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First Tilt - Which House is for You: Martell, Princes of the Sun
Apr 10 2012 05:00 AM |
BenStark
in Game of Thrones
Small Council First Tilt BenStark
House Martell is largely an unknown for new players, especially players unfamiliar with the Westeros setting. Mentioned mostly in passing, Martell doesn’t really receive any attention in the books until A Clash of Kings, when they begin to work their way onto the scene. For new players, House Martell is a real mystery. Like the Greyjoys, House Martell has no presence in the Core Set with the exception of a sole House card. And if a player ventures onto a forum to read about Martell, then they hear horror stories of Martell dominating Metas and tournaments, running rampant over all of their opponents. So, let’s pull back the curtain and take a good look at House Martell.
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Founded in Dorne, House Martell does not have the illustrious histories that most of the other Houses possess. Leading a confederation of Houses in the South, House Martell comes into its own when Mors Martell married the Rhoynish queen Nymeria. House Martell was able to resist the Targaryen conquests of Westeros for nearly 200 years. Finally when the rest of Westeroes was conquered, House Martell bent the knee and created an alliance to House Targaryen through marriage. Fiercely independent and the undisputed power of the South, House Martell is still led by a “prince†and their words are “Unbowed, Unbent, Unbroken.â€Of all of the Houses in the game, House Martell is probably the least friendly for new players. As previously stated, there is no starter deck in the Core Set for a new player to work with; and the House Martell play style is very involved, favoring more foresight and planning than any of the other Houses in the game. They can be a real problem for someone new to the game, and most likely impossible to use to someone new to card gaming entirely. When we first started playing and purchased the Martell expansion, my wife initially claimed them, believing they would play in a manner similar to Lannister. She quickly changed her mind. But don’t let this deter you. You just need to get your bearings before jumping into Martell.
I like how well Martell favors good planning. Out of all of the Houses, Martell is a strategists' dream. Most Houses will have a strategy that a player tries to get functioning while holding his opponent at bay. House Martell assumes you will be playing against a stronger opponent and accounts for that in its strategy. Martell has many control cards, most functioning if you lose a challenge. In fact, House Martell’s keyword “Vengeful†counts on you losing challenges. Vengeful allows a character to stand after you lose a challenge. Red Vengeance (PotS) is a dangerous Event card that can turn your losing situation into your opponent’s losing situation by forcing your opponent to fill the claim of their own challenge. Taste for Blood (PotS) is an attachment that gives a character a power each time you lose a challenge as the defender. To win with Martell, you must first learn to lose.
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But I’m a theme player and Martell has some really fun themes. Currently slithering its way through our local meta and inspiring fear in everyone is the Sand Snake theme. Playing around the Sand Snake trait, this theme focuses on flooding the opponent with a variety of challenges that all synergize off of each other. Bastard Daughter (OSaS) allows you to put a unique Sand Snake into play from your hand or discard pile after you lose a challenge. Dorea Sand (TftH) allows all of your Sand Snakes the ability to attack without kneeling after you lose a challenge as the defender. Nymeria Sand (OSaS) gives all of your Sand Snakes a military icon and Deadly. No Use For Grief (DB) is the real zinger in this theme. It allows for you kneel 1 influence after one of your Sand Snakes is killed to search your deck for another Sand Snake, reveal it and add it to your hand. However, if the Red Viper was just killed, you can kneel 3 influence to search for any number of Sand Snakes and put them into play. The Sand Snake theme also has a fair mix of all three icons, allowing you to initiate a variety of challenges each turn. Personally, my favorite theme for Martell is the House Dayne theme. Revolving around the minor noble house from Starfall, House Dayne functions in a manner similar to the House Tully theme for Stark. Just as the House Tully theme revolves around Riverrun (LoW), the House Dayne theme revolves around Starfall (ASitD). Starfall gives each House Dayne character +1 Strength for each gold token on it. Great, but how does one get gold tokens? Simple! Starfall also has the response that after you win a challenge in which a House Dayne character participated, that character gains a gold token. House Dayne Reserves (PotS) is fun against opponents who like Intrigue challenges. If it would be discarded from your hand, instead House Dayne Reserves goes into play. The enigmatic Ser Arthur Dayne (TWoW) is a beast. If you control fewer characters than the player attacking you, then he cannot be bypassed by Stealth and does not kneel to defend. Attach Dawn (TRS) to give him a whopping +5 Strength.
House Martell is the current power to beat. If you are an experienced cardgamer, Martell will be both challenging and rewarding for you. If you are an inexperienced card gamer, then Martell might not be the best horse to ride until you become a little more familiar with the game. House Martell is a lot like a bull whip, dangerous in the right hands but can also come around to bite you in the butt if you’re not careful.
That’s going to wrap up our look at the Houses. Next week we’ll be tackling what is your play style? Are you a Ned, Shagga, or Jaime?
Thanks for playing along,
Ben
15 Comments
good write up, theres so many cards worth talking about i would have gone into their restricted list a little,
The Viper's Bannermen (PotS)
Burning on the Sand (RotO)
Venomous Blade (TBoBB) provide some really good choices
Also, I cannot express how powerful Burning on the Sand is. In many ways it's better than Red Vengeance. It's good if you just want to let someone go all in and be low on defenders. It's good if someone plays something unforeseen during a challenge that you don't want to deal with. It's just plan awesome.
Even for Starks House Tully has fantastic search and draw effects built right in and, between
Robb Stark (LoW), Winterfell Castle (Core), Hoster Tully (LoW), The Blackfish (LoW) and Randyl Tarly (KotS) your Tullys can gain up to +4 STR each and not kneel to attack during any challenge type. More importantly, when facing off against Dayne, 2 of their non unique armies are immune to Events, which is clutch against Martell and, with Riverrun (LoW) they don't even have to attack to win…
That said, where Tullys all grow in strength as a collective equally and also fall in strength as a collective, Daynes grow more individually. While all your Daynes are valid targets to gain gold (and str) from Starfall, only one character will gain that gold at a time. So some may be epicly powerful while others are only average. Dayne also fields a more even spread of icons (Tully can field a laughable 4 Intrigue icons) and, when coupled with Martell's naturally awesome events, can really lock their opponents down and, I find, straight up win more challenges than most other Martell builds.
All in all I think Daynes are more competitive (unless you are running Tully out of house through Martell but that's just crazy
As normal your article is well written, but I just don't take much out of it other than statements that I do not believe to be factual.
I explained in the article, Martell and Greyjoy are poorer choices for new players because they don't have a presence in the Core Set. Also, out of all of the Houses, Martell functions in such a different way from the other Houses that new players may find the learning curve difficult.
Also, I still say that Martell having the highest number of decision points makes it hard to win with consistently if you are a new player. You have so many more opportunities to make mistakes.