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Danigral's Reviews for N00bs - A Time of Ravens
Jun 24 2011 05:00 AM |
Danigral
in Game of Thrones

(I've also reviewed the first cycle, A Clash of Arms. Click here to see the review for A Clash of Arms.)
I’ve rated all the cards on a scale of 1 to 10, 1 being very bad/unplayable, 5 being neutral (some good/some bad), and 10 being very good/must have. I’ve rated each card in terms of theme and efficiency. The overall house rating is an average of all the cards of that one pack; the overall pack rating is an average of all the houses, neutrals, and possibly multi-house cards.
Some considerations about ratings:
Theme – Each house has its own appeal and flavor. The theme rating is based on how much the particular card enhances or aligns with the theme of the house and the overall cycle. These are my guidelines for each house in terms of theme:
- House Stark – Military domination and direct kill (murder). Strong in power. Weak in intrigue. Buffs and burns from Winter. Weak in draw, but has more search effects. Dominant traits include Direwolf, Army, House Tully, House Bolton.
- House Lannister – Intrigue domination and kneel. Strong in power. Weak in military. Wily and tricky, lots of flexibility in a variety of situations playing off other house strengths. Challenge control through tricky effects and events mid-challenge. Very strong in draw and income. House trait is Infamy. Dominant traits include Lord, Ally, and Clansman.
- House Baratheon – Power domination, standing and renown. Strong in military. Good in intrigue and control (with Asshai and shadows). House trait is Vigilant. Dominant traits include Lord, Knight, Asshai.
- House Targaryen – Strong in military and power. Fair in intrigue. Attachment manipulation. Dead and discard pile manipulation including recursion. House trait is Ambush. Dominant traits include Dothraki and Dragon.
- House Martell – Fairly even spread of icons. Challenge control through icon manipulation and deterrence by claim manipulation and hand manipulation. House trait is Vengeful. Dominant traits include House Dayne, Bastard, and Sand Snake.
- House Greyjoy – Strong in military and power. Weak in intrigue. Character saves, resource choke, and location control. Most synergy from winning challenges unopposed. House trait is Intimidate. Dominant traits included Ironborn, Raider, and Warship.
Efficiency – Factors of efficiency are cost, cost-to-power ratio, and ease of triggering effects. Playability is a correlation of efficiency. Building a deck with the most efficient cards tends to work out better (in competitive decks) than building in a lot of fancy combos and synergy (but it sure is more fun!). This is a factor in the efficiency rating. Always keep in mind resource curve and your ability to play a card given restrictions at any given moment.
For Winter and Summer effects, there is a big impact to playability if an ability is only active if it’s a specific season. Basically, a card with that type of ability is “blank†until the season is in effect. Running a deck with a season is a big commitment requiring 2-3 Raven attachments, A Time for Ravens (ACoS) plot, and Carrion Bird (ASoS) x3, and x1-2 Samwell Tarly (TRS), and then there’s Gilly (RoW). This can take 10-15% of your deck space. (There are currently three attachments that affect the season, but are not in effect if ravens are in play, and so are unreliable if you absolutely need the season. Stark has Crown of Winter (LoW), Baratheon has the multi-seasonal Crown of Azor Ahai (KotStorm), and Targaryen has Crown of Meereen (QoD).)
In terms of optimal deck efficiency, there tends to be a cost-cap for each type of card, with some exceptions based on your deck design. In general, locations costing more than 2, characters costing more than 4, and attachments costing more than 1, should be exceptional and limited in your deck build.
Traits are another factor. Ally and, to a lesser extent, Mercenary traits tend to be “bad†traits. Ally-traited characters can easily be removed with the evil twins Varys (SaS) and Ser Arys Oakheart (PotS), so you don’t want an Ally to be the linchpin of your deck.
A Time of Ravens
A Song of Summer
Overall Theme: 7.5
Overall Efficiency: 7
View breakdowns of every card in the A Song of Summer chapter pack.
The Winds of Winter
Overall Theme: 5.5
Overall Efficiency: 5.5
View breakdowns of every card in The Winds of Winter chapter pack.
A Change of Seasons
Overall Theme: 7
Overall Efficiency: 6
View breakdowns of every card in A Change of Seasons chapter pack.
The Raven’s Song
Overall Theme: 5
Overall Efficiency: 4.5
Regardless, here are a few ideas for revealing new plots.
- Cycle through City plots faster, which have stronger effects with more City plots in your used pile.
- Play Valar Morghulis (Core) and reveal a new plot to get past the 0-claim. Or reveal Valar Dohaeris (TWH) if your opponent has lots of standing effects for a nasty surprise.
- Reveal something like The Power of Arms (Core) for instant buff and 2-claim surprise.
- Reveal into or out of Fear of Winter (BtW) to prevent your opponent from marshalling or playing events respectively.
- Reveal something like Winter Festival (WotN) or The Minstrel's Muse (RotO) when you are within reach of a win. Often you can turn this situation into an advantage since your opponent could do less to prevent it by challenges phase.
- Reveal Focused Offense (QoD) for the last initiated challenge, which you wouldn’t want to do if an opponent still has their challenges phase.
- If you are Greyjoy, reveal a plot with higher-income, then reveal Rise of the Kraken (KotS) after that first won military challenge. There are probably some other ideas that would work, so you just have to experiment to see if they actually will work in practice.
View breakdowns of every card in The Raven's Song chapter pack.
Refugees of War
Overall Theme: 7
Overall Efficiency: 7
View breakdowns of every card in the Refugees of War chapter pack.
Scattered Armies
Overall Theme: 8
Overall Efficiency: 6.5
View breakdowns of every card in the Scattered Armies chapter pack.
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