - 3 out of 5
Deadly intrigue for Stark or Baratheon is always good. Add in the ability to draw every time your deadly kills someone. This will mostly force an unopposed challenge trough before it dies. Still, many negative things going for it - two vulnerable traits and even more vulnerable str. Overall a good card, but nothing spectacular.
Jimpanda - 2 out of 5
Well, he has negative traits wrapped up nicely.... This guy literally dies to EVERYTHING. Dissension, Aerys, Jorah, Daario, City of Soldiers, Threat from the North, any burn card, etc. His one strength is not exciting, either. He will have a very, very hard time finding space in decks currently. I guess a lot of Direwolves have Deadly? It’s not that he is unplayable; he just seems too cute for most builds.
OKTarg - 2 out of 5
Why so down on a needed draw card for Stark and Bara? Well, 2 cost for 1 STR with two negative traits already puts it behind the 8-ball. Also, I’ve tried to use the Martell cards that give bonuses for Deadly and just found them lackluster. This will be better in melee, and maybe better altogether in these houses since they need the draw pump. I don’t plan on using it though; too vulnerable for a conditional ability.
Paladin - 2 out of 5
I like the evocative theme of this card. But an Ally Traitor at 1 strength whose draw effect only kicks in when someone dies of Deadly is just way too vulnerable.
Rave - 3 out of 5
Deadly intrigue for stark with a card draw option. I like it. It’s definitely a cool card, but it’s not exactly a huge threat when it pops up.
Staton - 4 out of 5
I think people are really overlooking how awesome this card is. Sure this guy dies to just about everything, but it only costs 2! Attack with just this guy on Military and you are most likely either drawing a card or getting a power. It’s a win/win! Even if they use something like Dissension or Jorah or Daario, City of Soldiers, etc, that’s fine because you only used 2 gold on him. You’ll get at least one attack out of him most the time.
Tiny Grimes - 2 out of 5
I love card draw and if this card provided draw I would love it. However, after playing the Longship Black Wind I have found that these types of cards provide unopposed challenges rather than card draw.[/CRB]
[CRB='/forums/uploads/got/med_longship-red-jester-ahm.jpg']Longship Red Jester 17 out of 45
Darksbane - 1 out of 5
I’m just not feeling this card. Greyjoy is flush with locations and various ways to choke. This doesn’t seem to offer anything new and discarding it for the effect is a pretty steep price.
doulos2k - 2 out of 5
I just don’t see this being played often when competing against the other warship locations. A 1 cost unique that has to be discarded to cancel is difficult to justify in my opinion. If it were non-unique, then I could see this as a decent option. If you ever run more than 1, you’ll have to keep that other copy in your hand until you need to activate the one in play and against certain matchups, you may never have a situation where triggering it makes any sense.
Ire & WWDrakey - 1 out of 5
This card doesn’t have a lot going for it. It has to be discarded for the effect and most of the time you want to use this in a choke deck on an opponents sea, so basically you are paying 1 gold to make your opponent not use his 0 cost location. Greyjoy doesn’t have much room in the location slot so this will only see play as a 1x in very specific builds.
Jimpanda - 3 out of 5
I think this card is probably better than it looks, but I’m still not too excited about it. While River Blockade is still the go-to for this kind of thing, Red Jester can give you targeted cancels at the right time. Plenty of decks rely on powerful location effects to swing tempo in their favor. Cancelling a Ghaston Grey or Bear Island trigger can be massive, and while your opponent can play around the Blockade, they can’t really play around this. Early on, it can help keep your opponent on the ground by cancelling a sac land or other reducer. It might be worth one or two to augment Blockade in the right deck. Overall, there are better cancels, and Newly Made Lord can deal with problem locations more efficiently, but I think this card can cause some serious damage.
OKTarg - 2 out of 5
More cancel for Greyjoy is good, but a one-shot use for a triggered location effect seems to be too steep of a cost. Maybe a one-of in a choke-type deck, but I think there’s better cancel in the environment. Bonus points for sweet art, though.
Paladin - 2 out of 5
Not completely useless, but unless you really need another Warship in your deck I just don’t get why you would include this.
Rave - 2 out of 5
Not horrible. Good cost and traits I guess... but since it’s on the board, it’s just going to stave off the location effect for a few turns. Nobody is going to willingly burn a sea or something on this unless they’re trying to trick you.
Staton - 2 out of 5
I agree that you pretty much only want to put in 1, and only in a choke deck at that. It’ll probably see some play, but most of the time you are cutting it for something more flexible or repeatable.
Tiny Grimes - 2 out of 5
I don’t see how this card fits into a Greyjoy deck. Greyjoy already has so many amazing locations. Plus the deck is chock full of cancels including two repeatable ones in Alanyss and River Blockade. Perhaps if Warships get more support in the next cycle this card will begin to shine, but until then it won’t be leaving my card box.[/CRB]
[CRB='/forums/uploads/got/med_captured-cog-ahm.jpg']Captured Cog 31 out of 45
Darksbane - 4 out of 5
Four strength during dominance is pretty big and the +2 initiative is even better in Greyjoy and it isn’t unique. I could definitely see running this in a warship deck or Holy deck running Melisandre OOH.
doulos2k - 4 out of 5
This card has great potential in any Greyjoy deck. Its non-unique, and at 1 cost, it’s worthy of considering it as an addition to any deck. If you run multiples, that STR buff stacks and throw in Bay of Ice and you have almost guaranteed card draw every turn. I just don’t see why anyone wouldn’t include at least one of these in their deck.
Ire & WWDrakey - 3 out of 4
Great that Greyjoy is finally getting more cards to its initiative theme. This will also make winning dominance that much easier so Turncloak might actually see some play now. In melee this warship gets even better as initiative in 4 player games is more important. The only real drawback here is that locations for GJ are like events for Martell or 3-4 gold characters for Baratheon - the competition is pretty hard.
Jimpanda - 3 out of 5
Choosing which Warships to play is going to be tough, and unfortunately even some really good ones will get cut by attrition. This one seems solid though. Potential extra power from Dominance, an extra chance to go first, and another permanent Warship for Naval Escort. Not nearly Meraxes good, but I like it for what Greyjoy tries to accomplish..
OKTarg - 4 out of 5
As a lover of Meraxes, I’ve seen firsthand the value of a Dominance bump. Nice synergy here with other Dominance/longship stuff in Greyjoy. The initiative is great as well, as often Greyjoy wants to go first. The ability to kneel with Naval Escort is also nice. The only downside is the glut of options Greyjoy has, but that’s not really this card’s fault, now is it?
Paladin - 3 out of 5
A very neat card with some decent abilities. If you have other cards that synergize with it, such as Naval Escort or Bay of Ice, then I can definitely see this as being an easy to choice to throw one into the deck.
Rave - 4 out of 5
Very interesting. I think this officially makes Greyjoy the kings of initiative (since that event doesn’t see a lot of play) not to mention, the added dominance strength is huge for 1 gold. You are going to run people over that play Take them by Surprise if you run this.
Staton - 4 out of 5
This card is pretty much an auto include in any Greyjoy Aggo deck, imo. It works great with Naval Escort and Ambitious Oarsman. It gives you extra initiative for Bay of Ice and extra dominance for dominance! It’s non unique and only 1 cost. It doesn’t really fit into choke builds, but I hope that people are starting to gravitate towards a more aggro build with Greyjoy than control. Now if we could just get some more raider support!
Tiny Grimes - 2 out of 5
Unless you are running Bay of Ice or some other cards that require you winning dominance I don’t see the value in this card. Greyjoy has so many amazing locations how do you possibly squeeze in this card. Of course this evaluation changes dramatically if warships start doing more in the next cycle.[/CRB]
[CRB='/forums/uploads/got/med_maester-myles-ahm.jpg']Maester Myles 27 out of 45
Darksbane - 3 out of 5
A new Maester in the house that loves them most is never bad, learned crest for 2 gold is nothing to ignore either. His Challenges action is interesting. I’ve never played a icon manipulation Martell deck but he could get me to consider one.
doulos2k - 2 out of 5
Echoing what I said earlier - challenge removal is nice, but I’ve never seen that used in a game changing way and this one is sooo conditional. That target must only have 1 icon. Not no icons (icon removal can’t help), not 2 icons, 3 is right out... the number of the counting must be 1.
Ire & WWDrakey - 3 out of 5
2 cost learned maester is never bad. The ability isn’t too strong and he does have 1 str. The challenge control he offers is interesting and he is an unique Martell character with a power icon (something rare).
Jimpanda - 2 out of 5
I really like the fact that they seem to be pushing Icon removal as theme to gravitate away from Maesters, even if it isn’t 100% yet. This guy is pretty meh, but his challenge control could be beneficial in the right deck. He is Learned, which is good, but overall he seems weak in most builds. I like what they are trying to do with him though.
OKTarg - 2 out of 5
Another Martell Maester? Really? Learned crest is nice, but the 1 STR isn’t. I like the ability, as it makes the Scourge and other locations tougher (as though Martell needed that), and another unique is nice, but this card has a tough road to hoe in getting into decks.
Paladin - 3 out of 5
More challenge control for Martell, and a Maester to boot. Not very powerful, but he does fit well into popular Martell deck builds.
Rave - 4 out 5
Very solid. Everything you could want in a maester, and useful on his own. At 2 gold with no bad traits and a learned crest, the 1 str is pretty much expected. The removed character also doesn’t stand, which is nice.
Staton - 4 out of 5
This guy makes it into most of my future Martell decks I think just for being a two cost unique learned crest. His ability is just icing on the cake, imo. You can easily pull one of your Maester of the Suns for this guy and still be doing fine. He combos well with the Scourge and the like. Not only is he good, but he makes other cards better. Another win/win in my book.
Tiny Grimes - 4 out of 5
Martell Maesters builds are getting stronger?? This guy is really good in a Martell Maester deck. You take away one icon with the Black Iron Link and then kneel this cheap character to remove a great character from a challenge. He’s also another Learned character which is nice. He’s also an interesting tool in a Quentyn deck when combined with the scourge.[/CRB]
[CRB='/forums/uploads/got/med_rhoynar-emissary-ahm.jpg']Rhoynar Emissary 25 out of 45
Darksbane - 3 out of 5
Another interesting card, I don’t recall any other cards that can force a character into a challenge. The two influence can be hard to come by for some decks so getting around this won’t be easy. It will be most useful when you are going first to force them to defend with someone in the ‘wrong’ challenge.
doulos2k - 3 out of 5
Okay - after thinking about this card, I must say that I misunderstood it at first. While I don’t think it’s incredible, it has some distinct potential in a house that already controls the board really well. If you know you’re about to declare an attack with a chud or a deadly character, you can kneel this, select your opponent’s money character and either force them to kneel to defend (either taking it out of the challenge phase or causing it to fulfill deadly) or have it discarded. It would be especially brutal in a Deadly challenge where your opponent is likely to choose discard over deadly if it’s a unique character. At 2 gold, it’s not a bad card to amp up card advantage by causing character removal. Kneeling a bicon to ensure you can get that military challenge through or forcing a discard to cause them to further expend resources... all good options.
Ire & WWDrakey - 3 out of 5
This card continues the old theme Martell had going for it, with poisoned knife and Lost Oasis, and it fits right in together with them. It creates interesting deck building choices for Martell and even encourages them to use river plots with before the black walls. The 2 influence part will rarely matter as your opponent is highly unlikely to have that or they have it in store for something else that they want to play. Now, all that said, it is a 2 cost ally monocon and Martell seems to have plenty of those.
Jimpanda - 2 out of 5
There are a few select circumstances in which this guy could be ok I guess, but I could never see a reason to give him a card slot. He’s just too much work. He strikes me as similar to the interactions between Lion’s Gate, You’ve Killed the Wrong Dwarf and Trait killers - it’s a lot of work to get off. The difference here is that all of those cards have very powerful implications alone and don’t require a combo to be immediately useful. If there were more cards that did bad things to attacking characters, then maybe he could function as a semi-kill card, but there simply isn’t enough to make forced attacks a downside. I will cede that he can essentially force a character to block, and that can be beneficial in some circumstances if your opponent cannot pay the influence. Martell is a House that rarely goes first, so forcing blocks is not great, as many of your opponent’s guys are already knelt. With Deadly it can be kind of cool, but again you are basically hoping to go first in a House that rarely does, have a Deadly character and this guy, hope your opponent doesn’t have 2 Influence AND other characters to chump with. That’s value! I’m sure there are other small applications to consider, but overall this card is way too narrow in a House that already has an amazing array of playable cards. While I had him at 1, I will grudgingly give him a 2 instead.
OKTarg - 1 out of 5
I must be missing something. There’s some use with Desolate Passage, but not really with icon stripping, so I’m not sure where it’s going. Maybe with deadly? Declare a Deadly challenge and then name a character to force a defense? Seems like a lot of work.
Again, I’m sure I’m missing something.
Paladin - 4 out of 5
I really dig this card. First, the effect has some connection to the notion of an emissary summoning a person. Second, being able to force attackers/defenders has a lot of fun uses. Deadly is an obvious one, but so is Renown. And in Melee he can also be used to mess up people’s plans or to entice people to join your plans!
Rave - 3 out of 5
I see the synergy with the card, and it is useful for sure, but the usefulness is kind of narrow, potentially dependant on other cards, and cancellable. He’s also a pretty weak option for challenges themselves.
Staton - 4 out of 5
This guy combos extremely well with Game of Cyvasse. Not that Game of Cyvasse needed much help, but still. Also, this guy works crazy good with Before the Black Walls. I’m probably rating him a bit high since he is only good in conjunction with other cards, but in combo with those other cards he is VERY good! He’s only bad against Targ or potentially another Martell deck.
Tiny Grimes - 2 out of 5
This card will probably fit into some interesting but terrible combo deck. Martell has so many great character choices I just don’t see myself ever including this card. A 2 cost monocon ally in Martell has to be amazing. This card simply is not.[/CRB]
[CRB='/forums/uploads/got/med_the-windblown-ahm.jpg']The Windblown 21 out of 45
Darksbane - 2 out of 5
Are there really that many monocons out there that people use? Yes you can combo this with your own cards but that is quite a bit of work for an effect that is only active while this character is attacking.
doulos2k - 3 out of 5
At first I was unimpressed with this card, but then I noticed it said less than 2 icons. Suddenly you can play Orphan of the Greenblood or The Scourge or The Brimstone as a sort of Scouting Vessel type effect. You declare this as an attacker, they defend with a great character, you wipe out its icons and suddenly its strength is zero. Almost a 4 due to that... almost.
Ire & WWDrakey - 1 out of 5
Martell is currently the house with the least amount of unique characters (unless you make a sandsnake deck) and then they get the weakest discount army. No keyword, a negative trait and an ability that doesn’t matter much. Well, at least the second portion of their name holds...
Jimpanda - 2 out of 5
Again, I like the push for Icon control over Maesters. Competition in any slot that includes The Viper’s Bannermen will always be steep; the fact that I kind of like this guy can’t get around that.. The psuedo-Intimidate can be strong coupled with Challenge phase icon removal, and his 7 strength should be enough to punch through anyway. Martell actually has more WarCrest uses than one would think, and an Army character with an Intrigue icon is worth looking at. I don’t think he changes the game too much, but he will probably be fine in a specific deck. Martell has plenty of good Unique characters to make his cost more of a value. I agree with Staton though.....he realllllly needs a keyword. Without it, he is completely average or less.
OKTarg - 3 out of 5
Another push for Martell uniques, and the intrigue and War crest is nice. It’d be better if Martell had more support in-house for army traited cards, but still very solid. The ability is OK, but I’m not sure of a scenario where I’d wait to strip icons after a card defended; why not just do it before and make them use someone else? I guess you could use it as an intimidate-type effect, but again, is that as efficient as it needs to be? Still, a 4-5 cost, 7 STR character with an average ability is pretty good.
Paladin - 3 out of 5
A good, well-balanced army card. His effect isn’t earth shattering but goes well with Martell icon removal.
Rave - 2 out of 5
Pretty meh. The War crest is wasted on Martell, and he has a bad trait, as well as an effect that will probably end up redundant or not useful.
Staton - 3 out of 5
This guy would be a 5 for me if he had literally any other keyword. Deadly, Renown, hell even Vengeful. His ability is nigh on useless. I guess it stops them from chump blocking with Carrion Birds?
Tiny Grimes - 2 out of 5
If I just want an army I am taking the Viper’s Bannermen. If I just want 2 armies I am probably taking the Southron Mercenaries. So that leaves me wondering where this army fits. It may be a decent fit in a Quentyn deck running a ton of uniques and the Scourge. but frankly I just don’t see myself running this army too often. It’s not a bad card, it just has too much competition for its slot and doesn’t do enough.[/CRB]
[CRB='/forums/uploads/got/med_the-golden-company-ahm.jpg']The Golden Company 38 out of 45
Darksbane - 4 out of 5
Cards back from discard is always nice and an intrigue icon on an army of this size is unusual in Targ. I’m not sure it will see much play in a Targ Army deck but in other builds which run more uniques it will be super cheap.
doulos2k - 4 out of 5
The random discard pile thing is kinda screwy and I’m curious to see how that shakes out in real world play, but this card has some great potential in some decks. In a Targ War Crest deck, they’re a no-brainer due to the unique Dothraki that tend to be run (and Daemon Blackfyre). I’d rate this higher, but I’m still not sure if this effect is really going to net much. But... Renown... that’s worthy of a second look.
Ire & WWDrakey - 4 out of 5
Targ Army getting more support with a war crest, renown, intrigue icon and a recursion ability. Basically everything you would want from a big army. I wouldn’t go as far as to say that it doesn’t fit in Heir decks, in those decks you can usually attack with this and then defend the intrigue (you cannot ignore one symbol completely even when you cannot initiate those challenges). The mercenary trait drops this from 5 to 4.
Jimpanda - 4 out of 5
Targaryen already has a variety of good Army support and War Crest cards, and this little guy fits right in. He is a huge body, built in card advantage, War Crest, and is another Army character with an Intrigue icon. I like his effect a lot - it’s basically like all the Street Waifs in Pentos got together and found weapons. Like Martell, Targaryen has no shortage of great Unique characters to make this card a better value during the game. Another great Manning the City Walls target for Targ. Oh, and I just noticed the Renown.....even better, maybe a 5?. Tagaryen has been getting a decent amount of card advantage lately, and that’s pretty scary.
OKTarg - 4 out of 5
I love this card. Targ has an underrated War/Army synergy already and this just makes it better. Using Renown with High Ground/Training Grounds/Plaza of Pride? Yes, and I’ll have another, and I’ll throw in card advantage on top.
Which brings me to my next point: how is this ability supposed to even function? I can’t re-order my discard pile, but the draw is supposed to be random....so a d60? There are too many typos and rules mistakes in this cycle, at least for me.
Paladin - 5 out of 5
What a great card. Renown, potentially cheap, and gets your discards back to your hand. Fits well in Burn, Dragons, Dothraki...what’s not to love?
Rave - 4 out of 5
Getting random cards back from this discard for this house is never good for the opponent. 7 STR in itself is also pretty good. The negative trait can hurt, but the benefits outweigh the drawbacks in this instance. Not to mention Renown.
Staton - 5 out of 5
This card goes well in just about every Targ build. Hey, look at that! Renown! Wish the Windblown had that. His ability is awesome, if a bit awkward when triggering. You can always just roll a six sided die or two six sided die if you have more than six cards in your discard pile.
Tiny Grimes - 4 out of 5
It’s an amazing card in the right deck. However, a lot of my Targ decks don’t run many uniques. But in a deck with the phalanx, war crest tricks, and uniques it’s phenomenal. Combine it with Dany’s Chambers and you are getting most of your cards back from the discard pile. I’m also seeing this as comboing nicely with Ambush from the Plains.[/CRB]
[CRB='/forums/uploads/got/med_dragon-egg-ahm.jpg']Dragon Egg 36 out of 45
Darksbane - 5 out of 5
So. Much. Potential. I love the options this card gives and the different things you can do wit it. Besides the obvious advantage when used on a character, it could be used to play some havoc when used on an opponents attachment. Use Hall of Dragons to give one of your characters the Dragon trait and then ambush out a Dragon Bite.
doulos2k - 4 out of 5
Some real potential here... but it’s brittle. I’d almost give this a 3, but it has so much potential to be a game changing mechanic. Putting zero cost cards into play during any player window has got so much potential that it’s mind boggling. Limited locations are suddenly playable any time you want (provided you have this attached to an opponent’s location and can keep it there). This can’t be a card you count on and you shouldn’t build a deck around it... but man, if played well, the synergies could be astoundingly good. (And Shadows cards... wow... not marshallable outside marshalling with paying the shadows cost using influence... could be interesting.)
Ire & WWDrakey - 3 out of 5
This card can easily be either 1 or 5. It’s clearly a part of some sort of combo build and we have a feeling that sooner or later it will break some card, most likely a location. On a character this is currently amazing thanks to Illyrio and 0 cost jumpers, but as with characters, if you place this on your opponents character they will most likely use it as a claim fodder (might not be too bad a thing).
Jimpanda - 1-5 out of 5 (we will call this a 3 then - Darksbane)
I have absolutely no idea how bad or good this card is going to be. Part of me says that an attachment that has to be on an opponent’s card to make your cards slightly better is garbage, but another part of me is still trying to wrap my head around the insane level of combat trick potential this card gives you. Even locations with good effects like Mereen Tourney Grounds having Ambush seems pretty good. The character benefits are obvious, but having every location in your hand having Ambush seems very cool (and potentially game-breaking). The lack of Attachment removal that is being played is an added benefit right now, and while I feel like this card will probably be (and remain) average, I can’t discount its possibilities. In all likelihood, this card will be used for kindling, but the potential is there.
OKTarg - 5 out of 5
I’m giving this five stars for excitement alone. Yes, it will be fragile, but even one turn of swarming in 0-cost weenies in the challenge phase will make the 1 gold worth it. Disgruntled Mercenary will basically not kneel to attack (since it will come out of play only to be ambushed in again, standing), and getting around the Limited keyword is a bonus as well. There are probably some awesome Shagga builds with Griff, and I’m salivating already. Will it win a tournament? No, but it’s still really, really a fun card.
Paladin - 4 out of 5
So many fun possibilities for this. Crazy ability to give your cards ambush, though that will be very situational from game to game. But even if you just play it and never use it’s ability, you will have your opponent wondering all the time if you have something up your sleeve and wondering if they need to get rid of their own card to deny you the Ambush.
Rave - 5 out of 5
Oh man, this card is going to be great. Swarms of 0 cost anything, as well as just vomiting out Fiefdoms and the new kingdom locations in succession. I have a pretty big feeling it will break something and be errata’ed, banned, or restricted at some point.
Staton - 3 out of 5
I really like this card, but it seems more Shagga than anything. This will work wonders with First Snow of Winter. Plus it really drives home that influence is a second resource for Targ. Its non unique too, so you can potentially have every card in your hand have ambush. I’ll be interested to see the combo decks that emerge with this card.
Tiny Grimes - 4 out of 5
This will start out in every Targ deck for a while. However,I think people will realize it’s a great card in the right deck, but not an auto include in every Targ deck. It could be a really fast way to flood the board with limited influence locations.[/CRB]
[CRB='/forums/uploads/got/med_great-pyramid-of-meereen-ahm.jpg']Great Pyramid of Meereen 31 out of 45
Darksbane - 3 out of 5
Well if you were running any number of Great Pyramid then this will replace 1 copy. It is pretty vanilla but the 2 influence will be really useful in any decks that use Ambush.
doulos2k - 2 out of 5
I really wanted to like this card and don’t get me wrong, there’s some solid potential here, but forcing you to choose between the influence or the reducer is a tough choice. If I really need the influence in my deck, I’m running Kingsroad Fiefdom because it also gives me the Initiative bump. If I only need the reducer, I’m running Summer Sea or Myrish Villa in Summer to get me that. Granted this provides you options for the choice and its repeatable, but I’m not convinced.
Ire & WWDrakey - 4 out of 5
The reduce by 2 locations are greatly undervalued and this pyramid does just what they do and gives you an extra option on influence should you need it more than character reducing. All around solid card, limited is hurting it, but also keeping it safe from most common location control.
Jimpanda - 3 out of 5
I do agree with doulos that the choice of reducer and Influence is tough, but I do feel like this probably merits a one-of in Influenced-based Targ decks. Initiative is not terribly important for Targ, so I feel like this, at the very least, should probably replace one Kingsroad Fiefdom most of the time. You never really want doubles though, so one is probably the limit.
OKTarg - 3 out of 5
This basically fires the old school Great Pyramid. I’d only ever run one, but the choice between reduction and gold will likely be handy. Solid, if not spectacular economy card.
Paladin - 3 out of 5
Completely replaces Great Pyramid. Well, except that it’s unique, but having a card that can reduce by 2 or add 2 influence is nice for Targ.
Rave - 5 out of 5
This is made for Targ KOHH. An excellent addition to their already formidable influence pool. And an easy way to offset the gold restriction of the agenda.
Staton - 4 out of 5
One of the reasons I hate running the 2 for 2 reducers is that they are useless late game. The fact that this is great early, but also useful late game is awesome! Plus, everyone has been complaining about how Targ needs more influence, well here we go! Not sure if the limited is a bad or good thing these days. I’m leaning more towards good.
Tiny Grimes - 4 out of 5
This card will probably go in every Targ burn deck I make. It is extremely versatile. I put it immediately in my KotHH deck and it’s simply amazing. I’m able to diversify my influence pool much more.[/CRB]
[CRB='/forums/uploads/got/med_myr-ahm.jpg']Myr 35 out of 45
Darksbane - 4 out of 5
Bara has some powerful knights. This is pretty much going to be an auto include in any knight deck.
doulos2k - 4 out of 5
Now, this card peeves me a bit. Every other House got a trait that had some limited usefulness. Combining Bara with the Knight trait is just ridiculous. That said, there are some solid Bara knights that could be played out of house for some great strategies. I’m not sure I like what this might do to the meta game, but time will tell. Besides that, this is a great card: Knight of Flowers, Bastard of Nightsong, and more to speed up your deck has real potential.
Ire & WWDrakey - 4 out of 5
Same as before solid card which will see a lot of play. Enables its traits usage, might actually be seen in lannister builds wanting to borrow some Baratheon knights.
Jimpanda - 4 out of 5
Here’s the deal with these cards: They are very cool, but the first part is very hard to build around. Playing three copies of a Unique location to facilitate out of House cards is very dicey. Drawn in multiples, they are bad. Drawn as singles, they are bad if your opponent deals with them. With this card in play, out of House Baratheon Knights are at cost, which is great. Without this card they are all +1 or 2 gold. Yikes. Obviously most Knight decks will play this card, but I feel like building an out of House strategy around them is too dangerous. That said, on their own they are great in the right deck, basically providing 1 Influence and 1 gold for 1 cost. This one is better than most.
OKTarg - 4 out of 5
Probably the strongest Free City. Lots of decks can run Knights, and the great Bara Knights are now in range of everyone. Still, the fact they are Unique makes them tough to build around. They are likely better in houses that use influence well, such as Targ, but lots of application for this one.
Paladin - 4 out of 5
The best of these locations that I have seen. Bara Knights can now join anybody, at cost. If The Laughing Storm wasn’t Baratheon only, this would probably be a game breaking card.
Staton - 3 out of 5
I’m not sure how much play this will see really. Lanni Knights maybe? I doubt Martell Knights will be very popular, and Stark Knights don’t really need the help. Still, it at least encourages other houses to use the Knight agenda which is cool.
Rave - 4 out of 5
Man, that is a lot of useful Baratheon characters you will be playing at cost. It would be fun to run a Stark deck with this, Malleon’s Tome, and a ton of Bara knight and Stark renown.
Tiny Grimes - 4 out of 5
The Knight of Flowers out of house for 3 gold, yes thank you. I love all of these cards and this one may be the best of the lot. I have a number of decks ideas brewing around these cards. I think we will see some very interesting and creative builds for worlds. I’m especially intrigued by the possibilities of this card with a Targ Kothh deck.[/CRB]
[CRB='/forums/uploads/got/med_tyrosh-ahm.jpg']Tyrosh 29 out of 45
Darksbane - 3 out of 5
There are some useful ally characters but very few I’d run out of house.
doulos2k - 4 out of 5
Same here... Ally trait on the Lanni OOH location? Really? You’ve now made every gold producing character in Lannister available to every house for no OOH penalty. Having a gold problem? Add Lannisport Steward, or Weaponsmith just as if you were playing a Lannister deck. Not only that, with Targ as my primary House, I can now get on of my various Ally characters in for 1 less gold every turn. No downside. What are they thinking?
Jimpanda - 2 out of 5
With all the insane locations available to Lannister, I really doubt this one will see much play. Sure, they have the most Allies, but that isn’t exactly a good thing. They can’t really use the Influence, and have the best gold producing cards in the game already, not to mention about 10-12 very playable locations. And will other decks be doing cartwheels over stocking their deck with out of House Allies? I doubt it. Also, Kingdom of Shadows frequently fills the spot this card would otherwise take.
Ire & WWDrakey - 4 out of 5
Same as before again. This is probably the most supportive card out of them all, you are not getting the trait to increase the effect on your trait synergies, but to have supportive allies from Lannister (Castellan, brothel guard...).
OKTarg - 4 out of 5
I’m with doulos here. Great for my Targ decks, not really good for other houses. I don’t see Lannister weenies getting run to great effect out of house, and Lannister can’t really use the influence, so once again Targ benefits.
Paladin - 3 out of 5
For Targ, this a 4 given its numerous Allies and new access to Lannister cards. For everyone else, this is a meh.
Rave - 3 out of 5
It’s alright. If you plan on playing the Cache out of house and already have a decent amount of allies it’s not too bad. Not too great though.
Staton - 3 out of 5
The Gold Weenies are awesome because you can flop them. You can’t flop them with this card, so not really a valid point, imo. It’s alright, but nothing game breaking imo. I doubt this will see much play either. Still, some cool weird decks could be built with this.
Tiny Grimes - 3 out of 5
These cards seem most valuable in Targ decks and this one is especially useful in Targ since a fair amount of their useful characters are allies these days. I could also see a few decks running the location for the gold weenies but I really don’t think that’s a viable option. You have to draw into this location and the gold weenies go from being amazing on setup to wrecking your setup. Now reducing Cersei by 1 OOH, hmm there may be some good to be had there.[/CRB]
[CRB='/forums/uploads/got/med_much-and-more-ahm.jpg']Much and More 14 out of 45
Darksbane - 1 out of 5
Why would I run this card, I give all my opponents card advantage (they net 1, I net 0) and the other 4 get shuffled back in. If they got sent to the bottom perhaps this would be better but outside of a combo with Aegon’s Hill TTotH I don’t see what role this card fills.
doulos2k - 2 out of 5
I hate effects like this that also affect me. If this were only opponent’s decks, I would be more inclined to like it. I know, I know, I get to choose in all cases... but it feels klunky to me. I’m sure I’m just missing the power here.
Ire & WWDrakey - 2 out of 5
Combo enabler and deck thinner. This card serves no other purpose. You are giving your opponent card advantage by playing this for a small search effect. It’s good to remember that it will be rare to give your opponent a truly bad card so we wouldn’t say you can always go the most optimistic path.
Jimpanda - 1 out of 5
Strictly for Melee politics. It gets around the draw cap I guess, and it shuffle a potential threat back into their deck. What it doesn’t do is net you card advantage. What is does do is net your opponent card advantage. I’ll pass.
OKTarg - 2 out of 5
Card disadvantage for a mini-search. Probably not awesome, though could shine in the right build, maybe with the River plots? Maybe A House Divided, out of Lannister? Still, playing an event to draw my opponent a card seems like a bad idea.
Paladin - 1 out of 5
Everyone gets to draw a card! In Joust, this is terrible, as you draw 1 but give 1 card. In Melee, it’s even worse, as you draw 1 but give 3 cards! Sure, you get to choose, but it’s still a FREE card to your opponents.
Rave - 1 out of 5
Might make it into for fun decks if I need to search for a very specific combo. Otherwise it will probably sit in the binder for eternity.
Staton - 1 out of 5
This card will make it into just about 0 of my decks. They might as well made it Melee only.
Tiny Grimes - 3 out of 5
This is an interesting card. Getting to choose the best of 4 cards for yourself and giving your opponent the worst of 4 cards seems pretty great. The only problem is it takes up the most valuable slot in any deck. Only so many events can be included and it seems every house has about 5 better choices than this one. Edit: I originally rated this card a 1, but last night I played with Bruno who was using the card. It’s actually pretty amazing if you can find room for it. Every time he played it, he came away with something great, twice the Bannermen, and I came away with a Sea. Plus he did it after I finished marshalling so that my card was vulnerable to his intrigue challenges. I still think I will have a tough time finding a slot for it but it has its uses.[/CRB]
[CRB='/forums/uploads/got/med_men-of-honor-ahm.jpg']Men of Honor 25 out of 45
Darksbane - 2 out of 5
If this gave only my unique characters renown or was based on my first challenge it might be worth playing. As written though the stats don’t justify the risk. If your opponent takes initiative there is a good chance you are going to let him claim some extra power. With those stats it just isn’t worth it.
doulos2k - 4 out of 5
I’m not a fan of the stats here... but for a critical turn, this could be the game winning card. If you’re running unique heavy (Dragons, anyone) and running Initiative buffs, this card will win you the game.
Ire & WWDrakey - 2 out of 5
We couldn’t find any reason to play this plot. The stats are bad and the ability is not too useful as it’s very likely you will lose the initiative.
Jimpanda - 2 out of 5
Buyer Beware: This Card is Much, Much Worse Than It Looks!
If your deck is built around power rush, you are already playing many Renown characters and this card will probably do nothing. If you are not building that way, this card may net you a power or two at the expense of gold, claim, and any other useful effect. And don’t forget, your opponent’s characters get Renown as well, so if you lose initiative (and it is only a 4), you will be handing them free power. For a card that looks like it should do something for Baratheon Rush, it actually does the opposite. That said, there are a select few instances, if the stars align, where this can straight up win you the game, so it deserves a 2. If Greyjoy has a bunch of Unique guys and plays Ahead of the Tide with this, that’s the ballgame. Maybe it actually deserves a 3......
OKTarg - 3 out of 5
Certainly a niche card, but could be a nice closer in a Wildling, Dothraki or Dragon deck that needs an extra Power grab. I’m not seeing it as autoinclude, but could fit in some builds pretty well.
Paladin - 3 out of 5
Only to be used to close out the game, really. But when you do use it for that purpose, it will very much have been worth it. Wish the initiative was a bit higher though.
Rave - 3 out of 5
It could be built around to good effect, but not great effect. If I wanted to run massive renown, honestly I’d get over myself and just get used to playing Baratheon.
Staton - 2 out of 5
At those stats couldn’t they have just given Unique characters you control renown? Or at least the first challenge YOU initiated? Something. This card is pretty awful, imo. It’s got low stats and you are only going to get one or two power out of it.
Tiny Grimes - 4 out of 5
I think this will end up being a valuable plot in a lot of decks. I could easily see this plot, bay of ice, and a bunch of uniques showing up in many decks. Also, this plot seems to combo great with Knights of the Storm. It’s far from an auto include, but when a deck is built to capitalize on it, it’s going to be really strong.[/CRB]
[CRB='/forums/uploads/got/med_men-of-duty-ahm.jpg']Men of Duty 29 out of 45
Darksbane - 3 out of 5
Better than the last, only affects you and pretty much guarantees your unique characters will get to participate in the first challenge. OK stats also. Not sure what deck I’d include it in but it could merit a look.
doulos2k - 4 out of 5
I love the stats on this one. You’re almost certain to be going first. In a Dragon deck, with Dany in play, you can now use all of your dragons on all three challenges (provided you start with Intrigue). There are some great potential uses for this card. Time will tell how many decks it finds it’s way into, however.
Ire & WWDrakey - 3 out of 5
If you are going to play this plot it will most likely be because it has solid stats. The ability is just nice addition and will not work for your opponent unlike the other plot. it’s ok
Jimpanda - 3 out of 5
This one is solid. Its high Initiative is great for some decks, and the effect counts only your characters. Average gold and 1 claim hurt, but for decks that really want to attack first, it’s definitely a solid choice. You can also make the most beneficial attack possible, regardless of icons. The strength bump is also nice. Not great, but solid and reliable.
OKTarg - 4 out of 5
Adding icons is awesome! You can fill a hole in any decktype--Military in PBtT, Intrigue in Dragons, and so on. Since the initiative is so high, you’ll often be going first. I’m a fan.
Paladin - 3 out of 5
I wanted to rate this a 4, but the limit of Unique characters only inhibits its utility. Still a useful plot to have though.
Rave - 3 out of 5
Kind of underwhelming, but not bad by any means. You get to go first, and get some extra challenge presence, but you’re still only getting 1 claim out of the challenge. I’m not sure if that’s worth a plot slot, unless your deck really needs that initiative.
Staton - 3 out of 5
The stats are at least compensated for only being useful for the first challenge. I’m not sure why they couldn’t have been active all phase. I doubt I’ll play any of these plots, but I’m sure someone will find a use for them.
Tiny Grimes - 3 out of 5
The stats aren’t terrible. However, the effect only useful in a limited amount of decks. I could see this being used in a non-kneeling deck. For instance, this plot could give no shadows Bob and the Knight of Flowers an int icon for a turn.[/CRB]
- FioFioFio likes this
34 Comments
One thing I'd like to mention: I disagree your rating of the great pyramid. I really love ambush decks. I really love them till my opponent says in the dominant phase "I kneel three influence to...". Favorable ground and prize of war will hurt you seeing your influence being discarded and that card provide two points of influence, that can not be discarded by those cards. So limited is a great keyword on that card.
This is a bit of an error on The Nightfort (AHM), It effects Knights and Night's Watch, not Wildlings.
In a knight deck I think it could be useful, even a knight and night's watch deck. (Say with the wall.)
I just really want that Bara winter Wall build to work!
Also, with the new free city, out of house bara CARDS (not just characters) are discounted, so you can get this guy for 2 gold out of house. (I know, prob not worth it.)
1. If you have initiative boosters and epic phases, it can make any unique heavy deck a rush deck... for a round at least.
2. Bran and Maester plot manipulation decks could cycle into this after winning initiative with another plot. ...though Maester decks probably lack the Uniques to make that relevant and Bara Maester rush has enough renown already.
3. Kill Lucas Blackwood with Shaggy Dog and initiate a challenge during the plot phase, making who won initiative unimportant.
...i guess those are all perks for Stark that arent restricted by Agenda use? Worth a try in Siege
No worries dude, I kinda wish there were more Night`swatch/ Wildling
stuff, but ever since they made it so you can't mix and match The North agenda's though its been kind of pointless...
I'm not sure I understand you exactly, but I think you may be misunderstanding how the icons and or the challenge steps work.
The short answer, is that icons determine who may be "Declared" in the challenge. If they lose the icon immediately after they are declared, it doesn't matter. They are still in the challenge unless removed by another effect, and will count their str at the end of the challenge regardless of what icons they have.
Declaring attackers doesn't really start the challenge. Declaring the challenge type initiates it, then attackers are declared. Look at the faq pdf. (The action window charts.) (I think... I haven't looked in a while.)
I admit, the "initiated" wording is redundant, but I think this plot is supposed to work the way it looks.
Still, event slots are really tight in most houses, and I'm still not satisfied that this can hold a torch to running some decent cancel, location removal or character removal... and let's face it, those are the neutral events that actually end up seeing play.
Well I think the problem here is that in the right situations, this card is going to be awesome. Let's say you combo it with A House Divided (WLL) or something, it's great. However, this is a niche card that you are probably going to have to build a deck around. This isn't something that you just throw into a deck. So I agree it's not the WORST card, but really not that universally good either.
Also, what about "the best card" doesn't do what you want it to? That comment confused the hell out of me.
It is giving your opponent a choice so it can be said that it never does what you want it to do as your opponent will always pick the choice that is best for him. Then again if you want to do both things with it then I don't see what is the big problem since its effect is repeatable and not one shot.
Oh. Well, either choice gets the job done in my opinion. Why else would you use if not to remove keywords from a challenge?
Renown? Deadly? Stealth before it is declared? No problem. The result is always that they are no longer a character with those keywords in the challenge. The choice always works against characters with keywords. Even without any keywords, it still reduces their strength by 2.
The choice that the opponent does not have is whether or not those keywords will still be effective in the challenge. Either by losing them or by removing the character from the challenge. It's a win-win effect.