Jump to content

Welcome to Card Game DB
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!

Search Articles

* * * * *

First Tilt - Expanding House Baratheon

Small Council First Tilt doulos2k

Welcome back to another edition of First Tilt! This week we're finishing up our House Expansion series where we're building decks for a smallish card pool that includes 2X Cores, 1X House Expansion, and no more than 6 Chapter Packs. This week we're taking a trip to Storm's End to see how the we can expand House Baratheon.

While looking over the themes for House Baratheon, I found myself in a bit of a quandary. Baratheon is primarily known for the Rush theme - grabbing as much power as you can as quickly as possible through the use of multiple Renown characters. In the current meta, that seems much harder than it used to be. I will be honest, I don't play House Baratheon that often. Only two people in our meta play this House and one of them is in a crazy Alliance deck, so that's not quite the same thing. I've had to do some serious play testing with some various themes to try and figure out what I thought would be the best fit for a limited card pool and fun to play.

Of all the decks I played, I found the Asshai Holy theme to be the most fun, in general, to play. Beyond being fun to play, if the right cards came up, you can win easily in Turn 2. There are bad matchups of course and you can hit a bad draw and end up without the right cards in hand to move forward. I tried to even out the pieces as much as I can so that you can survive if you hit a bad draw against an Aggro deck that's focused on killing your characters.

So, let's cut to the chase and examine the cards we're going to be putting into the deck. I've broken them down below by Chapter Pack.

Return of the Others
  • Melisandre (RotO) - while there are a number of versions of this character, I've played against this one enough to know that she's just bonkers good. Being able to claim extra power for unopposed INT and POW challenges and an extra power for Dominance should not be underestimated. We'll be doing some other shenanigans to try and guarantee some unopposed challenges as well. On top of that ability, she has Renown herself. So, in theory, when coupled with The Power of Faith (KotStorm) she can get you 10 Power in a single turn (one each MIL/INT/POW for Renown, two each for unopposed INT/POW, one for Power claim, and another two for Dominance) with only three of those on her card. I think this goes a long way to reducing the fragility of this type of Rush. You're not relying on the Power to rest on a few Renown characters.
  • Val (RotO) - honestly, if we're getting this pack, it's stupid to not include Val and also grab The Laughing Storm (GotC). It's free card draw and TLS provides protection from Intrigue challenges. One thing to note, activating Val counts toward your draw cap, so you can, at most, activate her three times per Round (assuming you've not drawn any cards through other card effects). Plan carefully when you want to trigger Val. Remember that she has a specific restriction, if you can play the card, you must play the card. One suggestion might be to trigger her during the Draw phase itself as this is statistically the place where you would least likely be forced to play a card. This is really the only draw engine in this deck. Baratheon doesn't have much for in-house draw, so this is a common ploy to overcome it; however, this draw is fragile. We include 3X of both Val and The Laughing Storm, but it requires getting them both into play at the same time - some games that'll be easy, others, it will never happen. After all, it's only 6 total cards out of a 60 card deck - there's no guarantee you'll see them in a short game.
Of Snakes and Sand
  • Shadow Enchantress (OSaS) - while this is the only card we're pulling from this pack, she is a key card in this deck. The ability to give a MIL icon to your Asshai characters outside of Power of Faith turns is a crucial element that will save you a lot of characters and win you more challenges. With this card, and a single card in shadows anywhere on the board (yes, even your opponent's Shadows cards), every Asshai in play gets a MIL icon and +1 STR. She's non-unique, so she doubles up if you have more than 1 out, AND, look at her text - she's +1 for each card in Shadows. If you have two of her in play and only 1 card in Shadows, your Asshai now get +2 STR, any additional cards in shadows will add an additional +1 per copy of Shadow Enchantress in play. Killer effect. Note - the risk is if your opponent happens to be playing any Asshai characters, theirs get buffed as well (since this card is missing the ever important words "you control.")
Rituals of R'hllor
  • Fanatic (RoR) - this beauty of an attachment will give ANY eligible character the Asshai trait AND a Holy Crest. MONEY during Power of Faith turns or when Shadow Enchantress is doing her thing.
  • Altar of Fire (RoR) - this is a no-brainer include. It's important to recognize the power of this card. If you have all three copies of the card in play and you win a SINGLE Intrigue challenge, you can kneel each copy to look at your opponent's hand and discard cards from it - this means with all three copies in play, you'll be discarding three cards from their hand of your choice. It's ridiculously powerful because not only can you eliminate the greatest threat in their hand, you get to see what else is in there and plan for it. If there is any doubt from your meta about the legality of this or someone brings up the "one response per trigger" rule. I looked it up - here's an explanation on the FFG Rules forum and ktom specifically references this card: http://www.livingcar...=605050&efpag=0
  • Intolerant Priest (RoR) - again, a no-brainer include. He's fairly inexpensive and should have a MIL icon and a Holy Crest most turns (we're also using Bearer of the Light (KotStorm) from Kings of the Storm for setup and cost reduction, and they have the Asshai trait as well - so they fuel this card and are buffed by Shadow Enchantress).
  • Lord of Light, Protect Us (RoR) - canceling a character ability will be invaluable in some games. One particular character can be very troublesome, and that's Meera Reed (TftH). She can blank Melisandre every single turn and slow you down. I would resist the urge to return her to hand unless your opponent still has gold to bring her back out later.
Some folks might wonder why I didn't include the Melisandre (RoR) from this pack because of her kill ability. Simply - she relies on there being a character on your opponent's board that has power on it making her utility too conditional. The Melisandre I've picked has a better fit in this deck to get you to the win condition more quickly.

Gates of the Citadel
  • The Laughing Storm (GotC) - as mentioned above, if you have Val, we may as well grab this guy. Just too good to pass up.
Tales from the Red Keep
  • The Black Cells (TftRK) - this is the card to help you lock down a problem character and, along with Smuggler's Cove (KotStorm), will all but guarantee you unopposed challenges. While the Shadows rules only allow a single card to come out of Shadows at the beginning of each phase, combining this card with Sister of Truth will get you a quick, and repeatable, way to lock down up to three characters. Since you really want to keep cards in Shadows to fuel Shadow Enchantress, we'll be looking to Sister of Truth (KotStorm) to help us here because once she comes out of shadows, her response allows you to put a card back into shadows... including herself. So, you can take Sister of Truth, bring her out of Shadows, trigger The Black Cells and then put Sister of Truth back into shadows. But wait, there's more... The Black Cells is a non-unique location, so bringing a single card out of shadows can trigger every copy of The Black Cells you have in play just like Altar of Fire (see that entry for the link to the explanation on the FFG forums). So, if you're fortunate enough to get all three of these into play, a single card can almost guarantee you some unopposed action to fuel Melisandre.
  • Syrio Forel (TftRK) - just a great all around card and you'll find you'll be using him in a lot of your decks. He's almost Valar proof since he goes back into Shadows after winning a challenge he participated in.
  • The Queen of Thorns (TftRK) - we're going to put 1X of her in here. There's just no reason not to. If you can get her into play and pull the Sister of Truth shenanigans, you may win in a single turn with Mel in play during Power of Faith. For a more detailed explanation of how crazy good she can be, check out Kennon's Queen of Shadows article: http://www.cardgamed...adows-article-2
Mountains of the Moon
  • Black Amethysts (MotM) - this is one of the rare attachments that can be used on Setup. We have enough Asshai in here, that if you luck out and get it on setup, you should be able to use it. Beyond that... well, it gives Deadly to an Asshai. Get this thing on Melisandre as quickly as you can. Deadly almost always leads to unopposed Intrigue and Power challenges. Who wants to lose a character on those challenges? Answer: Nobody.
Rounding Out Your Deck

The Core Set will give us some of the Baratheon staples in reducers and the following events & characters:
  • Distinct Mastery (Core) will allow us to stand a Holy Crested character (or it will allow you to stand The Laughing Storm (GotC)
  • Seductive Promise (Core) - Nathan Bradley convinced me to put this card in here and I gotta say, it's a pretty powerful play. On quite a few turns you're going to either see a chump block for a Power challenge or it will be unopposed. Either way, the ability to take control of a non-unique is an amazing effect. I've used it to take control of a Stark player's Northern Cavalry Flank (SA)... and he was very sad.
  • Old Red Priest (Core) is an inexpensive tricon with the Asshai trait, plus you have enough locations that have no penalty for kneeling that his downside is minimal
  • Maester Cressen (Core) - there are 60 cards in the LCG with the Condition keyword - many of them brutal. His ability will save you from much heartache and danger.
  • Maester Aemon (Core) - just about perfect claim soak
  • Edric Storm (Core) - only including him 1X, but if you get him out, being able to grab that extra Power challenge can be a game closer
  • Army of the Faithful (Core) - gives you an Army character that should, in most turns, come out very cheaply because it's reduced by the number of Asshai you control. Plus, it's always good to have an Army character in your deck just in case you come up against Muster the Realm! (QoD) (especially during a Power of Faith turn).
Kings of the Storm brings us a number of key cards:
  • Bearer of the Light (KotStorm) - does dual duty as a reducer for the rest of your Asshai characters, plus it gets buffed by Shadow Enchantress since it also has the Asshai trait.
  • Sister of Truth (KotStorm) - mentioned in the above write-up - this card is key to fueling The Black Cells
  • Marya Seaworth (KotStorm) - 1X of her as well... just being able to stand a character is a great effect, period. Resist the temptation to use her for claim soak. This is a powerful effect.
  • Salladhor Saan (KotStorm) - pure location hate. Combo this bad boy with Marya and you have yourself the ability to nuke two locations. An important caveat about this character. He is a very expensive Ally. With the amount of Ally hate in this game, you only want to play him if you really think you need him because he is the only Ally in the deck that is likely to stay in play (Sister of Truth and Syrio will both go back into Shadows most of the time). Since we have The Laughing Storm and a solid slate of Intrigue characters, keeping him in hand should be low risk. That said, you want to kneel him the minute you marshal him to get the first location nuked before they play anything else (since you would have first response to the action of marshaling him as you're the active player at that point).
  • Smuggler's Cove (KotStorm) - this feeds into our desire to get unopposed challenges. Being able to add Stealth during a Power challenge can get you just that extra push for power. Once you have this location out, you'll want to consider making the Power challenge your first challenge since the acquired Stealth will last the entire phase. If you're in a Power of Faith turn or you use Marya to stand the character that's been given Stealth, they can use it on the next challenge you initiate.
Plot Strategy
Plots are the hardest things to choose when using a limited card pool. There are some specific plots that are key to the theme and others that are either defensive plots or just solid choices based upon the pool we're using.
  • Lineage and Legacy (KotStorm) - this will be your most common opening plot. It's entire point is to try and slow down an Aggro deck from killing your characters right away while trying to build up your theme. Almost all of your characters have POW icons so you should be pretty set to defend and prevent a Power challenge.
  • Forgotten Plans (KotStorm) - this is the other plot you might open with if you're facing a Knights of the Hollow Hill (MotM) deck and you're pretty sure they'll open with The First Snow of Winter (ODG). It's also a great strategic plot against Fear of Winter (BtW) (which is played first turn by some Aggro-based decks).
  • The Power of Faith (KotStorm) - this plot is in their 2X and it's the cornerstone of this deck type. You want to play this when you have or can play enough Holy Crested characters to wreak absolute havoc on their board. It's important to try and get as close to the win condition as possible on the first turn of this because a common answer to a Power of Faith turn is for your opponent to drop Valar Morghulis (Core) on the following turn due to the devastation you wrought.
  • Many Powers Long Asleep (RoR) - this is an auto-include to rescue a Holy character from your dead pile and put it back into play. Especially useful for Melisandre if she dies before she's duped. The next card you'd want to rescue is Shadow Enchantress.
  • At the Gates (GotC) - use this to retrieve Cressen if you don't already have him. This was the most difficult choice, but if someone nukes Melisandre with Milk of the Poppy (Core), you're going to want to get him out to discard that attachment. What do you do if he's already out? Well, then grab Maester Aemon for claim soak or Maester Pylos (KotStorm)
  • Valar Morghulis (Core) - because you need a reset
This is the full deck list. I'll list some other cards you might want to consider after the list:

Plot (7)
The Power of Faith (KotStorm) x2
Forgotten Plans (KotStorm) x1
Many Powers Long Asleep (RoR) x1
Lineage and Legacy (KotStorm) x1
Valar Morghulis (Core) x1
At the Gates (GotC) x1

Character (31)
Melisandre (RotO) x3
Bearer of the Light (KotStorm) x3
Intolerant Priest (RoR) x2
Old Red Priest (Core) x2
Maester Cressen (Core) x1
Val (RotO) x3
The Laughing Storm (GotC) x3
Sister of Truth (KotStorm) x2
Shadow Enchantress (OSaS) x3
Syrio Forel (TftRK) x1
Army of the Faithful (Core) x2
Maester Aemon (Core) x1
Marya Seaworth (KotStorm) x1
Edric Storm (Core) x1
Maester Pylos (KotStorm) x1
The Queen of Thorns (TftRK) x1
Salladhor Saan (KotStorm) x1

Location (16)
Smuggler's Cove (KotStorm) x2
Altar of Fire (RoR) x3
Aegon's Garden (Core) x2
King Robert's Chambers (Core) x1
Narrow Sea (Core) x3
Shadowblack Lane (Core) x1
Street of Sisters (Core) x1
The Black Cells (TftRK) x3

Attachment (6)
Black Amethysts (MotM) x3
Fanatic (RoR) x3

Event (7)
Distinct Mastery (Core) x3
Lord of Light, Protect Us (RoR) x2
Seductive Promise (Core) x2

Cards to Consider
Acolyte of the Flame (TWH) - from The Wildling Horde is a great, inexpensive Holy character that plays perfectly into the deck theme. She's +1 while standing, so she's even better during Power of Faith turns where she becomes a 3 STR tri-con. It doesn't get much better than that. She is an Ally, but if you have 3X of her... they're not going to be able to rid of them all.

Zealot of the Light (BtW) - this can continue milling cards from your opponents hand every Dominance phase (if you win Dominance). If you have multiple copies of him out, it's brutal because you can kneel each copy to mill another card from their hand.

Confession (KotS) - continuing the theme of milling their hand while you continue to keep yours with TLS in play, this, again, lets you look at their hand and discard a card of your choice from it.

Bound by the Light (DB) - allows you to put another Asshai of equal or lower printed cost into play if the one this is attached to is killed. Read that again - INTO PLAY.

Cleansing Light (FtC) - adds even more punch to the Shadows mechanic you're using in the deck. It's a zero cost attachment, and it may be overkill, but it's worth a look.

Ruby of R'hllor (KotStorm) - giving Vigilant to a character is already being handled by Fanatic if attached to a character that already has the Holy Crest, but, again, this is something to consider if you find you could use some add'l Vigilant.

Threat from the East (QoD) - this is a much hated card when played in a deck that utilizes The Laughing Storm (TLS), but I would be remiss if I didn't bring it up. The ruling has been made and discussed and discussed some more and much Sturm and Drang has happened over it... but here's the gist. If you have TLS standing when you play this plot, you choose the action that says "Each player discards 3 random cards from hand and then draws 3 cards." What happens when you do this? Because you have TLS in play (and standing) you do not discard cards, but your opponent does. The kicker is that because EVERY player wasn't able to discard 3 cards, nobody draws. Yep, that means you've just successfully milled three more cards from their hand with no impact on your hand. I know. Sick. I would pull At the Gates and use this instead.

I'm sure there are other cards that some of you think are absolutely vital and I'm just crazy for not including them - tell us about it in the comments! If you do play the deck, let us know how it worked for you!

Major shout out to Nathan Bradley for his assistance in tweaking this deck. His input was invaluable!
  • Reager likes this


33 Comments

"you would have first response to the action of marshaling him as you're the active player at that point)."

I think this is in error. FAQ, p. 14: "Within any action window ... the player to the left of the player who initiated the action always has the option to initiate the first response (normal and/or save/cancel responses). The first player always has the option to initiate the first response in a framework action window." [Emphasis added.] Since Marshalling Salador is a Player Action, the player to the left of the one who Marshalled him (IOW, your opponent in Joust) will get the first response opportunity.

Also, Ruby doesn't give Vigilant to the attached character--it has Vigilant, so you kneel it after one of the many ways this deck can discard cards, then stand it (not the character) after you win a challenge, rinse, repeat. But it does give the attached character immunity to opponent's events (but not your own Distinct Mastery), so it'd be pretty awesome to protect, oh, say, Mel from a whole raft of nastiness.

Other than those quibbles, this was an excellent writeup. I've been thinking of doing an Asshai build for fun and you've definitely persuaded me it's worth it.
Ruby of R'hllor (KotStorm) does not give Vigilant to a character. The attachment itself is Vigilant. Attahced character "only" gains immunity to opponents' events, which is fun stuff on Melisandre.
Honestly, I think this deck is alot more fun without the shadows mechanic,
having recently stumbled on the power of a fanatic amethysts Mel myself
I've been having tons of fun with the asshai.
I think however that you're better off with (SaS) and the knight of flowers than tales of the red keep. The shadow cards really slow you down, and the KoF is such a beast.
KoF is easily switched off (as well as Shadow Bob), while Shadow provides this deck with some nice control and powergrab tools, while at the same time - with
Shadow Enchantress (OSaS) - incredibly boosting your characters (Military icon and AT LEAST +1 STR on ALL of your asshai, including the 0-cost
Bearer of the Light (KotStorm)). I have won countless games thatnks to the fact. If you don't do it, outside of Power of Faith turns you are incredibly vulnerable to military challenges (not as much as maester decks, but still).

Also, Fiery Kiss (ODG) is a great addition if you go the Shadow way, as it allows you to bring back Melisandre (if she happened to be killed) for the final push.
Wonderful article. Thanks so much. Sometimes you suggest, in these pieces, what cards to remove so that you can replace them with the "other cards to consider" that you might own. So, yes, what would you replace?

Thanks so much for these First Tilts.
Photo
jackmerridew
Jun 26 2012 01:09 PM
wow, this is a really well written article, actually reminded me of a few cards i stopped playing,

dont forget to mention that fanatic also gives a holy crest vigilant, if theres no one that important on the board having unoppossed mel have vigilant is pretty solid
I pretty much run this deck already! I have Kingswood Trail (CoS) in there to help get undefended, and I don't run threat from the east or more then 1 black amethyst. (Traded it from a friend.)

Ohh! I also run epic battles to get more challenges during a power of faith turn. (As well asShadow Politics (CoS)
So much power!!
@Amuk - my bad on the rules misinterpretation. Thanks for the correction.

@Amuk AND @Flint - well, I didn't actually use the attachment... so that's why I hadn't noticed it. I was doing a search for Vigilant and that came up, so I thought it would be a good add. Obviously, I misread the attachment.

@Alexbrew - Flint has the right of it. The Shadows mechanic is there for two reasons. 1) To buff your Asshai characters outside of Power of Faith turns. Without it - we'd need to put in some more MIL icons to at least do some chump blocks and then we might need some add'l claim soak. If you have cards in Shadows, the Enchantress is such a great card. 2) To fuel The Black Cells every turn if possible which should, in theory, net you some unopposed challenges to fuel Mel's ability for power grab.

Looking back over the article, I probably should have emphasized Melisandre's importance a bit more. She is really the key to the deck getting to the win state. If she's not in play, the game will go a lot more slowly for you. Once she's in play - she's just crazy good at grabbing power. It's dizzying for your opponent to see how quickly she grabs it.

The biggest weakness of the deck is how much it relies on Mel's effect for Power grab. While your power isn't as fragile since a simple Search and Detain (HtS) shouldn't nuke tons of power from you... you do need to have her in play to keep the deck fast.
@bigfomlof - yeah, I did forget to do that. For Acolyte of the Flame, I'd consider pulling Old Red Priest. Yeah, he's 1 Gold, but for just 1 more gold you're getting more bang for your buck. For Zealot of the Light, I'd consider pulling Intolerant Priest. Again, you still get a tricon on PoF turns and you're get to mill their hand during Dominance... just a great effect. Reducing your opponent's choices going into the next round is something worth paying for. I'd pull Distinct Mastery for Confession. Standing a character is great - choosing a card to eliminate from their hand is even better (and if you have TLS... easy choice).

Beyond that - I think you'd have to play with how you'd want to use Bound by the Light and Cleansing Light (or if you think you even need them).
In my opinion it's still a rush deck, and between the royal entourage x2 3x KoF and 3x Laughing storm and 3 bearers and 3 refugees i have the defense and claim soak to deal with military, shadows hurts your rushing abilities, KoF is about the best card there is, with shadows he's still fine.
If you're vs a kill heavy deck it's probaly rush or die anyways, and vs the rest mil claim just isnt a threat.You also have 2x Power of Faith. 2! Shadow enchantress is good if your going a control ish shadow asshai deck, but not in the rush deck Melisandre (RotO) makes for
this article surprised me, I thought Baratheon knights would have been the obvious choice for the purpose of these articles but you proved me wrong. You've provided a very interesting and fun deck to play that can be really strong as well.

Btw the order mistake about the response action mentioned in the comments above doesn't really matter since Salladhor's ability is not a response but a "Marshalling:" ability so it falls under the player actions section and the real reason of why you can't kneel him right away is because all opponents must have their play action opportunity before your next one. So they can still play cards like Dissension (QoD) before you get to trigger his ability.
    • Staton, Kennon, Amuk and 1 other like this
Well, true - it is essentially a rush deck, but the Asshai Shadows synergies with Enchantress can be a force to be reckoned with in the long game. And, yes, this deck has won the long game a number of times, but it can be a bit of a slog fest. The longer you give this deck to operate, the more likely there will be Shadows cards and the more likely you'll be facing multiple Black Cells. I tried to design this deck to handle both the Rush and the long game if you don't get Mel into play (or something happens to her). Is it harder to win without her? Absolutely, but your opponent should still be dealing with buffed Asshai cards in play and that will slow them down.

dont forget to mention that fanatic also gives a holy crest vigilant, if theres no one that important on the board having unoppossed mel have vigilant is pretty solid


Yes - that's an important point. I should've put more of an emphasis on that. I almost always play it on Mel so she can still be a multi-challenge powerhouse outside PoF.
Great article!

I think Asshai can be hard to deal with since they're not an oft-seen subtheme. I also am curious as to how many Shadows cards see play these days--our meta is very light on them, usually only using them to fuel Dragonpit. The fact that this deck does use them can be an advantage in a Bara mirror match--turning of no-shadows Robert and KoF.
I wonder how have setups been and hoiw is your gold curve working? Only 8 income locations is fewer than I normally run, though you don't have tons of expensive characters....
Actually, setups have been surprising. Obviously, sometimes I get an abysmal setup hand, Mulligan and then end up with not much better. but we all run into that from time to time. All in all, I was happy with the setups I got most games. I usually got a 4 card drop, sometimes a 3, and the rare 5. Funny thing is, the 5 card drop always scared me more because if I didn't draw something more versatile in my draw up... things could get dicey.
Man, awesome article! Great minds really do think alike because I'm currently writing my next article which features Asshai!
    • Archrono likes this
Thanks Staton - so crazy that you're writing on Asshai! I had so much fun playing this deck... almost made me go Bara for a while... almost. ;-)

Can't wait to read yours man!
Photo
slothgodfather
Jun 26 2012 04:34 PM
LOL doulos2k, everyone has their limits eh? Great article btw.
Thanks slothgodfather... yep, we all do have our limits. I played a Lanni deck the other night... felt kinda dirty. LOL ;-)
Another good article, thanks again!
If you want a touch more speed, throw any inexpensive renown and attach fanatic to really pack on the power during power of faith turns (Attached character gains the shadow enchantress buff as well since they are now asshai.) And/or throw in Thoros of Myr (RoR).

If its set right, you can get an extra 2-4 power swing. (More with any extra challenges.)
Martial Law (BoRF) can also add to the pain of undefended challenges.
Is that the Thoros you mean? Just curious, as the other one seems a stronger choice for this deck. This one:
Thoros of Myr (TGM). I kind of suggest this b/c of Asshai trait and I mostly play melee. But the other requires no power in the House card which seems tough in this deck.
Not that you should do this necessarily, but Prolific Statesman (HtS) will acquire your HOLY crests in play and is relatively cheap. So, if you are trying to make the deck cheaper in any way, he might be an option to consider. He is a vanilla character, but could be used to pay for costs and be used with Power of Faith.
Photo
slothgodfather
Jun 27 2012 01:56 PM
@Bigfomlof, I actually almost posted the same question. The one he posted already has a holy icon, so will work better with that type of interaction such as with Fanatic attachment, giving him the Asshai trait, +1 STR and vigilant. Also a fair choice with Power of Faith for his renown and already having a holy crest. His "save brotherhood" ability is basically ignored I bet.

The other Thoros is pretty sweet, already has the asshai trait, so he works well with those trait effects, however unless you can get (and keep) the Fanatic attachment on him he won't work well during a PoF turn and won't have vigilant keyword. But his ability is definately cool.
    • bigfomlof likes this
The other fact about RoR Thoros is that he is also 3 gold cost versus the TGM version's 4 gold cost. You do not need the Melee keyword when Power of Faith is out either.