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The Faith Militant Review: AGoT LCG


"The Faith Militant reborn . . . that would be the answer to three hundred years of prayer, Your Grace. The Warrior would lift his shining sword again and cleanse this sinful realm of all its evil. If His Grace were to allow me to restore the ancient blessed orders of the Sword and Star, every godly man in the Seven Kingdoms would know him to be our true and rightful lord."

Now onto the reviews, starting with....

Arya Stark - 4.3 Average

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scantrell24 - 4 out of 5
Many Stark decks run dupes or other saves (Jory, Bodyguard, etc.) for characters like Blackfish, Eddard, and Robb, so new Arya may require a more murdery style of Stark built around her ability - Roose, Ice, Taste for Flesh, etc - that doesn’t try to win with renown bodies. But I’m glad to have her ability in the game as yet another counter to big guy decks. She’ll make a great Rookery card too!

OKTarg - 4 out of 5
When she was first spoiled, I thought she was probably overrated in response to everyone’s reactions, but after more thought and more play with Stark I have realized that: 1) Core Arya isn’t quite as good/necessary as perhaps she might used to have been 2) A cheap INT icon in Stark is super great 3) No saves on a Breaking Ties turn is awesome. I still think she’s a bit wonky to use at times but she has great uses, including pushing through kills, preventing a GJ offensive valar, and the like. A solid, solid card.

Von Wibble - 5 out of 5
The Princess That Was Promised? This card does a lot of work in actually providing ways to deal with problem characters like Mace and Tinder Marge, that sit around with loads of saves and enable a win condition virtually single handed. I know core Arya is good, but this Arya allows you to guarantee that your Valar Morghulis or Varys is actually going to wipe out their board. The fact she has to be standing does mean that some factions can deal with her, Baratheon using Saving the Kingdom being an easy example. But it also allows Stark players to use their own saves by going first and kneeling her for an intrigue if needed. Any targeted kill effect is now a real threat. Core Arya still has a place in any Stark deck that prefers to rush or any banner that just wants efficiency without killing, but do not underestimate the impact of this card - the pick of a very strong pack.

The Quill & Tankard Curmudgeons - 4 out of 5
She’s really impactful. Not as efficient as Core Arya, but Core Arya ‘only’ offers efficiency - this one offers something no other card does, and will therefore have a sizeable niche. Just… understand that by including this you are making your deck less efficient. Hopefully the people who make a habit of complaining about dupes can shut their cakeholes for a bit.

I Am No One - 3.5 Average

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scantrell24 - 3.5 out of 5
I love non-kneeling, and this event is so close to being fantastic because it lasts for the entire phase. The best target I can come up with is Garth the Gross, who could potentially be a non-kneeling tricon with renown, insight and stealth if you have another Tyrell Lord and Lady. Otherwise you’re looking at Jorah or Quentyn for renown bicons at 3 cost or less.

OKTarg - 4 out of 5
Stark NEEDS draw super bad, so insight is more valuable here than in many other houses. The losing affiliation/traits is flavor, but might make your Bran stands a bit trickier. I like this a lot and I think it will see play.

Von Wibble - 3.5 out of 5
This works very nicely with a lot of characters to provide a nice easy couple of challenges, drawing a couple of cards from insight to boot. My favourite targets are Threeon Greyjoy and Maester Caleotte, the latter providing your opponent with a real problem as they either lose icons or lose challenges and let you draw cards.

The Quill & Tankard Curmudgeons - 3 out of 5
On first glance this is in the “more cute than good” category. However, on a small board, this effect actually gives you serious mileage, potentially winning you two challenges and drawing 2 cards. If only stealth weren’t hamstrung by a certain flea bottom. Oh, complaining about Flea bottom was for the Sands box? Nevermind then. Nice to see one of these constructive events that’s actually not a bad topdeck, too. We’re interested to see the ramifications of the faction loss beyond theme.

Highgarden Refugee - 1.3 Average

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scantrell24 - 1 out of 5
Nope. Especially considering a certain Khaleesi coming later in this pack, I'm staying away from 1 strength chuds right now.

OKTarg - 2 out of 5
Cheap characters are great; Tyrell probably needs them the least. This would be a super great draft card.

Von Wibble - 1 out of 5
Tyrell really don’t need to save money on their characters so I can’t see them wanting this 1 strength body over all other 2 cost options.

The Quill & Tankard Curmudgeons - 1 out of 5
It’s not that this isn’t efficient, it’s just… why? What deck wants this? Tyrell already struggles to cut down their character base in a summer deck without adding nothing characters. And it’s boring to boot, what an all-round winner.

Arbor Queen - 3.8 Average

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scantrell24 - 4 out of 5
Decks that want to trigger 5+ win effects will love Arbor Queen. Honeywine and Rains are the obvious targets.

OKTarg - 4 out of 5
This is yet another easy strength boost for Tyrell. Yawn. It’s like Renly’s Pavilion with a higher upside, or like Horn Hill with better setup utility. It’s good because it’s good, but it’s bad because it’s boring.

Von Wibble - 4 out of 5
In a Banner, Alliance or Conclave deck this is regularly going to provide you with a net +4 strength in the challenges phase - that is generally double the effectiveness of Renly’s Pavilion (OK, Pavillion can neuter 1 strength opposition), a card which itself sees a lot of play. In a mono Tyrell deck Renly’s Pavilion or Horn Hill are better. Randyll and Highgarden Courtier both have another option to trigger and help Tyrell all the more in challenges.

The Quill & Tankard Curmudgeons - 3 out of 5
This is a classic ‘dividing the Curmudgeons’ card, with JC and Ire a lot higher than Istaril and Drakey. The case for: in a deck built to leverage the card it’s +4 STR a round; even without non-Tyrell cards, you can boost a knelt character on the other side of the table and get +2 STR; and the melee applications are fun and profitable. The case against: space for effect locations is very tight; you don’t get proper mileage outside of Banner decks; and it’s probably worse than Renly’s Pavilion, which is already struggling to make a lot of green decks.

Coldhands - 4.0 Average

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scantrell24 - 3 out of 5
Coldhands will have high highs and low lows. At 5 gold, I’m skeptical that he’ll be consistent enough. The most common play might be pre-Valar: removing your own bomb and taking a dupe away from an opponent’s bomb - in which case the opponent could and possibly should decide not to save their bomb, letting it be removed from play as well. Also, so many Night’s Watch decks are unconventional that I doubt many will have room for this type of “goodstuff” card.

OKTarg - 4 out of 5
He’s really fun, but a bit balanced out compared to the 1.0 iteration. Super fun uses that I am looking forward to include: Coldhandsing your own Ramsey to get a double use when you Iron Bank Coldhands out in challenges. Moving your own bomb out of play to get a better reset utility. Moving your own chud out of play to control your opponent’s bomb.
Outside of the super fun uses, usually you will be paying 5 for a power monocon and getting some swing in board presence that swings back when he leaves play. Very good, but not S tier or anything in my view. Then again I hardly play NW so what do I know.

Von Wibble - 5 out of 5
Another powerful character in this pack, Coldhands should go into any Night’s Watch deck. Together with Craster he can really make resets hurt your opponent whilst barely affecting you (if you use Coldhands to remove their chud and your most powerful character). Alternatively he can provide a fair tempo hit by removing their powerful character and your chud, making the character lose power into the bargain. His ability can be saved against by dupes, but even the act of removing the dupe could have applications. I can also see him working very nicely with events like The Iron Bank. However, he is bad on setup and not great in challenges for the cost, so there are drawbacks, it is only just a 5.

The Quill & Tankard Curmudgeons - 4 out of 5
We were very close to a 5, partly for the Melee applications, but the very poor Cost/STR/Icons ratio limited us. That said, blinking out characters is obviously an amazing effect. You can clear power and attachments on an opponent’s character; remove terminal attachments off one of your own; set up for a Valar; give yourself a strong tempo advantage in the immediate moment; and more. A lot of applications, just… yeah, those numbers.


Bay of Seals - 1.5 Average

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scantrell24 - 1 out of 5
If we ever get the old Valar D back (after Dominance discard all standing characters) then I’ll be interested. Until then, no.

OKTarg - 1 out of 5
I was thinking and thinking about why you might want to stand a card your opponent owns, really only coming up with Recruiter of the Watch, which seemed incredibly narrow. Then I realized that “owns” is different than “controls.” I then saw the utility this card was going for, but I think it’s still a ⅕ card.

Von Wibble - 2 out of 5
This only works in a steal stuff deck, and unless that deck is very dedicated to this task it probably will only stand a chud, which isn’t that much of an effect for a 2 cost location. In a deck that is stealing bigger cards it does a good job, but even then you probably won’t get it going for the first plot or 2.

The Quill & Tankard Curmudgeons - 2 out of 5
Another “almost went 1 higher for Melee, but nah” card. This card wins the prize for “most confusing card that does exactly what it clearly states”. It’s an acceptable effect for steal stuff decks, but was stand what those decks were missing? We feel like they need more removal, not more stuff to do with the characters they have taken. It’s also missing Seals.

King’s Men - 1.5 Average

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scantrell24 - 2 out of 5
Four gold for 2 strength requires an amazing ability to compensate, and this ability falls short of the mark. It could be helpful at times, sure, but it will do nothing sometimes too.

OKTarg - 1 out of 5
Once the card is knelt, it’s pretty much controlled, right? I think I’d rather add a card that blanked something on its own or more redundancy to my kneel rather than a very expensive kicker to my other control options. I guess it’s good to keep Robb blank in a Selyse deck or something but I don’t think this will see play.

Von Wibble - 2 out of 5.
Depending on the opponent and the board state this card is either really solid or really expensive. Generally I’d rather just run Milk and Nightmares, which don’t require you to kneel the character either.

The Quill & Tankard Curmudgeons - 1 out of 5
There are some characters you can use this on, but not enough for a card with such poor numbers. It’s so close to being good (and nicely linked to Dragonstone). Up its STR and/or make it an action instead of a reaction, and we’d probably be on to something. As it is? Nah.

Sacrificed to the Red God - 2.8 Average

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scantrell24 - 2 out of 5
Have “search for X trait” events ever been good? At least Blood of My Blood had a different twist and an element of surprise.

OKTarg - 4 out of 5
The easy thought is finding one of those 3-cost guys to keep the Core Mel train rolling. But, the better use, IMO, is sacrificing your Selyse to find another Selyse and play it again. Whoa! I’ve been playing Bara banner Rose because of the utility that the Rose banner gives you in consistently finding Selyse, and this helps matters greatly. Yes, please.

Von Wibble - 3 out of 5
The main benefit of this effect is that you can find extra targets that let you use core Mel’s kneel. However, with the cost restriction in place and the fact the card is only added to hand, this seems a heavy price to pay for this. There may be a use in a Brotherhood deck that can also search for key characters like Thoros or Beric, and you can also use it to find dupes for any key Rh’llor character, and the repeat 6 cost Selyse is certainly nasty. Overall, this seems like it will be a weak card right up until the point where it becomes overpowered.

The Quill & Tankard Curmudgeons - 2 out of 5
Sacrifice Selyse to fetch Selyse. There are other applications to use the card with, but that’s where the reason to include this card begins and ends.

Cersei’s Informer - 2.5 Average

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scantrell24 - 3 out of 5
Cool idea design-wise. She basically doubles the bang for your buck with other bestow cards like Fever Dreams. But Bestow cards are always so disappointing on setup, and if you run Cersei’s Informer you have to cut a different 2 gold character that you would normally want to setup.

OKTarg - 3 out of 5
I think this rating is more for how ‘cool’ the theorycrafting is behind it and less for how good it is. I think it would be really fun to have this and Iron Bank in play, for example, or even more fun to have this and Ashemark in play. The card filtering is a bonus, but a good bonus. I don’t think you’ll play it, though, due to the expense and limited nature of the gold-moving.

Von Wibble - 2 out of 5
A rare example of non loyal draw, even if you do have to then discard a card. The limit once per round combined with the fact that the Informer is very likely to be your claim soak means I can’t see her being bestowed for more than 1. Most Lannister cards aren’t gaining too much by having a gold placed on them, outside of immunity to Mole’s Town, but Begging Brother is always a good option, and any solid bestow character like Garlan or Devan could make use of the gold. Probably doesn’t see play over the competition though.

The Quill & Tankard Curmudgeons - 2 out of 5
Ah, this is where they put the “cute not good” card of the pack, our apologies to “I Am No One”. If we were ranking purely on “how much should you expect to see this card in your deck” it’d be a 1, but the cost is a very interesting take on Bestow (also, a counter to Mole’s Town!), and we like to reward that.

Ser Pounce - 3.6 Average

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scantrell24 - 3.5 out of 5
Once again, I love non-kneeling. Ser Pounce could be friends with Lem Lemoncloak in a Brotherhood deck, for example, and then you’d have a 4 strength non-kneeling bicon with insight, intimidate, renown or stealth! Plenty of fun, good-ish applications, nothing busted.

OKTarg - 3 out of 5
Incoming Unpopular Opinion: I am virulently anti-cat. But, this card has some fun applications and for once is priced right as a positive attachment. I’d love this on Arya, Theon, Caleotte, or maybe even The Hound.

Von Wibble - 4 out of 5
In house, Ser Pounce does very little as there are so few characters that use him well - core Joffrey and the Hound both spring to mind (no pun intended). But if you look out of faction, the usual suspects mentioned in an earlier review, namely Threeon Greyjoy and Maester Caleotte, are both good choices, and the ambush 1 gives a lot of options.

The Quill & Tankard Curmudgeons - 4 out of 5
Ser Pounce was known throughout the realm for his efficiency and his sneakiness, and both are on display here. There are quite a lot of good targets for this - it’s just a shame the best ones are in other factions. We like that it might encourage a Casterly Rock/Spider’s Web deck when paired with the recent Myrcella.

Tarle the Thrice-Drowned - 4.6 Average

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scantrell24 - 3.5 out of 5
I can’t proclaim to be Drowned God deck aficionado myself, but even with Tarle the passive power gain engine still feels too expensive and too complex on paper. Interesting the Tarle can let you play a dead Core Aeron again, and Core Aeron can bring back a dead Tarle.

OKTarg - 5 out of 5
Drowned God is the new combo deck! By a combination of this card with other Drowned God synergy cards, you can compose a system of power gain that doesn’t interact with your opponent at all…..Tarle gives you the dead pile as a functional second hand to play with (and I hate stuff that de-values the dead pile!) and unlimited use of such luminaries as the guy that gives you power when he dies! Yikes. Maybe I’m crying wolf, but with HRD Nagga’s Ribs this could be a problem soon!

Von Wibble - 5 out of 5
Tarle is clearly the centrepiece that the Greyjoy Drowned deck has been looking for, and in that role he can ensure you keep a strong card advantage whilst also having the strength for dominance and the ability to recur your power giving chuds. Once the Driftwood Cudgel becomes available for Tarle to juggle with his friends we could be seeing the new Builders.

The Quill & Tankard Curmudgeons - 5 out of 5
It just makes it as a 5 despite the stats and dependence on getting things into the dead pile (not always effortless). 3x Tarle Thrice-Drowned in your deck represents three things: first, redundancy of your effects; second, very strong (if unusual) card advantage; and third, an easy way of triggering Drowned Disciple. With this pack, Drowned God is poised to become the latest target of the ire of those who cry “NPE passive power”, and Tarle is a huge reason why.

Given to the Drowned God - 4.3 Average


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scantrell24 - 4 out of 5
This even accomplishes several Drowned God deck goals simultaneously, so it’s perfect there and nowhere else.

OKTarg - 4 out of 5
A lot of GJ decks have a Drowned God guy or three, so it’s not horrible, but they don’t lack for draw as badly as say, Stark, so this will probably be constrained to a deck designed to use it to a higher level of brokenness. But, popping a Drowned God guy for four cards and then marshalling him again because of Tarle is pretty good.

Von Wibble - 4 out of 5
In the Drowned God deck mentioned above this helps ensure you have the consistency as well as a way to fuel the dead pile. In any other deck this probably doesn’t get to trigger. The rating could therefore be a 5 if Drowned God does become a thing.

The Quill & Tankard Curmudgeons - 5 out of 5
Um, yup. Conditional schmonditional, this is silly-good. Throw in the dead pile synergies and lack of any requirements to do a thing to access the draw, and it’s the easiest 5 in a while.

Daenerys Targaryen - 5.0 Average

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scantrell24 - 5 out of 5
Ugh... New Dany opens a whole lot of deck space for Targ players because they no longer have to run the Hatchling Dragons that synergize with Core Dany. Also, limit three times per round is extremely generous. Annals will be a popular plot for Targ again.

OKTarg - 5 out of 5
Core Dany is really good, not least because of her insight. But you know what? This Dany is really really really good too! Her control of a board is ridiculous and I can’t wait to see what we do with her. You can replace Dany’s insight with Funeral Pyre (still a very good card that is underplayed IMO) and get a burn on top of it! You can also potentially swap a Blood of the Dragon for a second Coppers or even an Annals to keep the hand filled and card advantage flowing. A true queen, indeed.

Von Wibble - 5 out of 5
I like her a lot, but I like core Daenerys too, and think the insight and the benefits provided by the dragons (who you are still wanting to include to activate events) give her the edge. That said, when Targ get alternative dragons that don’t key off Stormborn I can see this being the default choice and thus it gets the full 5. There are enough Targ events worth playing that Daenerys can trigger off, and the fact she provides a kill condition means that burn is dangerous even when it isn’t a Blood of the Dragon turn. I also like the thought of burning a lord, then playing Funeral Pyre, then burning another character.

The Quill & Tankard Curmudgeons - 5 out of 5
Game-changer. Thematic and powerful, probably too much so - Milk is a huge deal with her in the meta. At least the Targ player has to give up one of their few draw cards to run her (although she does encourage running stuff like Funeral Pyre, so ho-hum). We find it weird how the hard control burn cards are often stronger and more reliable than the soft control ones.

And, as an aside, this pack on the whole has had a lot of low-stat characters who are meant to live/die on their effects. Even though we’ve criticised some specific cards for it in this review (those that die on their effects rather than living), we’re big fans of the principle; it creates a less stable/more interactive base for control than locations, but is pulling away from the beatstick meta. Bravo! (Shame this card kills them all).

Mhysa - 1.8 Average

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scantrell24 - 2 out of 5
Mysha is another attachment for the Core Dany voltron deck that uses Tokar, and that’s about it. As much as I love non-kneeling, 2 gold, the Lady only-restriction, and the first challenge only restriction are big drawbacks.

OKTarg - 1 out of 5
It’s fine. But also there are a lot better cards to be running for a stand than this one. Compare to Wolf King: about the same effect, roughly, but Wolf King has more targets, gives the King trait, and is almost never played as is.

Von Wibble - 2 out of 5
As with a lot of positive Targ attachments this suffers from a lack of in faction targets, with Daenerys an obvious one and not much else. This feels much stronger in Targ banner X, where X is most likely to be Rose or Wolf. I’m not convinced it does enough to justify 2 cost.

The Quill & Tankard Curmudgeons - 2 out of 5
Lady only, but at least it’s not Dany-only - by Targ standards this attachment is open to the masses! We don’t know why a positive attachment needs this hamstringing it. If you have the targets for it (likely bannering in more ladies than Dany) it’s kind of like Wolf King and Arakh, which see… some play? Mediocre, ultimately.

House Yronwood Knight - 2.8 Average


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scantrell24 - 2 out of 5
Do you want to spend 4 gold on a character to lose challenges with it? Maybe there’s a enough “lose to win” abilities that you can throw them all in a deck and hope to grind out a victory, but I doubt it.

OKTarg - 2 out of 5
This isn’t really a bad card, but compared to the absolute bombs available in the house I don’t know where you can slot it. For a 4-cost hand destruction tool, you can get Nymeria Sand. This is no Nymeria Sand. The extra effect on top of the Viper Eyes is pretty nice too, but still--I don’t think it slots in the modern Martell deck very easily.

Von Wibble - 3 out of 5
This is a bit like the King’s Men in that it is very expensive for the strength, but has a great ability. In a Martell deck that just wants to stop unopposed power in places and win a few key challenges he is a good option, but a lot of the 4 cost competition such as Knights of the Sun and Myrcella do work in closing out games for you. I can see this card making some but not all decks, which justifies a middling score.

The Quill & Tankard Curmudgeons - 4 out of 5
We’re overrating this card, and we know we are - Drakey is not happy with us. Stealth, burn and decks that simply don’t care about the effect are all things that exist, after all. But it’s so on-theme for Martell, and not something replicated in the neutral cardpool, that we’re in love. It’s not limited to offense or defence, not stuck on one challenge type, or limited one per phase. It’s just evil in the best way.

Secret Pact - 2.9 Average

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scantrell24 - 3.5 out of 5
Secret Pact is yet another target for Water Gardens. You could build a Martell Watch deck with Craven, Turncloack, and Secret Pact together to defend the Wall. On the other hand, you could give renown to a non-kneeler and rack up the power (and we have three new non-kneeling abilities in this pack alone!). Versatile card with lots of possibilites.

OKTarg - 2 out of 5
This is higher in melee where you can deal make/ save yourself. But giving Renown in melee seems risky, and a 2 cost attachment in melee seems even riskier. It’s a lot more expensive than Beguiled and way worse than Craven so…..I don’t think it will see play.

Von Wibble - 3 out of 5
An interesting melee card as it allow the character to fight other opponents where it can make use of the renown. 2 gold is a decent enough price for a combined Craven and Fishing Net, with the option to pay 1 more (or maybe not if you have Water Gardens up and running) to make use of it even as first player. Martell have a lot of competition in the negative attachment slots, and the expense compared to Beguiled may work against this card though.

The Quill & Tankard Curmudgeons - 3 out of 5
Expensive non-terminal Craven with a secondary purpose, seems OK? Like with Jade Sea Dromond in the Sands box, you’re paying a premium for the dual-usage, but it does make it easier to slot in. The non-terminal nature means you can readily ‘switch’ uses when the game needs to be closed. Not the most exciting card of the pack.


The High Sparrow - 2.3 Average

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scantrell24 - 2 out of 5
I like what FFG tried to do here, but High Sparrow is just too expensive/weak of a body when you consider that his ability might not even do anything to your opponent, and/or might be a double-edged sword that limits your own draw/income.

OKTarg - 2 out of 5
I can’t see this card being consistent enough to render a “Seven No Fun” or what I’d like to call the “Puritan Seven” deck strong enough. I like a lot of what the Seven things do, so you might slot him in, but I think he’s gravy more than the meal.

Von Wibble - 3 out of 5
As with Tarle this is a centrepiece of a deck that has been steadily gaining cards without being a force in the meta thus far - although by centrepiece in this case I actually just mean “card that goes in the deck”... If you build your plot deck around him he can do a fair bit of damage, and Seven decks aside I could see him being a popular choice in a winter build that can put some pressure on with plots like Famine. Restricting card draw is also a good meta call for now as Tyrell and Martell both have a good amount of it.

The Quill & Tankard Curmudgeons - 2 out of 5
We already made a variant of the “you must be High to play this” joke when we reviewed the High Septon in the Lanni box, so we’ll resist the urge to do it again here. You can’t play him for anything but his effect, but his effect won’t answer some decks at all so you can’t really justify running him in multiples, but then you’re hamstringing your own playstyle for a deck you may well never see… He may need Faith Militant to be a thing to justify a spot, and will that happen? I mean, it might, but the history of Freys, Wildlings and their ilk suggests we shouldn’t go holding our breath.

“The Song of the Seven” - 2.3 Average

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scantrell24 - 2 out of 5
Dominance abilities are already tough to wait for, but with this one you could be waiting multiple rounds if you can’t manage to lose dominance. Martell icon-removal is the natural fit to ensure losing dom (see: Newmyria) but they don’t have any The Seven characters.

OKTarg - 2 out of 5
Power move events and effects should be given consideration, but this is pretty narrow in its utility. We’ll see if it makes it into the meta; it should make it into most Seven decks though. Cool art, for sure.

Von Wibble - 2 out of 5
It looks good in a Seven deck and it could be a cheeky option for a Martell icon control deck, which can use new Nymeria together with this to make those Iron Thrones you created by removing icons into liabilities for your opponent. Generally it’s a bit niche for my liking though.

The Quill & Tankard Curmudgeons - 3 out of 5
The power swing on this card is phenomenal, make no mistake. There are only two things holding it back - the possibility of it being a dead draw, and the requirement that you run those The Seven cards. See our High Sparrow comments for our thoughts there. How many ultra-efficient effects like this will we need to make the mediocre-but-well-traited characters playable?

The Faith Militant - 2.6 Average

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scantrell24 - 3 out of 5
It’s a powerful ability that’s severely hampered by the supporting card pool. I don’t see many enticing The Seven characters, and the attachment to grant the needed keyword is tied to a single faction (Tyrell).

OKTarg - 2 out of 5
This is like a Stark No Fun card in hiding. I can’t see it being super useful right now, though it is a great tool against Rush decks and the like. I’m not a giant fan of agendas built around neutral characters either, but we’ll see. We need a few more non-terrible Seven characters and maybe a glue location and then we’ll revisit. I do love the stained-glass motif they’ve used for the agendas in 2.0, though.

Von Wibble - 2.5 out of 5
If there were multiple ways to give characters the “The Seven” trait this would be a decent rush option, but the fact you can’t get renown going means this can’t happen yet. That said, any deck that is happy to just win power challenges and isn’t fussed about renown could consider this. Stark and Tyrell are about the only factions that can really use this for now, and even they need to wait for The Seven Pointed Star really.

The Quill & Tankard Curmudgeons - 3 out of 5
The agenda isn’t bad, but as we said before, the problem is the characters with the trait. You could maybe play a slower, more controlling build with Begging Brother, Warrior’s Sons, Silent Sisters and the like, leveraging the loss of power for your opponent more than the gain for you… But we could really benefit from, say, a 2-cost neutral character with the trait that was worth running even a little bit. Tyrell at least have the Blessed attachment to shore up the gap, although they likely have better agenda options. And it’s so unimportant we almost forgot to mention it entirely.

Compelled by the Faith - 2.3 Average

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scantrell24 - 3 out of 5
An answer to opponent’s plot resets, both to save power and have gold to repopulate the board. Also good for Baratheon to turn on Disputed Claim (do they have any other effects that are active/better with more power?). It’s a good ability to have in the pool even if it doesn’t see much play.

OKTarg - 1 out of 5
I can see why you would want to use this, but I can’t see why that effect is worth a plot slot. I’ll be shocked if it sees much play. I guess you can “bank” power from your Seven characters in a Militant deck but time will tell if that is worth it.

Von Wibble - 3 out of 5
This plot has a couple of useful applications. It can provide a good amount of gold for a rush deck, whilst also protecting your power on renown characters, ensuring that an opponent’s reset doesn’t make you lose all that power on Mace or the core Red Viper. Alternatively, it can be used more aggressively to remove power from characters who benefit from it, such as Victarion or the Bastard Viper. However, given the low reserve on this plot you are far more likely to put it in decks to help with the former use. It should also be noted that it will only help bank power against some resets as losing initiative to Valar Dohearis hurts it.

The Quill & Tankard Curmudgeons - 2 out of 5
This effect isn’t worth it outside of rush, and even then it’s really tricky to squeeze in. Giving insurance if your Tourney for the King round doesn’t close out is appealing for Knights; more big-guy decks might regret that the initiative is lower than Valar Dohaeris.

Total Pack Average: 2.99

Top Cards:
Daenerys 5.0
Tarle 4.6
Arya 4.3
Given to the Drowned God 4.3

Bottom Cards:
Highgarden Refugee 1.3
King’s Men 1.5
Bay of Seals 1.5
Mysha 1.8

If you're hungry more content, check out the library of podcasts, articles, game video and more in the Community FAQ. Let us know in the comments how you feel about the cards in this box, and we’ll see you again soon to discuss the Someone Always Tells chapter pack!
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2 Comments

great review guys. are there any plans for follow up pieces on the current and upcoming state of the Houses similar to what CameronD did on Stark a few weeks ago? that was a really good article

Do not discount Daenerys's practical immunity to burn too. It's a huge boon.