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Beheading Ned - Unbowed. Unbent. Unbroken
Sep 26 2012 05:05 AM |
OKTarg
in Game of Thrones
Small Council Beheading Ned OKTarg
Fair Warning: Beheading Ned centers on story-based play and may contain spoilers. If you haven't read all of the books and don't wish to have plot points spoiled, you may have to look elsewhere. Material from all five books is fair game in this column, not just from the TV show. Imagine being alone among the kingdoms who has never been conquered. Imagine being a land of such prize that you alone were chosen to be married into the royal house. Imagine, if you can, being firmly on top of the Seven Kingdoms.
With nowhere to go, it seemed, but down.
Such is the situation that faces House Martell in the Song of Ice and Fire. Lord of the Rhoynar, those people who dwelled in the southern region of Westeros, House Martell was never conquered when Aegon united Westeros by combat. Rather, Martell married in to House Targaryen, who were themselves renowned for keeping a pure line by marrying brother to sister and cousin to cousin. Such a step was a high mark of respect for this great house and one that Martell did not take lightly. Elia of Dorne was the wife of Rhaegar Targaryen, crown prince and heir to the Seven Kingdoms.
Until Robert's Rebellion, that is. During the sack of King's Landing, after Rhaegar was killed on the Trident, Elia and her children were killed (or were they? Who is Young Griff (VD), really?) at the hands of Ser Gregor Clegane (WLL), loyal bannerman to House Lannister and their liege Lord, Tywin. Gregor himself smashed Baby Aegon's head against a wall in the slaughter. It's unclear who actually ordered the slaughter, but suffice it to say that Martell has no great love for either Lannister or Baratheon. Bearing house words like "Unbowed, Unbent, Unbroken," Martell is simply biding its time for revenge.
That revenge is exactly what Martell is known for in the LCG. Notable among this is the house keyword, vengeful. This ability allows a character to stand whenever a challenge is lost on defense. You're never safe to attack House Martell; as they lose, the actually get stronger. Other effects also key on losing a challenge, such as Ellaria Sand (PotS), who can steal a power when a challenge is lost, or Sunspear Tourney Grounds (ODG), whose abilty comes into play only when a challenge has been lost. Perhaps the king of all of these events, however, is Red Vengeance (PotS). This dastardly surprise makes the attacker pay the claim of the won challenge themselves. There is nothing finer than reversing a 2 claim military challenge that would have otherwise cleared your board onto an ususpecting aggressor. Such is the fate that Martell seeks to ensure for their enemies both in Martin's saga or in the LCG.
Throughout Martin's series, the set of plans that House Martell has laid becomes clearer and clearer as the series unwinds, but what is so shocking is how early those plans were laid. It is almost as though the Martells were always a step ahead of their enemies. Whether it be the alleged smuggling of Baby Aegon out of King's Landing or Oberyn's finagling of a trial by combat against Gregor Clegane, House Martell is always paralyzing their enemies before they can react. Indeed, Martell hits them before they can even respond. This type of planning and foresight is emulated in the LCG to a certain extent by a Martell staple, icon control. Cards like the Orphan of the Greenblood (PotS) or The Viper's Rage (TftRK) will steal your icons and immobilize your characters, giving those sly southron hordes the opening that they need to strike. Ripping Cersei's intrigue icon before she can attack on a Frey Hospitality turn and reversing the plot would make even the grim Doran Martell crack a smile.
Speaking of Doran, there are several key features in the Martell cardpool that strongly factor in his renowned patience and planning ability. Not least of these is the incomparable He Calls It Thinking (PotS), widely revered as one of the best cancels in the game. Once more, Doran's planning undoes your own tactics, whether that be discarding a duplicate as a save or even canceling a Valar with your Outwit!--Doran will always be one step ahead of you. And what if he recurs that cancel with The Prince's Plans (TIoR)? Or then cancels your next challenge with a well-timed Burning on the Sand (RotO)? Just wait....by book six or seven Doran's plan will have unfolded and his revenge will likewise be complete on his enemies, just as it often is in tournaments all across the USA.
While Martell's revenge and control are certainly their most famous builds, one should not overlook the Sand Snakes. These daughters of the Red Viper all inherited his ferocity, and perhaps a touch of his rashness. When fielded together, they become an extremely potent enemy, giving each other keywords, icons, and other boosts making the collective even stronger than the individuals themselves. In Dorne, family is a strong bond, and the Sand Snakes bear that out on the battlefield.
But a Sand Snake is only a copy of her father, one of the most beloved characters in the saga. Oberyn Martell, The Red Viper (PotS), is one of the greatest warriors in the kingdom. Renowned for his skills, it is he who has the audacity to face Gregor Clegane, the Mountain that Rides, in single combat on behalf of Tyrion Lannister during his trial. But it was not out of love for the dwarf (for who loves him?) but rather out of a sense of revenge for Elia. Bringing his Dornish poisoned spear to bear on the giant, Oberyn brings him down. But Gregor has the last laugh, crushing him with his dying breath. As the Viper goes, so goes Dorne in many ways, and the same is true for your Martell deck. Which Viper you include will in many ways dictate your success, and he will face the full brunt of any attacks against you. Succeed in protecting him, and he will claim vengeance; lose him too soon, and you will be in a tough spot all game.
House Martell is tough to build, tough to play, and tough to defeat. Why not give them a try for your next game night and feel how the spears of Dorne feel under your command. It will certainly feel better than the spear in your back if you face off as their enemy!
- Toqtamish, Archrono, bigfomlof and 1 other like this



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4 Comments
I love this House, thematically, competitively, mechanically, emotionally, etc. They definitely got the big game changing powerhouse cards and a collection of cheap cards (orphans, lost spear men, etc) to make their decks fast. They also have the best events in the card pool.
Icon removal is crazy good right now. There doesn't seem to be a lot of ways for opponents to gain icons back after they have been removed. Burn effects may lower strength but I feel like there are plenty of ways to raise it temporarily to avoid that terminal kill effect. Correct me if I'm wrong on that.
As far as icon removal, I really enjoy exploring this mechanic. Targaryen has a few ways to add icons to characters, such as the Shade of the Evening or The Dragon's Blood, but both are rarely played. Rusted Sword and Court Advisor also give an icon as a neutral attachment, but both are generally used to give characters icons they wouldn't normally have rather than double up an important one against a Scourge or something. So I guess I agree....short of cancel, icon removal is permanent and frustrating.
Iron Link (MotA),Black Iron Link (MotA) and the ever game changing, Maester of War (TWot5K)
Keep in mind that there are very few cards that can save from terminal effects. You can preemptively boost str on your characters, but if the burn already hit, your dupes won't help you.