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A Time for Wolves Chapter Pack Review
Apr 01 2015 02:00 PM |
scantrell24
in Game of Thrones

Total Pack Score: 61% (305 out of 500 possible points)
Top Cards:
Doran’s Solar
Salt and Iron
Ser Emmon Cuy
Lesser Ko
Lsya Arryn
A Time for Wolves
Bottom Cards:
Knight’s Declarant
A Hidden Game
Renly’s Pavilion
Ser Emmon Cuy (19 points)

emptyrepublic - 4 out of 5
Simple and elegant design in my view along with good cost/icon and keyword ratio. Claim raising is always powerful and as such he has a much more significant impact on the table than his original version. The effect is passive and doesn’t require him to be involved in order to activate.
JCWamma - 4 out of 5
2 cost Knight with a solid ability (who cares if you don't want to use other Rainbow Guards, he works by himself just fine). Goes great in most Bara Knights, any Noble Cause, and any Bara Melee. Beware though that he is fighting for deck space with another Ser Emmon Cuy with a nice ability.
scantrell24- 4 out of 5
Rock solid in Knights of the Realm and Noble Cause.
agktmte - 3 out of 5
This will inspire many to build some new Knights rush decks with Rainbow Guard characters. Perhaps with a good helping of Prized to take advantage of the claim increase on Power challenges.
clu - 5 out of 5
Um, I get it. This is the last set and all so power creep is at full blast so why not?
Camp Follower (14 points)

emptyrepublic - 3 out of 5
A seductive character. In a typical Baratheon knights deck she’ll be strong (4 to 5 STR sound reasonable). The low cost makes it usable in my view but only barely. Having only a bad trait and no keyword or other ability makes her at best a stopgap for the lack of intrigue in most knight decks.
JCWamma - 2 out of 5
If you can find room for her in your Bara Knights deck she's providing a neat service, but between The Laughing Storm and Brightwater Keep she might be slightly superfluous defensively, and Knights decks have never cared much about intrigue on attack.
scantrell24- 3 out of 5
Tempting, but even at 4 or 5 strength she’s still a monocon Ally with no additional ability. A few cycles ago Camp Followers might have been worthwhile, but now Bara Knight decks have better intrigue icon options like Jaime, Arys, Bastard of Nightsong, and Maester Cressen -- not to mention Refugees which are off the restricted list, and recursion like Brightwater Keep.
agktmte - 3 out of 5
I like it, good way to fill in the intrigue hole in a typical Knights deck.
clu - 3 out of 5
I’m always a sucker for nedly dudes that are fairly costed with the potential to be amazing. At no point can you be disappointed with this little ally with a slight knight theme. Cost one, will play.
Renly’s Pavilion (10 points)

emptyrepublic - 3 out of 5
It’s not unusable, that would be an unfair assessment but it’s effectively a once per round 1 power gain that costs 2 gold. It’s another “win harder†card that doesn’t do much aside from providing a small stream of power tokens. I can see it working in the right decks but don’t be fooled by the “auto†power gain. You still need to win challenges.
JCWamma - 2 out of 5
Irrelevant second effect is irrelevant so let's examine how much the first part of the response matters. Specifically, tell me the last time you played a card like Claw Isle. This has the small potential to be triggered multiple times in a phase, which does worry me slightly, but it doesn't seem like much cause for concern, and isn't worth looking at past that.
scantrell24- 1 out of 5
I’m not even slightly interested. No idea what inspired this design. Oakenshield Port gains you six power in half the time or less.
agktmte - 3 out of 5
More rush potential? Like the support for Summer as well.
clu - 1 out of 5
Ok, I get it. A little midgame push for the win. I’d be ok without this effect needing the location to kneel. As it stands (see what I did there?) it’s TLAL (Too Late Already Lost). It will be interesting with the Castle plots and the amount you can cycle plots right now but not worth it.
Iron Fleet Pilager (13 points)

emptyrepublic - 3 out of 5
More support for mill, though the effect is interesting enough that you don’t have to have a mill deck to make him work. Outside of that the character isn’t that interesting. A 3 strength 3 cost bi-icon needs to really needs to have more to justify deck space at this point.
JCWamma - 2 out of 5
Too expensive for a situational effect. Even if you do luck into an attachment or location, there's no guarantee it'll actually be helpful for you. And to even get to that point you need to have spent 3 gold on a character that does nothing until after you've already won a challenge. You're running this guy over Asha? Baelor? Hell, even say an Iron Fleet Captain?
scantrell24- 3 out of 5
I want to love Iron Fleet Pillager, because this guy’s ability could slot right into a deck I’ve been working on with noble Euron, Thunderer, Fishmonger’s Square, and Blackwater Raiders… BUT he’s lacking a keyword, or naval enhancement, or any kind of extra oomph that would make him worth playing over comparable three gold characters.
agktmte - 3 out of 5
Good effect, but competes with a lot of other characters at 3 gold.
clu - 2 out of 5
Grrrr, soooo many three cost dudes with sexier abilities or keywords. I think this guy is a monster and should be dropped in but I’m not quite sure where he fits. It’s an effect that isn’t a given. He is a raider so he’ll fill in nicely there and he could lock down certain games for you.
Salt and Iron (21 points)

emptyrepublic - 4 out of 5
Two unopposed challenges is a fairly high threshold. Perhaps easier if you run the new Euron. I see the utility of this card being highest in melee as there’s no restriction on the scope of targets among your opponents.
JCWamma - 5 out of 5
In Joust I think this is a trap card, frankly. Try winning two unopposed challenges in a deck that isn't built to that aim in a ridiculous extreme. Now try doing it while diluting your deck with cards that don't do anything until you've already reached that point, decreasing your chances of actually managing to do it in the first place. The only really good aspect to it is that you can trigger it during a subsequent challenge. In Melee, on the other hand, this is outstanding. It's easier to push challenges through unopposed, you can interfere with other player's challenges with ease, and it's an environment where Harrenhal is restricted, making a powerful one-shot effect more relevant. Also it can discard Brienne, which is nice.
scantrell24- 4 out of 5
My favorite card of the pack. Sure, it’s a trap card AND a win-more card, but I think it’s incredibly useful in Old Way or any deck committed to winning unopposed challenges.
agktmte - 3 out of 5
Strong effect, but also a strong restriction. I think this will be a little too hard to use as reliably as you want. Which means it won’t stay in a lot of decks after trying it out for a bit.
clu - 5 out of 5
How easy is winning unopposed? Whelp, depends on how you build your deck. If you run three LIV and a couple stealth characters it becomes a cakewalk. ei if you aren’t running the new LIV you aren’t LIVing! I don’t give bonus points for art but this one is incredibly boss. Doubling down on claim and location control is win.
The Mountain Clan Horde (14 points)

emptyrepublic - 2 out of 5
The 2 is just the general score. In dedicated clansman builds it’s a 4 if not a 5. They’ll be super cheap then and their effect in that context is great. Doesn’t need more explanation than that.
JCWamma - 5 out of 5
I'm in love. If you think that discarding a card from your hand is a steep cost, try playing Clansman some more. That ability is simply phenomenal. And that's not even bringing up how you can play him efficiently, plus a war crest... like I said, I'm in love. Obviously only good in Clansman, but that suits me just fine.
scantrell24- 3 out of 5
I’m torn here. Did Clansmen decks need another big body with MIL/POW and a war crest? Aren’t the Burned Men and new Chella enough for A&A decks? The Horde’s ability is useful and synergistic, sure. With Timett you can kneel a Clansman character pre-plot to make it “cannot be killedâ€... but then you just discarded a card from your hand to kneel your own character. Talk about a counter-intuitive strategy…
agktmte - 2 out of 5
Looks awesome for those Clansmen decks, characters this expensive are a bit problematic though. Even with Aloof and Apart, I’m not sure it sees a whole lot of play.
clu - 2 out of 5
The ability equals hotsauce. The cost; since it is a clansman, isn’t terribly prohibitive. If only it didn’t say “Another†I would give this beast a higher number. Since it goes nicely with a theme deck I’ll let it slide at a 2.
Clan Scout (14 points)

emptyrepublic - 4 out of 5
There are only 2 other Lannister bi-icons at this price point. One them is bad and the other is mediocre. Always and forever 3 copies of him if you are making a clansman deck but I think he could find his way into several over Lannister deck types. It’s a very efficient character with no real downside aside from not having his own gimmick.
JCWamma - 2 out of 5
I dearly wish it had a different icon combination. Competing with Painted Dogs and Moon Brother Harriers is seriously tough for a Clansman, especially one that does nothing by itself. That said, it's still a cheap body with a good trait, and will probably see some play in Clansman decks as it is meant to.
scantrell24- 3 out of 5
Again, I’m not sure Clansmen actually needed this. Between Refugees, Moon Brother Harriers and Ashemark Knights, there isn’t much room left for another weenie. Now, do any non-Clansmen decks want a cheap character with the two best icons? I’d rather keep Doubting Septa personally.
agktmte - 3 out of 5
Solid weenie for the Clansmen decks. Fills a needed spot in those decks, we’ll have to see how good that actually is.
clu - 2 out of 5
There is nothing wrong with this guy. Besides not being doubting septa, cersei’s attendant, tommen or Penny… He gets a bump in rating because you’ll finally have cheap clansmen!
Obella Sand (17 points)

emptyrepublic - 4 out of 5
I love zero cost shadows cards. Especially zero cost shadow characters. The effect is fantastic and her strength/icon spread makes sense. She’s not a 5 like Preston because she can’t work on her own and can’t quite drop into any deck. Nonetheless, I can’t see how she’s not an auto-include for any Sand Snake deck.
JCWamma - 4 out of 5
This is a card that makes all the other Sand Snake cards in this cycle tick. I genuinely think she's that important to that type of deck. That type of deck is still unproven, but you'd better believe she'll see play. Bonus points for being Martell's first S0 character.
scantrell24- 3 out of 5
I don’t think Sand Snakes are there yet. There have been 8 support cards in this cycle, but only Nymeria makes the cut outside of a dedicated Sand Snake deck (if such a thing exists). Obella might see play in Quentyn because she’s a cheap, unique, shadows character.
agktmte - 4 out of 5
I love it. The new Sand Snakes seem like a whole lot of fun, s0 is fantastic. Even good for Quentyn decks to gain Vengeful.
clu - 2 out of 5
I like infinity characters a little more than I should. In a Sand Snake deck Obella is awesome. I think there are a couple nice combos bouncing her around and killing off your opponent’s characters. By herself she’s a nothing to write home about.
Doran’s Solar (23 points)

emptyrepublic - 5 out of 5
This is perhaps the limited response that Martell will build around the most often. A natural candidate for house of dreams. Between intrigue challenges and the various ways Martell has to self-discard it shouldn’t be hard to activate this every turn. It’s not the most stable draw engine, but neither is Bloodthirst and that got restricted pretty quick.
JCWamma - 5 out of 5
Let's employ the old "blah blah blah draw 2 cards" approach to reviewing. Cancellable, yes. Requires a discard, yes. Says draw 2 cards for basically zero cost. You're playing this card, or you're playing something that has a chance of dealing with this card, or you're losing games.
scantrell24- 5 out of 5
This card alone guarantees that cancel will remain prevalent in the meta. Dornish Hermitage, Palestone Sword Guard, and a few other “garbage†cards just became playable.
agktmte - 5 out of 5
A new House of Dreams deck can now exist. We’ve been waiting for this since the draft set was released, glad it is finally here. Combined with effects that allow you to discard on demand (Dornish Hermitage, Open Market, etc.), this can become a decent draw engine for a house that normally doesn’t have a repeatable source of draw. Expect to see this a lot over the next few weeks/months.
clu - 3 out of 5
How long have I been looking for a consistent draw engine for characterless? Whelp, now I have it. By itself it doesn’t do anything except lessen the sting from intrigue challenges. In combination with other discard effects it’s pretty rocking. Greyjoy Old Way is going to love moving into Doran’s Solar as soon as it’s released. Cost three for a location is pretty high and it’s a limited response so no, this is not going to go in every Martell deck.
A Hidden Game (8 points)

emptyrepublic - 2 out of 5
If we did not just get Doran’s Solar this card might actually be worth something. This being a limited response really handicaps this card. The triggering conditions are fairly steep already and locking out Doran’s Solar is too high of a cost.
JCWamma - 1 out of 5
You saw the card above this one, right? You saw how this is a competing Limited Response, right? You're not still playing this card, right? Even in a heavily dedicated Sand Snake deck, Nymeria Sand is a much better Limited Response. This is unplayable.
scantrell24- 1 out of 5
So I’m down 2 cards (the Sand Snake and this event) and I’ve used my Limited Response just to permanently remove the icons from a character? The target character sticks around to count for dominance, or they kill it and I gain an entire 1/15th of my victory condition. Even if Beric and new Euron decks were everywhere, it’s just not efficient.
agktmte - 1 out of 5
You have to lose a challenge and kill a character of a specific trait, just to get a worse effect than a kill. It just doesn’t seem better than Blood for Blood, though I suppose this is an option for high STR characters.
clu - 3 out of 5
Kill a character, strip icons, you know, like forever and maybe leave with a parting give of one power. You have to run some Sand Snakes to make it go but I hear they are starting to become quite prevalent lately! You may have to work a little outside the box a little but there is a reason Harrenhal was errated.
Alayne Stone (16 points)*

emptyrepublic - 3 out of 5
If you can manage to get some sort of engine going to return her to your hand and replay her she’ll be amazing to keep re-activating the nice castle plots. I’m on the fence on how great that might actually be. In the end you probably need to accept her as a one off effect.
JCWamma - ...so Sansa's all grown up, huh? out of 5.
Response is powerful. Stark is already best-equipped to spam Castle plots in your face, and she adds very helpfully to that. The synergies here are plentiful and obvious. what you can turn into is somewhat limited (Naming the Heir and Fallen from Favour probably being the best two candidates), but what you can turn out of is limited only by what plot cards exist and your imagination.
scantrell24- 3 out of 5
Once the cycle is complete and we have a couple more Castle plots, Alayne will definitely see play. Right now, the best you can do is probably a surprise Taken Captive or switching from Valar to Fallen from Favor.
agktmte - 3 out of 5
Weak as a character, but plot manipulation is generally a strong effect. In a dedicated plot deck, this essentially allows you to get a Castle plot effect on demand in Marshalling and get a repeat of a Castle plot effect sooner. I think this can be used very effectively, but is by no means an auto-include over other versions of Sansa.
clu - 2 out of 5
Very narrow purpose working with the Castle plots but her power level is very high. Helps there aren’t any other Sansa’s that are vying for her spot. We’ve learned how powerful it can be retriggering plot cycles ala Rivers and Ms. Stone is going to make us rue this cycle for a brief time.
Volley of Arrows (11 points)

emptyrepublic - 2 out of 5
Strikes me as an event that seems designed for the Tully theme or any Stark character with Joust. Probably not enough to justify its presence in many Stark decks. Don’t worry about the secondary military battle effect; you’ll rarely ever get that.
JCWamma - 4 out of 5
Effect is kinda plain, but powerful in the right hands. Getting power is why this card has a high rating though. Melee decks enjoy cards that get you power, quite a lot. And Melee is an environment in which the Fury plot is unrestricted and you want to boost your STR count for Make an Example.
scantrell24- 2 out of 5
The only thing Volley of Arrows has going for it is that you can accumulate power on the Blackfish quickly to activate his “Tully characters don’t kneel to attack†ability.
agktmte - 2 out of 5
Similar to Endless Endurance (but less versatile in my opinion). Likely really good in a defense deck, but otherwise I don’t think it will be seen.
clu - 1 out of 5
I really like Endless Endurance and I try to get one copy into every Stark deck because reusable pump is just good. This one shot may get you that extra power for your Seige deck but I don’t see this being useful in a lot of other decks.
Aggo (16 points)

emptyrepublic - 4 out of 5
“Oh look! This dragon bow in my discard pile mysteriously showed up on my character in the middle of this challengeâ€. Given that many of the Targaryen weapon attachments are quite good this seems like a clear winner to me. What does it matter if that weapon attachment gets discarded when you can unconditionally reattach it when you want?
JCWamma - 4 out of 5
Amazing in fun weapon decks or trait manipulation decks, and not bad even away from a Dothraki deck as long as you have good attachments - putting him into play to pull a Harpy's Scourge back sounds plenty-fun to me. Lacks truly astounding targets to get above 4 though - and with a couple of exceptions, you can't surprise a weapon into your discard pile to then use mid-challenge.
scantrell24- 4 out of 5
I love abilities that can be triggered mid-challenge, and I love abilities that bring formerly unplayed cards back to relevance. Aegon’s Blade, Dragonbone Bow or Dawn in the discard pile will make challenge math difficult for opponents.
agktmte - 3 out of 5
I like the new Queensguard Dothraki, I think Aggo is interesting and encourages the use of attachments and helps negate their downside. Not sure if I use him over the power stealing one though.
clu - 1 out of 5
Giving aggro decks affordable deadly is always a good thing. Now the old Aggo already has deadly so the only difference is that kooky ability. I rarely run attachments in decks because their cost isn’t generally worth the effect when you could just play another dude with a similar schtick. Old Aggo ftw. If you are running a weapons deck, he’ll be money.
Lesser Ko (19 points)

emptyrepublic - 4 out of 5
I think a dothraki with intrigue should not be underrated. It’s a big gap that deck type needed filling and this guy does the job fairly well. The ability is a nice threat to make your opponents second guess blocking. The ratios are good and the bannerman trait is a bonus if that’s your sort of thing.
JCWamma - 4 out of 5
One of those exceptions I was talking about above. Intrigue icon on good efficient Dothraki will always score highly. The effect is a bit nasty - make no mistake, discarding a card is a very serious cost in most Dothraki decks. Could be fun as a weenie in a "draw all the cards" burn deck, such as those using Harpy's Scourge, as an alternate reason to discard said cards.
scantrell24- 4 out of 5
Simply efficient. Intrigue icon + deadly gives Dothraki decks even more punch.
agktmte - 3 out of 5
Excellent card for Dothraki decks, filling in the intrigue hole has become a lot easier now. And Deadly on that challenge? High claim Dothraki aggro decks are now in an even better position. And the new Aggo can turn those discards into economy!
clu - 4 out of 5
Deadly during intrigue challenges is crazy good. His ability just means you will now win a lot more unopposed challenges. Finally you can skip out on crones if you like!
Horse Gate (14 points)

emptyrepublic - 3 out of 5
Of the three locations like this in the cycle this is perhaps the least bad one because it’s not that expensive. The limited keyword, like the two others, needs to be considered. However, because of the two cost you may be able to live with it. In Dothraki decks this location does make some sense given how few of those characters have renown and the raised claim will help bridge the low power gain curve that sometimes suffers in the deck type.
JCWamma - 3 out of 5
Limited hurts this, but this claim-raising location is eminently playable still, particularly in melee. I've heard people say it's competing with Griffin's Roost, but I'd say it's complementing it. Get both out and your power challenges punch seriously hard.
scantrell24- 3 out of 5
I’m not sure if rush decks can afford paying 2 gold for a location that doesn’t affect board position. Like the other claim-raisers from this cycle, you want it early to achieve the maximum impact, but the Limited keyword means you can’t play it and Temple of the Graces, Eastern Fiefdom, or Great Pyramid of Meereen in the same turn.
agktmte - 2 out of 5
The set is now complete. Probably only in Heir to the Iron Throne rush decks, but even then maybe too much of a tempo loss to get into play. More playable than the other claim raising Limited locations though. Could also be seen in heavy control decks that need this to come back after a few turns.
clu - 3 out of 5
Most decks can stretch to afford two cost locations. Anything that bumps claim changes the landscape of the game. We’re you worried about running all those prized cards in your Heir deck? Whelp, don’t worry about that anymore. Even in non-Heir decks it let’s you stretch your prize count in your deck a bit but you are going to make up for them during the power challenge.
Lysa Arryn (19 points)

emptyrepublic - 3 out of 5
I’m not convinced. Lysa is a direct counter to Meera, Outwit, the new raven and a few key events but beyond that I’m not sure what value her effect really has. The plot/non-plot condition is a bit awkward I find. Despite that she’s not that bad of a character. Good cost/icon/strength ratio. Good traits and a crest. Definately no reason not to have her in a House Arryn themed deck but I don’t feel her cancel is that strong.
JCWamma - 3 out of 5
As a reactive card who doesn’t do much unless an opponent is playing specific cards, I'm not sold she sees play. ...In Joust (common theme in this pack, it'd seem!). In Melee where all the tricks aren’t restricted (Meera, Arianne, Bran), there are some reactive decks that will love her.
scantrell24- 4 out of 5
Lysa goes in any decks short on intrigue, decks that are hosed by Meera or Greenseer’s Raven, decks that are already running Power of Blood anyways, and most Neutral faction decks. She’s solid if not particularly exciting.
agktmte - 4 out of 5
Cancel is strong, this is pretty cheap, likely a 1 of in nearly all decks?
clu - 5 out of 5
Staaaph it. Go home AGOT, you’re drunk. Castles, rivers, cities, oh my!
Petyr Baelish (16 points)

emptyrepublic - 4 out of 5
A “Littlefinger†that’s not an ally! That’s kind of a big deal I think. This is a strong cancel as it’s unconditional. It’s only events but some of the most powerful effects in the game are events. Otherwise he’s a competent character with a the correct icon spread and the ideal keyword.
JCWamma - 3 out of 5
Harrenhal makes him far less flashy than he'd otherwise look. Limited Response isn't a huge deal (though it certainly is worth considering still). Having to kneel a 4-coster is painful, but if you're in a situation where you're not worried about events he's still a perfectly reasonable body as a 3 STR stealth bicon. Ok without ever being phenomenal, though.
scantrell24- 3 out of 5
If his response wasn’t limited, Mr. Baelish would be close to a 4. Yes, it’s hard to justify kneeling a stealth bicon to cancel an event, but maybe he can dissuade your opponent from playing the event at all if they know it will be cancelled.
agktmte - 4 out of 5
Cancel is strong, this is not as cheap, but any event? As if Harrenhal weren’t enough to kill Hatchlings’s Feast and Westeros Bleeds decks.
clu - 2 out of 5
I really like this bearded gent, but pushing for four neutral gold can be challenging. Good thing he backs it up with stealth and the two best icons. If the new Alannys doesn’t see too much play I have a hard time being ok with him. But man he’s going to be annoying when he’s in play!
Lyn Corbray (X points)

emptyrepublic - 3 out of 5
This looks strong until you start doing the analysis. Outside Aloof & Apart he’s actually not that good. Perhaps dragon decks? Just look at this chapter pack, only he and Baelish will get the benefit; none of the other characters will. The stealth is nice and the cost is not that bad if you keep in mind he’ll be 4 strength himself. Usable, but conditional.
JCWamma - 3 out of 5
When I first saw him I thought he was absolutely busted. But the most successful A&A decks are mainly running Armies, he's vulnerable to the Blade, to blanking, he mostly powers up the cards that need powering up least... I think he's fine in the right deck, but not stupidly good or anything.
scantrell24- 4 out of 5
Bara A&A and Conclave A&A decks love him. So does Venomous Blade. Side note: That is some stellar artwork.
agktmte - 3 out of 5
Excellent Aloof and Apart support, possibly good for a Knights deck. In general, I think he is limited in use, but a good effect and Stealth is great.
clu - 1 out of 5
We keep seeing this neutral cost four and it doesn’t make me happy. I get it, Aloof away my friends and he’ll treat you right. There are a couple of other reasonable cost four dudes that make it into my deck and if this guy can’t trigger used plot reactions like Marwyn, he’s not beating the other fella.
Knights Declarant (X points)

emptyrepublic - 2 out of 5
Don’t be fooled. Even in Aloof & Apart it will be turn 3 or 4 before the cost is reasonable. Sure, it’s almost certain you’ll win a challenge when using them but at their price point their vulnerability to soft control is too great I feel. Being unique is an asset in this case as uniques are not subject to as many effects as non-uniques.
JCWamma - 2 out of 5
The 2 rather than 1 is because, say it with me now, it's actually ok in Melee. Plot cycling can still be a thing meaning you can reliably play it turn 3, possibly even turn 2; it has renown; and it can force through Make an Example by itself. Still far from phenomenal, but not a 1, even if it's hilarious-yet-terrible in Joust.
scantrell24- 2 out of 5
The war crest and high strength make it easy to trigger some of the games most powerful events, but even in A&A you’re probably waiting until turn 4 at the earliest to marshall the Knights Declarant. I might throw a copy into my Neutral TLV that makes plenty of gold and draw caps frequently, so it can afford to have a dead card in hand for a few turns.
agktmte - 1 out of 5
I like the idea, but they are really only playable on turns 5 and 6. Which is quite late to hold on to them if you draw them early, and possibly too late to even still be playing. Aloof and Apart can potentially get these out a turn or 2 sooner, but it’s still only 1 challenge win each round for a significant investment. At least it won’t die to burn?
clu - 1 out of 5
I love this card. Because we haven’t seen anything this big we don’t know what it means. Win by four during mil and pow seem pretty reasonable. Renown is great with the standing effects for war crests, knights AND armys. Bara can wing them into play with See Who’s Stronger. Lanni and Martell seem to be alright for plot cycling so, hey, what do I know, maybe this will see play somewhere that is completely tailored for them.
A Time for Wolves (19 points)

emptyrepublic - 5 out of 5
This greatly increases the utility of Greenseer’s Raven to cancel “on demand†city/river plots. Good for Direwolf or (certain) Dragon decks. Add Tommen and you can get two wolves into play. A more flexible search for white or black ravens if your deck features other creatures as well. According to cardgamedb.com there’s about 50 creature cards in the card pool so there’s a lot options to exploit this plot though more than likely Stark and Targaryen will be the typical candidates to use it.
JCWamma - 4 out of 5
Hardly an “every deck†plot, but a really cool addition to the cardpool. Synergises out the wazoo, which have all been analysed and over-analysed at this point. Let’s just hit up the key ones: fetching Greenseer’s to counter a traited plot; fetching a white/black raven the turn after Holding Council to immediately get your season before draw (and with higher initiative than A Time for Ravens); fetching a dragon for a rush deck; throwing Nymeria into play for a surprise save Vs Valar.
scantrell24- 4 out of 5
Ironically this plot both helps and hurts Stark Maesters. Also, maybe Rickon sees play now? Between Summoned by the Conclave, At the Gates, A Time for Ravens and A Time for Wolves, he’s looking pretty useful.
agktmte - 5 out of 5
Excellent plot, very excited to use it. I was going to not give it a 5, but who doesn’t love Direwolves? Thank you, Dan.
clu - 1 out of 5
At the Gates doesn’t see much play anymore and that’s for a really good trait to tutor up. I enjoy the nedlyness and can’t wait to get my Wharf Rats/Warhorse deck complete! Don’t forget you can snag summer and winter with this guy too. This is the sort of plot that just won’t see it’s day in the sun due. This would be an excellent fun plot for the beginning of a game cycle!
- Amuk, emptyrepublic, kizerman86 and 2 others like this
23 Comments
1 out of 5 rating for A Time for Wolves? Seems like clu has no clu.
(Yeah, sorry... that was just too easy)
Something smells like April 1st? Huh?
I can't wait to get this pack!
People might be surprised at how good A Hidden Game can be when the new Dorea Sand comes out, particularily w/ an expendable character-heavy Bloodthirst deck. It clogs your opponents board while keeping your count down, and synergizes well with her to close the game with a Valar power-grab.
But until then it's kinda useless.
Solid pack.
Used to be hyped for Solar but i'm already exhausted by the thought of playing against the new wave of Martell decks.
Whoooops. You are correct. I'm getting the kids mixed up.
Uh, Clu, Lysa does not cancel those plots. I wish she did, but alas.
I've been exhausted at the thought of playing Martell decks for about 2 years now!
I want to See Who is Stronger the Knights Declarant. Shame actually getting 3 Influence in a Baratheon deck is more trouble than it's worth!
Here is a fun baseline for ratings. Each reviewer lists 5 pre-existing cards that they believe are a 1, 2, 3, 4, and 5. Then it will be MUCH easier to understand what each rate value on the rating scale means intrinsically to them.
In 2nd edition, it may be a good idea to expand the scale from 1 - 5 to 1 - 10 because I still firmly believe a 1 out of 5 should be on the same level of Moonboy, Ser Dontos Hollard, Fog of War, and Unbent, Unbowed, Unbroken. However, since you cannot go lower than a 1, and clearly some think a 2 out of 5 is still too generous of a rating for cards that I cannot believe are on the same level of the cards I just mentioned, a 1 out of 5 is their choice rating.
I know clu likes to play the devil's advocate in a number of his ratings, but there are some interesting and good Direwolves A Time for Wolves can grab and put into play immediately at a minimum, so I don't really get it having a 1 out of 5 by him.
Hey all! I don't defend my ratings all that often but I truly believe A Time for Wolves isn't going to see usable play for the next three months in top tier competitive decks. Taking up one of your plot slots is a big deal. Considering the power creep, alternate dire wolf tutor effects and comparative use of At the Gates (maester being a much more desirable theme power level wise) it all adds up to 1. Conversely, if this plot was released two years ago I would rate it higher. I'm going to play with this plot in some fun decks but it probably won't make the final cut when I'm tweaking towards competition. I absolutely value everyone's opinion and I've certainly been wrong before!
Out of curiosity, does your opinion of a card possibly not being in a T1 deck automatically make it a 1 out of 5? If you think it's more of a T2 deck card, wouldn't that still make it better than a 1?
Aggo's rating is more suprising for me.
"He does X with attachments, i don't run them, give him 1"
lol
Honestly I think it should go the other way. 1-10 isn't that different from 1-5. If anything perhaps more qualitative categories, something like: "Would always play", "Depends on deck", "Binder for life". The rating themselves aren't even that important; more important is the commentary offering perspective on the card. Newer players might see Knights Declarant and think that's amazing because of 12 STR when the realities say otherwise. Anyway, in the end the reviews are just highly subjective conjecture that serve to spur discussion.
I really like this post. The qualitative category idea would be tremendously helpful because a numerical scale means something different to everyone.
I am very interested in seeing how stuff shakes out with a fresh card pool. Any time a new card is released that is synergy dependent, it must be evaluated against the current card pool. If there isn't enough support for that synergy yet, it ends up being a bad card until more cards are released. The effect the card has may be very strong but because it's unreliable, it gets a bad rap.
For example, we could look at the card on three levels:
1) The card by itself.
How does this card fare by itself when it's played or in play? ie. Is this card able to improve your deck or help you win on it's own without any support or without supporting any other cards in the deck?
2) The card as a support card.
How does this card make other cards in your deck better? ie. Does this card improve other cards in play or help you play your deck better?
3) The card when it is supported.
How does this card fare when it receives the right support? ie. Is this card easily increased in power by other cards in the card pool?
It's very possible to have a card fit in all three of the above categories which would make it outstanding, but some cards are strictly tremendous because they synergize well with several other cards in the card pool. Wintertime Marauders is an example of a card that fits category 3, and I think we all agree it's fantastic card even with it's dependency. How do you think it would be rated right now?
This is why we started out listing the cards that we considered exemplary of their particular grade when we started doing A-F ratings on 2C1C (which really is effectively the same as 1-5). Granted, we've gotten out of the habit recently, but having that baseline comparison is good.
Also, a card needs to be rated against the card pool and the meta (either your local one or the global one) both of which are shifting entities as the card pool has continually expanded and the FAQ/Restricted list that governs the meta changes. A card can never be judged "independently" because it has to interact with other cards. Measuring the value of the interaction against personal experience is the hard part which is why I have Wolves at 5/5 but clu gives 1/5. Who is right? Probably neither of us.
My thought is to finish out 1st edition with the system we have in place; it's only 2 more chapter packs. No need to worry about reinventing the wheel now. Come 2nd edition I think the Small Council and other contributors to the reviews should have a good chat to figure how to do reviews of new releases going forward.
It will go in any season deck that would rather have the 1 extra initiative versus 1 gold of A Time for Ravens (say if they are running Bay of Ice) or if they are running any direwolves in there (Shaggydog plus Greywind combo for example). It also will go in any deck running hyper Sam and Ravens, so my vote is that it will be in at least a few tier 1, but not too common. I personally would not justify running it solely for Greenseer's Raven - cities and rivers are dying out.
I'm open to a new ranking system. We could try some ideas with the final two packs of first edition.
Late to the party, but I'm interested in rating systems so I wanted to throw this out there. Sorry if its already been mentioned. There has been a reasonable amount of research into rating systems, a lot of it around netflix, but of course other information is out there as well. As I understand it, a lot of information is in favor of a 3 point scoring system as it is often more reliable a metric over time. This is similar to what is described by emptyrepublic above with the always, sometimes, never ratings.
I don't really think the 5 point rating system is a bad one. I just think when the scale is undefined, it ends up being ambiguous across the different personalities that provide a rating. Almost every survey I've taken shows a rating legend for each question asked.
"How do you think you were treated by the customer service representative?"
1 - Very rudely.
2 - Somewhat rudely.
3 - Neither rude nor polite.
4 - Somewhat politely.
5 - Very politely.
In the case of thrones main deck cards, if we had a similar legend to identify how the rating system should be interpreted by readers, it would at least provide a basis that we can understand each reviewers ratings. This is why I always wonder how someone could rate certain cards a 1 out of 5 when there are currently cards in the card pool that are significantly inferior to those cards and thus are the only baseline I can use when comparing such ratings. If the rating system was more like:
1 - I'd never ever use this card under any circumstances.
2 - I can see a gimmicky deck I can run this card in.
3 - Sometimes I might run this card depending on the deck.
4 - I can see myself running this card in several different decks. OR This card is not in a lot of decks, but it is a VERY impacting in certain decks.
5 - I can see myself running this card in most decks because it's great by itself.
The above is just an example I threw together, but it would at least help readers understand why clu would rate a card that most people disagree with him on, and that is because he doesn't believe he'd ever run the card.
In summary, it's not the number of points that matter, it's the lack of common context that is used to rate the card. The reviewer can explain it all they want, but that doesn't always translate very well into the rating they provide because we don't know each reviewers baseline for their ratings. I don't know that a 1 for clu is using completely different criteria than a 1 for JCWamma. clu's rating could be based on being functional in a T1 deck and JCWamma's could be based on how well he feels like it does it's job and how easy it is to reach those circumstances.
Meanwhile, all the readers have their own criteria as to what each rating point means to them, so even though it should mean nothing, it actually helps to provide a baseline that readers can use to follow the reviews and their ratings.
I agree with the people above. I think a couple of standard descriptors might be better than a numerical ranking. Maybe:
I don't think giving a good niche card a low value communicates the card's value well, especially when some people give the ranking based on the cards average use, while some give it based on it's best use.