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Forgotten Fellowship Review
Jan 01 2014 07:45 AM |
CardGameDB
in Game of Thrones
Small Council Game of Thrones Review
Our staff has put together a first blush analysis of the newly released chapter pack Forgotten Fellowship. We’ve used a one through five scale; five being the best. The cards are listed in numeric order. Our reviewers are listed in alphabetical order. Let us know in the comments how you feel about the cards in this pack!64% - 637 out of 1000
Overall a fairly good pack with mid to high ratings for most cards. Baratheon comes out pretty well with a solid new agenda and a character that works well with it.
Top 3
Storming the Shore 49 out of 50
Brightwater Man-at-Arms 48 out of 50
Asha Greyjoy 43 out of 50
Bottom 3
Prepare for War 10 out of 50
Pyke 18 out of 50
Doran's Favor 22 out of 50
[CRB='forums/uploads/got/med_brightwater-man-at-arms-ff.jpg'] Brightwater Man-at-Arms 48 out of 50
emptyrepublic - 4 out of 5
They are good and with the new Baratheon agenda you’ve got a massive power rush potentially working. Even without the new agenda they are good for setup and early aggro to keep your opponent on the defensive. I don’t think they are worthy for every deck y are discarded instead of killed they are great for a surprise reappearance on a Mel’s Scheme turn. I also like cheap Deadly as they are great for forcing some unopposed challenges for that bit of extra power.
Ire & WWDrakey - 5 out of 5
Nothing says brainless power-creep like comparing this guy to Mercenaries from Pyke on the Greyjoy-side. Well, 3x auto-include non-unique for the foreseeable future, without really being that interesting. Moving on…
JCWamma - 5 out of 5
The effect is kind of dull, but it's amazing, make no mistake. This character might be the new poster child for efficiency. Yes he's discarded at the end of the dominance phase, but firstly, getting one round's use out of him will be worth it, particularly with a certain agenda located in this pack that will lead to a shortening of games; secondly, most Bara decks will get two or three rounds' use thanks to Mel's Scheme, Dale Seaworth, etc.; and thirdly, if you want to get a little (some would say too) clever with him, with effects like Fortified Position you can keep him around slightly longer still. Not to mention that he's a Bannerman and in the current removal-heavy meta a character typically won't last too long anyway...
mnBroncos - 5 out of 5
Pretty sure the most powerful cost to strength/ability/icons ratio and with Bara having the most recursion this character is just amazing!
OKTarg -- 5 out of 5
Boring, but awesome. (I'll be looking to save time with five words or less per review)
PulseGlazer – 5 out of 5
It’s hard for me to imagine not wanting to use this guy in a Baratheon deck. That he is 2 for 4 with Deadly is good enough, but when you add in that he doesn’t kneel to attack or defend? Wow. And between Dale and Mel’s Scheme? Wow again. What synergy.
Rave - 5 out of 5
When played normally, doesn’t scream auto-include to me, but is well worth its cost. The drawback is well balanced with the new agenda, and Baratheon’s many recursion effects. Any deck that runs Into the Breach will want to run this guy also. This is an easy 3-4 power swing against an unprepared opponent.
Reldan - 5 out of 5
What gets me with this card is the 4 STR, because that really drives the defensive capabilities of this card home and makes him completely dominate four out of the six challenges the round he’s played. That he’s discarded instead of killed is the kicker, because it makes the recurring him so easy. Just such a solid and powerful card.
scantrell24 – 5 out of 5
Brightwater Man-at-Arms approaches auto-include territory in almost every Bara deck, but especially in those with recursion and those trying to win quickly. He’s cheap, good on setup, has positive traits, a strong keyword, and is capable of winning four challenges on his own. Lanni can easily kneel the Man-at-Arms, but then your 3 and 4 cost dudes are left alone. To Be A Stag is a great counter to anyone who tries to kneel him. Also, for the nth time, do not try to blank the Man-at-Arms during dominance to prevent him from being discarded. Blanking (“until the end of the phaseâ€) wears off before his passive discard (“at the end of the phaseâ€).
Sygmaghost94 - 4 out of 5
Great guy. A 4-for-2 bicon with deadly who doesn’t kneel to attack or defend is well worth having to discard him at the end (yes he still helps you win dom) of the dominance phase. With all of Bara’s recursion, I can see this dude seeing play in almost every round of the game. He’s not an auto-include for every Bara deck, especially those that are more control centered like shadows or KotHH, but he does go great with the new agenda. All around great card.
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[CRB='forums/uploads/got/med_forced-march-ff.jpg'] Forced March 23 out of 50
emptyrepublic - 2 out of 5
At worst you get to stand a renown character for the next challenge but many Baratheon decks run with characters that are more expensive. Distinctive Mastery and Obey the King will accomplish the same effect and are more versatile. Unless you are running lots of seriously cheap characters I don’t see there being space for this event.
Ire & WWDrakey - 2 out of 5
In some other houses this might see more play, but in its current state it is probably limited to Noble Cause decks. There are better ways to stand characters in Baratheon, and let’s face it, there are a lot of them. Distinct Mastery and Obey the King both outclass this, and there’s only so much event-based stand that you can ever run.
JCWamma - 2 out of 5
There are some characters this will be great to stand. However, most of them will be too expensive for this card, or else cards you'd rather stand with the likes of Distinct Mastery, Obey the King and even Ours is the Fury. Unless you're running incredibly heavily on the weenies, for example by running the Refugee as restricted, this won't accomplish much of anything. If the Refugees ever come off the list though, this can shoot up to a 4.
mnBroncos 3 out of 5
Stand is always good and although this can’t stand many of the good four cost characters that Bara likes to run but it is still a good effect, especially in the right deck that has a lower cost curve.
OKTarg - 2 out of 5
OK in Noble Cause
PulseGlazer – 2 out of 5
Unless Refugees come off the Restricted List, this card is simply solid. Even in Noble Cause decks, it’ll only ever stand one Renown character although it can stand Marya Seaworth who can then stand anything else. If Refugees come off the list, raise this to a 4.
Rave - 2 out of 5
Bara’s 4 costs are too strong to think about running this often. Could be a funny way to set someone up for Valar Dohaeris in a slower bara deck, but still pretty sub-par.
Reldan - 3 out of 5
Stand effects are never something to sneeze at, especially ones that can affect multiple characters. The limitation on this is something to be worked around, but the effect is powerful enough that I’m sure this will find a home in a deck somewhere.
scantrell24 – 2 out of 5
Until we see an influx of worthwhile 0 and 1 cost characters, or more chain-laden-Maester combos, Forced March doesn’t pack enough punch. Bara has access to better stand effects already, but I suppose redundancy doesn’t hurt if Obey the King and Distinct Mastery don’t suit your needs.
Sygmaghost94 - 3 out of 5
This is definitely not a bad card. Bara has a lot of stand effects already, but that isn’t a bad thing. Lannister continues to get more kneel effects and it is only strengthening those decks. I like this card because it can stand things that Distinct Mastery and Obey the King would normally miss. Sure you can’t stand your Robert, but then again, you can’t stand Knight no shadows Knight of Flowers with Distinct Mastery. There is give and take with each card and I can see this showing up in quite a few Bara decks, especially those running the new agenda.
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[CRB='forums/uploads/got/med_asha-greyjoy-ff.jpg'] Asha Greyjoy 43 out of 50
emptyrepublic - 5 out of 5
She would probably get tops marks even without her passive effect (which is good). Depending on the game her textual effect will very likely be in play for a turn or two allowing for aggressive Valaring. Naval enhancement on each of her icons makes plots like Naval Superiority more useful since Greyjoy is dominant with naval enhanced military and not a lot of naval enhancements on other icons. What’s important is much like the new Tywin two packs ago she can fit in pretty much any Greyjoy build. In my book that’s the hallmark of a 5 star character.
Ire & WWDrakey - 4 out of 5
Well, an all-round solid Naval Asha for GJ, and one of the rare 4g female characters in the game - good on her! The occasional cannot be killed is interesting, helping a bit with the huge influx of cannot be saved -type removal, which is pretty much driving the whole house into the bottom of the Sea at the moment. One of her more interesting aspects is the way she will neatly fit into any char-lite GJ decks, since those tend to have less of the power-dominance that the Krakens tend to usually exhibit… while also appreciating characters with staying power.
JCWamma - 4 out of 5
She's got a very strong ability, and she's a must for naval decks, with no downside. So why only 4? Essentially, she's not "must answer" in the way that most played cards of cost 4 or more are. Greyjoy runs a very narrow gold curve generally, and she's above the upper limit, in direct competition with the likes of Victarion Greyjoy (RotK) and Balon Greyjoy (FAI); that said, she's still an incredible card, just one that won't perhaps see as much play as you'd expect - especially while the game is in this rather degenerate “bleed the board away!†phase of its existence.
mnBroncos 4 out of 5
This character is amazing and will go in almost every Greyjoy deck since the other played version of Asha is restricted, and although the other version is still slightly better it isn’t enough better to use that card as your restricted.
OKTarg -- 4 out of 5
Great; costs one too much
PulseGlazer – 5 out of 5
This Asha is nasty in Greyjoy Aggro, Black Sails, Old Way, and No Agenda. There’s little reason to not use her in those decks and open up your restricted slot for a useful plot. The Naval on each Icon will prove as useful as the cannot be killed condition.
Rave - 5 out of 5
This Asha is really strong. The tri-con naval presence makes her a nice wall against low-STR Stealth, and the CBK is a nice touch against Deadly and Valar if the stars are right. I feel she’s outclassed by the non-kneeling version, but if you’ve got something else in mind for your restricted choice, this Asha is a great option. Love the art! Makes me wish I was a GJ player. Almost...
Reldan - 4 out of 5
A great new Asha to take the place of the restricted one in a lot of decks. The tri-con naval mixed with Renown and situation cannot be killed are are stellar abilities. The only downside is the 4 gold cost, but when you look at what you get she’s certainly worth it.
scantrell24 – 4 out of 5
Asha Greyjoy can’t be killed about half the time, and her renown keyword pairs nicely with that resilience. Naval on every icon is exponentially better than naval on one or two because your opponent will be wary of trying to successfully defend every single challenge. She’s a nice boon for Black Sails, which might be Greyjoy’s best deck right now.
Sygmaghost94 - 4 out of 5
Simply amazing. This card once again gives Greyjoy an Asha that can actually be saved! The reason this card is not a 5 is because it cannot compare to the non-kneeling Asha. That Asha is a solid 5 out of 5 and deserves its spot on the restricted list. This new Asha is a huge boost to Black Sails decks as well as some of Greyjoy’s other more aggro based builds. The fact that she is a 4-cost character means she won’t see play in every Greyjoy deck, but the renown and intrigue icon will make her a welcome addition to any that decide to run her.
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[CRB='forums/uploads/got/med_pyke-ff.jpg'] Pyke 18 out of 50
emptyrepublic - 3 out of 5
It’s interesting because the only way you can really get rid of this is through plot effects only; so it has a built-in “House of Dreams†effect. So presumably the power on the card will be relatively safe, unless you know Rally Cry or City Besieged are popular in your meta. Beyond that I’m not so sure of its usefulness. If the new Asha is critical to your deck then I suppose this is a must include. In other Greyjoy decks I’m not convinced that this is worth the deck space.
Ire & WWDrakey - 3 out of 5
Hands down the most interesting card of the whole pack, and our clear favorite. A card that actually opens up some interesting new avenues, while also paving the way for some fun combo-potential. One of the best parts is the way that it plays together with Greyjoys natural power-dominance, as well as having a brilliantly flexible timing to allow you to power-starve your opponent while still paving the way towards victory yourself. Competitive-level? Pretty much not, due to easy plot-based location removal, but a damn fine design for some interesting Combos.
JCWamma - 1 out of 5
Maybe in the future this will be worth more, but right now it's a sitting duck for the Rally Cries and Besieged Cities of the world the moment it gets any worthwhile amount of power on it. If only it was immune to plot effects too, this would be worth running. Not even synergy with the above Asha makes it worth it in the current meta though.
mnBroncos - 1 out of 5
If this card let you move any amount of power to this card it may be useful but the fact that it is only one a turn (and you should be gaining more then that each turn) this isn’t going to keep power of your house for power challenges/brotherhood decks anyways.
OKTarg -- 1 out of 5
LOL. Does nothing.
Pulseglazer 2 out of 5
This isn’t bad and takes a plot to kill off. Power can’t be stolen from it, a decent protection. Sure, it’s easy to hit with the right plots, but that’s also fine. I’d rather lose the 2-3 power on here than my Longship Iron Victory. It synergizes nicely with Asha as well, but still, though, it’s a nice bonus, but won’t win you games itself.
Rave - 1 out of 5
I wouldn’t let this card anywhere near any deck I took to a tournament. The popularity of City plots alone guarantee at least one sad story.
Reldan - 1 out of 5
I flat out don’t understand trying to stack your power on a card that dies instantly to City Besieged, but doesn’t let you move power fast enough to protect it from power challenges. Only being able to move one power per turn is what makes this card crap, because otherwise I could maybe see a Brotherhood deck forming around it.
scantrell24 – 2 out of 5
At zero cost, Pyke is great on setup, but until we see more reasons to want less power on the House card, I’ll pass.
Sygmaghost94 - 3 out of 5
Yes, I’m giving this card an average rating of 3. Why? Because it is an average card. Not bad, but not great either. It opens up the potential for synergy with the new Asha and the new Brotherhood cards, as they specify you just have to have less power than your opponent. It’s immunities pretty much guarantee it will be safe from anything other than plot cards. The popular ones now that could touch this are Rally Cry and A City Besieged. However, if you are that dependent on this card staying around, you could always run the new Goodbrother that saves locations. I think this card adds an interesting dynamic to Greyjoy and with no real downsides this is a pretty decent location.
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[CRB='forums/uploads/got/med_storming-the-shore-ff.jpg'] Storming the Shore 49 out of 50
emptyrepublic - 5 out of 5
Some of the most powerful effects in the game are location based and many of them are 3 printed cost or lower. What’s worse is this a brilliant way to screw up your opponent’s marshalling math: kneel three fiefdoms plus all the 0 gold cost reducers. So assume a single opponent with the neutral streets, River Row, Flea Bottom, etc. A single event with no cost can (for a turn) stop around 8-10 cost reduction. Now, imagine you are in melee… this is a massive amount of choke that only costs a single card slot.
Ire & WWDrakey - 5 out of 5
They actually printed that? Another nice example for power-creep, when comparing with Balon’s Rebellion (which was surprisingly strong in the current meta). Expect to see so much of this that your eyes start bleeding salt-water - usually when you least want to. On the bright side, GJ finally has a good event that is not a cancel. That said, this is a better card for the game in the long run than many others, since it slightly drops the effectiveness of hyper-efficient neutral resource locations.
JCWamma - 5 out of 5
This is an amazing card. It ruins the day of the 0-cost reducers, it kneels out influence, it can kneel out powerful locations like Longship Iron Victory and Aegon's Hill, it makes Iron Mines useless for a round (they need to kneel AND discard, don't forget), etc., etc.. Choke will love this, aggro will love this, basically any deck that requires a strong tempo control at any point will love this. If you have Greyjoy players in your meta, prepare to see this card a LOT.
mnBroncos - 5 out of 5
You're crazy to not run 3 of this card in EVERY Greyjoy deck, it is that good. (and a pain in the ass for every other house)
OKTarg - 5 out of 5
Every Greyjoy deck ever
Pulseglazer 5 out of 5
This goes in every Greyjoy deck. It messes with people by choking them. It screws up control locations. It ruins influence curves. This card is just nuts.
Rave - 5 out of 5
This will ruin any deck that just relies on reducers. Love it. Now GJ Choke can choke these decks into the ground too. I had my Coin Mint knelt by this the other day, and I’m still sore about it. In general, I think I still like the versatility of Nightmares a little bit more, but this is a solid new tool for Greyjoy.
Reldan - 5 out of 5
This is pretty much good against everybody all the time. I can’t see why GJ wouldn’t run this, and most likely three copies. One of the most powerful “free†events they’ve printed in a long time by far.
scantrell24 – 5 out of 5
Storming the Shore is an “Any Phaseâ€, so it’s extremely versatile, not to mention powerful in every Greyjoy deck from winter choke to aggro to holy rush. It kneels reducers, it kneel Pentoshi Manors, it kneels influence, it kneels Meereen Tourney Grounds and Meraxes, it kneels Smuggler’s Cove and Massey’s Hook, it kneels Lost Oasis and Frozen Outpost.
Sygmaghost94 - 4 out of 5
I think this card is a little over-hyped. Don’t get me wrong, it is an awesome card. The number of targets this thing can hit is off the charts. It can take care of reducers, influence, and any other problem location you may encounter for a turn. But let’s not forget, this is an event. This card hurts your setups which is kind of a big deal in Greyjoy where your gold curve is relatively high. This card is not a permanent solution to your problems. Most Greyjoy decks lack the capacity to close out a game in 2-3 turns, meaning that a one turn reprieve of annoying locations may not be the answer you need to win the game. Yes this card can kneel influence, but if you have ever played any influence using deck ever, they will most likely have The Red Keep, Kingsroad Fiefdoms, and maybe an agenda that provides influence. Against these decks, I would much rather see a Finger Dance than this card. Yes this card can kneel reducers, but at most you’re just annoying your opponent for a turn. Sure it can help out in choke, but if you are concerned about reducers in choke, Gylbert Farwynd is a much better solution. Bottom line, this card is great but I don’t see it going in every Greyjoy deck and I don’t see it as a 5 out of 5.
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[CRB='forums/uploads/got/med_ashemark-knight-ff.jpg'] Ashemark Knight 31 out of 50
emptyrepublic - 4 out of 5
Fills what feels like an empty spot in the Lannister card pool: cheap non-unique military/power characters. It’s a Bannermen and Knight on top of that. That alone is worth three out of five. The effect is a total winner as well as it lets you toss dead or un-need cards while also powering other effects. Very well rounded and a single copy will probably find itself in many decks.
Ire & WWDrakey - 4 out of 5
Well, if Lannister Knights were missing something, it would have been a 2g non-unique Knight of their own, so this definitely fills a niche in a deck that’s been quite solid (under the radar) for a long while now. The ability on this guy is pure gold, nicely allowing you to filter your most efficient Aggro cards at the right moment, while also allowing you to dig for your primary draw-engines. And since it’s even lacking the usual Ally -thing, we expect to see quite a bit of this guy along the way. The only drawback on him really is that in the current Meta a 2-for-2 isn’t all that hot (except maybe if you count Flame-kissed).
JCWamma - 3 out of 5
It's solid for Clansman decks, janky combo decks utilising the likes of Dragonbone Dagger, and as a 2 cost non-unique Knight it's a godsend for Lanni Knights decks. Otherwise you won't see it played much, but that's plenty enough for the time being.
mnBroncos - 3 out of 5
It is always nice having a good solid amount of non-unique characters in each house to pick from and this will always be a card that may not make it in every deck but isn’t a bad card for any deck either.
OKTarg -- 3 out of 5
Great in Knights. OK elsewhere.
PulseGlazer – 3 out of 5
Lanny Knights are a thing again. This little, cheap knight gives you draw, helps with your agenda, and lacks bad traits. It’s good in pretty much any Lanny deck, but in Knights? Great.
Rave - 3 out of 5
Semi-useful effect, but since he doesn’t actually create card advantage for you, I don’t think he’s anything special. If I’m fishing for a combo or character he’s pretty good, but pretty standard otherwise. In a regular deck, he doesn’t do anything good deck construction won't already do for you.
Reldan - 3 out of 5
It’s not House Lannister Only, and the effect is potentially more useful in other houses than it is in Lannister where you’re better off using other means to hit the draw cap already. I’d rate him higher but the 2 STR really kills it for me (and probably winds up killing him a lot as well).
scantrell24 – 3 out of 5
For a house with better draw engines and little discard pile recursion, Ashemark Knight’s biggest contribution could be his Knight trait.
Sygmaghost94 - 2 out of 5
I guess he’s ok in a Lannister Knights deck. But to be honest, Lannister has enough draw that they don’t need to use an agenda to get cards in their hand. They also have enough draw to make this guy’s effect a little counter-productive. Let’s see you can draw a card with Tommen, or you can discard a card to draw a card with this guy. Yay! He’s got a military icon which is nice, but Lanni has a solid amount of those as well. I’m not a big fan of this card.
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[CRB='forums/uploads/got/med_ser-gregors-dog-ff.jpg'] Ser Gregor's Dog 30 out of 50
emptyrepublic - 3 out of 5
Clearly meant to synergize with some of the new Lannister effects that allow for on-demand self discard. It, of course, will also boost from intrigue claim. I’m usually very mindful of having the most efficient setup possible so I’m always keen to add low cost characters when able. I don’t think he can slot into any Lannister deck, but if you plan to use Ashemark a fair amount you have a companion character to take advantage of the discard effect.
Ire & WWDrakey - 3 out of 5
Probably both better and worse than he seems, on face-value. Better, in that the response is quite easy with it’s restrictions, but worse since he will quite often be the first thing pushed under the oncoming bus… and usually won’t even be able to cause the challenge to be opposed due to his printed 0 STR. Definitely raises his value up in Melee, where triggers will be even more plentiful and you need 0g cards to have room for those 4g power-gainers. In the end, doesn’t really hold a candle to the good old Refugees, which is probably a good thing.
JCWamma - 2 out of 5
A perfectly serviceable little weenie, but it's completely unreliable, and gets destroyed by Threat from the North, which is still a major card in the current meta. It's good for setups, but Lannister isn't exactly lacking for setup friendly weenies and it's wholly unreliable if you're planning on using it for a challenge at any point. It certainly does have its place, though.
mnBroncos - 3 out of 5
For zero cost this card could go in any Lanni deck with a setup (so a non-kothh deck) and the effect isn’t half bad either with many ways in Lannister to discard your opponents or your own cards. Very similar to Targ’s Shadow Parasite.
OKTarg -- 2 out of 5
Good in PBTT; Tunnels.
PulseGlazer – 4 out of 5
Well, this synergizes well with an awful lot of Lannister Ashemark stuff and so is good in most Lannister decks, particularly those built around the TK Tywin Lannister. He’s great in any HoD deck, particularly Tunnels, as he’ll always have strength there, and he’s even solid for Knights as a set up character, again, with the previous card.
Rave- 4 out of 5
This little guy is a great tool for HoD Tunnels, and is an efficient way to help offset the agenda’s drawback. In every other deck, I wouldn’t bother with him. He’s a little too unreliable to be worth it.
Reldan - 4 out of 5
He’s a 0-cost non-unique, and actually can be of decent strength when used in combination with other cards that aren’t bad in their own right. Also, I’ve heard Neutral Faction has been looking for good non-restricted 0-cost cards that aren’t house-restricted since the refugees all got whacked.
scantrell24 – 3 out of 5
Ser Gregor’s Dog is a 3x in Tunnels decks in large part because any House of Dreams deck needs help on setup. Beyond that, he might make the cut in PBtT and combo decks that use things like Ashemark and Ashemark Knight.
Sygmaghost94 - 2 out of 5
He’s cheap, that’s for sure. But with this guy you are definitely getting what you pay for. In a Tunnels deck, he will be pretty good to help with setup and he may actually have some reliable strength with cards in the shadows. Other than that, Lannister has more weenies than they know what to do with and this guy is not as good as most of them.
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[CRB='forums/uploads/got/med_harry-the-riverlands-ff.jpg'] Harry the Riverlands 36 out of 50
emptyrepublic - 3 out of 5
I think this is a meta dependent card. If you know Refugees still find space in many of your opponents decks then this is an easy answer. Otherwise you’ll likely only kneel a single character; though if you are playing with Queen’s Guards in melee it’s a phenomenal initiator for Lannister control and the effects that spring from it.
Ire & WWDrakey - 4 out of 5
With character efficiency tending towards 4g being too pricey, and 3 gold being the sweet-spot, this card is another injection of gold-infused steroids to the roaring Lannister lion. Any Phase: is exactly what you want to see on this kind of soft-control event, and the ability to also crowd control hordes of Weenies on the side is just Arbour Red served with your roasted boar.
JCWamma - 4 out of 5
Great kneel effect. You won't see it in every Lanni deck or anything, but in a hyperkneel this is a tremendous supplement to the likes of Castellan of the Rock or Enemy Informer, letting the characters kneel out the big boys while this kneels the Boatswains, the Refugees, the Men-at-Arms, and, yes, the Gregor's Dogs. Being Any Phase: makes this several times more useful, letting you wait for the opponent to finish their marshalling and kneel out whatever you need to force your challenges through. It also has some more niche uses, for example kneeling your own characters out in a Clansman deck. A fun and versatile card.
mnBroncos - 3 out of 5
More conditional then you Killed the Wrong Dwarf, however, can hit multiple characters with one card and that is really sweet thing to have in your deck. Any phase is also really nice, I think this is just another card in this pack that will be competing in many Lannister decks.
OKTarg -- 4 out of 5
Any Phase kneel rules. #ODoyle
PulseGlazer – 2 out of 5
Kneels a good character, but most of what you’ll want to kneel is going to cost more than this. It’s good at making challenges unopposed, tossing chump blockers and the like, but I’d usually prefer You Killed the Wrong Dwarf and being able to hit big guys.
Rave - 5 out of 5
Mainly for the 2 for 1 kneel. Most decks run, what, half their characters under 3 cost, at least? Otherwise, it’s an any-phase kneel of a 3 cost character. Great card. Additionally, this is a great event for decks that run Arbor Guardsman, since like YKTWD, the Lanni player doesn’t have to commit gold (like they would with Enemy Informer or any non-0 cost Lanni card with Castellan) to get the gold bonus.
Reldan - 4 out of 5
I can easily see this getting play over You’ve Killed the Wrong Dwarf since a lot of the 4-cost characters that this can’t touch are nobles anyways, and thus YKTWD wouldn’t touch them either. No reason you couldn’t run both though, but this might actually displace YKTWD in some decks, and that’s saying something.
scantrell24 – 4 out of 5
Lanni control decks have a tough choice: Harry the Riverlands or You’ve Killed the Wrong Dwarf? Or both? Harry the Riverlands can kneel noble crests, and it can potentially kneel 2 or 3 characters in one shot, but it can’t touch 4 cost mainstays like Cersei, Victarion, and Arianne.
Sygmaghost94 - 3 out of 5
Another solid kneel card for Lannister. Any hyper-kneel deck looking to add to their repertoire of character control will certainly be adding in this card. This card is interesting because it allows you to possibly kneel more than one character off of one effect. It also allows you to kneel some characters that would avoid a YKTWD. All around decent even that I expect will see a fair amount of play.
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[CRB='forums/uploads/got/med_obara-sand-ff.jpg'] Obara Sand 30 out of 50
emptyrepublic - 3 out of 5
Personally I think she’s not a bad deal. On her own she’s quite good but perhaps not quite good enough. If she had the renown independent of the conditional +2 boost I think she would have been better. Nonetheless, I hope this is a sign that FFG is going to introduce a new series of alternate Sand Snakes. House Dayne has gotten some decent support recently and I think the much more thematically important Sand Snakes are due some attention.
Ire & WWDrakey - 3 out of 5
We want to like her, we really do, but there’s just that slight something that makes her fall short. Maybe it’s the anti-synergy with the other Sand Snakes (who tend to want to come in packs), or just the fact that Agendaless Martell decks have that crazy group of 3g renown-wielding monstrosities, but she ends up being… “okâ€. Which is not necessarily bad, but just a bit bland. Oh, well see her in KotHH etc. decks, as 1x, along with some of the other power-uniques, and the war crest helps better consolidate that presence in Martell.
JCWamma - 3 out of 5
Does she do enough for the 3 cost spot? That's highly debatable. In the right kind of character-light Martell deck, running the Viper and so on, she'll be incredibly efficient; otherwise she's just a plain 3/3/Bicon/Crest. Said crest is still useful though, as every new war crest Martell gets makes it a step closer to reliably running those war crest events.
mnBroncos - 3 out of 5
Just like others have said it is solid character but nothing really special either.
OKTarg -- 3 out of 5
Fun in charlite; antisynergistic sandsnake?
PulseGlazer – 3 out of 5
She’s fine, I guess. She’ll go well in Bloodthirst (the new Martell Agenda) decks and is good in KOTHH when pushing for the win, but really needs another icon or keyword for her to be good outside of specific situations.
Rave - 3 out of 5
Obara seems like a card that is going to shut off on you when you need her the most. It’s a common situation for Martell to have less characters than the opponent, but that is rarely the case on the game winning turn, which is when Renown really comes into play for Martell. She’s almost counter-intuitive to To the Spears, which is a shame.
Reldan - 3 out of 5
She’s better than the old Obara Sand, and maybe good enough to see play in some Martell builds. She probably will see play in sand snake decks and she’s solid if not amazing for the cost.
scantrell24 – 3 out of 5
Obara is a beatstick who can often push through a key challenge, and Martell has a decent number of playable war crests. She’s doesn’t have any sort of character ability though, which means all you get is the stats, and good stats alone aren’t enough. We’ll have to wait and see how Bloodthirst decks turn out.
Sygmaghost94 - 3 out of 5
Not a bad card for Martell. It supports the theme of having less characters and it doesn’t take the place of another version of a unique card, much like the new Ellaria and Arianne have. In most cases, Martell players will have less characters than their opponent. This is fairly obvious because we all know how much of a pain The Red Viper is. The war crest and power icon really top off this character. I can see her finding a way into a good amount of decks.
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[CRB='forums/uploads/got/med_dorans-favor-ff.jpg'] Doran's Favor 22 out of 50
emptyrepublic - 2 out of 5
The zero cost with the Setup keyword makes this possibly playable. The problem I see is that there are too many ways to muck with this. Clearly ideal as an alternate way to power a Bleed deck but most savvy players will figure that as well. If there’s a clever way to keep the character from being discarded without requiring a janky combo then we might have something. Otherwise I think Martell players will continue to power their Bleeds through KotHH.
Ire & WWDrakey - 1 out of 5
Now, that explains why Doran only gets Ally characters for his cause. We were wondering what that was all about. Anyway, the card itself is a trap, spending three cards (character, attachment and the event itself) to fuel some kind of desperate Prince’s Plans or Westeros Bleeds is just not cost-effective, not even on the best of days. Just think about it this way: “How much play has Starfall Merchant ever seen� (Insert sound of crickets chirping). No offense to Doran’s Favor, but the Merchant is probably the better card…
JCWamma - 1 out of 5
This is good for bleeding the board when you don't have the influence. Martell aren't really lacking for the influence though. The easiest house to play this out-of-house in, Targaryen, also aren't lacking the influence. The setup keyword is kind of a trick, as most of the disposable characters Martell have that you wouldn't mind attaching this to have neat comes-into-play abilities. The vast majority of time when drawing this you'd rather just have drawn more influence cards though, so why would you run this instead?
mnBroncos 2 out of 5
I love Martell events just LOVE them and most of the good ones use influence. However the discard is too costly for most decks. I do like the option of using Prince’s Plans/ Westeroes Bleeds in non-kothh decks but still I just don’t see it being playable competitively right now.
OKTarg -- 1 out of 5
Setup keyword the best part.
PulseGlazer – 2 out of 5
Well, it’s an attachment, so it’s starting behind the curve anyway, but, worse, it’s an attachment that will cost you a character. If you’re about to Westeros Bleeds, that’s fine, but, usually, that’s a lot riding on something that one Dragon Thief takes care of or Greyjoy might cancel anyway. There’s too much risk for the reward for this one.
Rave - 3 out of 5
The cost is high, but 4 influence gets you anything you could possibly need in Westeros. (Except for that crazy 8 influence GJ character, but whatever.) I would consider slotting this in non-KOHH decks that run Prince’s Plans in case the influence was a little slow going. The setup keyword is what brings this from 2 to 3. Martell is so full of little cheap utility characters with 1-2 str and only an intrigue icon, that I don’t think it would be too hard to find a home for this card.
Reldan - 4 out of 5
0-cost Setup cards are good, and this one provides exactly enough influence to power some of the most powerful effects in the game. The only reason I can see not liking this card is that you aren’t going to run it with KotHH, but I’m not convinced KotHH remains untouched forever. It’s not House Martell Only, and both Bara and Targ have characters that can let this stick around for a long while and synergize amazingly with Bleeds.
scantrell24 – 4 out of 5
I’m going to go out on a limb here and say that KotHH gets restricted, Bloodthirst becomes a thing, and Doran’s Favor fuels Prince’s Plans and Westeros Bleeds in tourny winning decks for years to come. Initially, I thought that the card disadvantage meant Doran’s Favor would never see play, but four influence is a lot.
Sygmaghost94 - 2 out of 5
This card isn’t great, but I can see it being very fun to play with. Setup and 0-cost for an attachment is really good, but the fact that you have to discard a character and you only get a one time use out of this card brings its value down drastically. But what if you didn’t have to discard the character, or rather you couldn’t? That’s where I see this card being fun. Using this card out of house on Missandei for Targ decks could be really helpful. I also see this boosting Martell Brotherhood decks. Throw this bad boy on Beric and now you have 4 influence that isn’t going anywhere, which opens up a lot more event options for those decks that aren’t running KotHH. Fun card when used in combos, not very good otherwise.
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[CRB='forums/uploads/got/med_prepare-for-war-ff.jpg'] Prepare for War 10 out of 50
emptyrepublic - 1 out of 5
Congratulations, you possibly annoyed a Targ player for one round, maybe. What would be the point of that? None. There are a loads of better events. Moving on...
Ire & WWDrakey - 1 out of 5
At first this art seemed like there was a hand with a really strange scar, but on closer inspection it is actually just a leather glove.
JCWamma - 1 out of 5
To a large extent, see the previous card. Martell have some of the best event slots in the entire game, so why would you shove a "you can stand some influence sometimes for the rare occasion you need it" card in those slots? Suddenly you're spending two cards to play your influence cost instead of one card, and it's only useful if you'd already paid an influence cost earlier in the round. When are you ever going to want to see this card? Martell has many better options than this. And no, the kneel OR stand part doesn't make this playable, because the times when you want to use it to kneel will be even less common than the times you want to use it to stand.
mnBroncos - 1 out of 5
Martell cards are really funny they get some of the most overpowered cards but also get the most crap cards as well.
OKTarg -- 1 out of 5
Prepare for the binder.
PulseGlazer – 1 out of 5
No thanks. This won’t stand a house card and so is functionally limited to when I want to Red Vengeance and then Westeros Bleeds. Do you have any idea how tight Martell event slots are? No thanks.
Rave - 1 out of 5
Doesn’t do enough. Defensively it needlessly convolutes your event slot, and offensively you may not find use for it at all.
Reldan - 1 out of 5
FFG has got to be just trolling Martell players at this point. The guy in the artwork is supposed to be a representation of you if you’re running this card.
scantrell24 – 1 out of 5
Just no. It can’t even kneel a House card that gained 2 influence from KotHH.
Sygmaghost94 - 1 out of 5
There are much better events that Martell will want to slot in decks that would benefit from standing influence. The kneeling influence is interesting, but not good enough to make this card any better. Sorry Martell: you win some, you lose som.
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[CRB='forums/uploads/got/med_robb-stark-ff.jpg'] Robb Stark 36 out of 50
emptyrepublic - 4 out of 5
I’ll reference JCWamma from an earlier review. You need to weigh the opportunity cost for this character. You’d be using this Robb at the expense of the “trait boosting†Robb or the “free army†Robb. The war crest is a big positive since you can double up with the kill events then. Additionally the response is a bit more versatile since it’s not dependent on winning a military challenge specifically. I personally think “trait boosting†Robb is the best one of the King in the North but I think this one will see a bit of play because of that cannot be saved effect (note for melee, it says nothing about losing player).
Ire & WWDrakey - 3 out of 5
Now this guy is a really meta-dependent card. We’ve rated him for the current environment, but he’ll easily jump up to a 4 if characters and especially Armies get some of their value back. 3-for-4 is just not a nice place to be at the moment, and you usually have to be sporting some really neat tricks (preferably in combination with immunities of some kind) to make it work.
JCWamma - 3 out of 5
I'll reference emptyrepublic and bring up the opportunity cost first. Missing out on the other Robbs does hurt, for sure; that said, he has no "auto include" version at the moment, so there's definitely wiggle room. A war crest is nice to see for sure, and a lot of the time he'll be a useful body in Stark aggro without the response. With it, ...eh. It's pretty good. It's highly meta-dependent, as has been said, but being "cannot be saved" gives it a lot more bite than, say, Coreset Robb. Chalk this up as another "in the future if the Refugees leave the restricted list he'll be strong due to consistency, but for now he's too limited to see regular use" card.
mnBroncos - 4 out of 5
Although the effect is conditional this is still maybe my favorite Robb in the game (maybe not the best but my favorite) and with all this push to cards with high strength then cost effects Stark is getting they must be getting cards to buff characters or most the new prize characters may have higher cost to strength ratio.
OKTarg -- 4 out of 5
No Quarter; DBTS; yes please.
PulseGlazer – 3 out of 5
I don’t really like this Robb. He isn’t bad, but I feel like the Trait Robb and Army Robb offer more. That said, there’s a likelihood that with the Prized keyword next cycle that many characters will have higher strength than cost. If that’s the case, bump him to a 4.
Rave - 4 out of 5
Cannot be saved kill and the War crest is nice. If you have no war events, bring him along on the power challenge and then do your military. I like him.
Reldan - 4 out of 5
He’s not an auto-include, but you can’t really go wrong with “Cannot be Saved†kill effects. They’re powerful enough to warrant building a deck around, and Stark is building up a plethora of cards that are quite powerful and built around STR boosting your opponent’s chars. They just need maybe another one or two solid ways of doing that for this Robb is shine.
scantrell24 – 4 out of 5
“Cannot be saved†kill effects are good. War crests are good. No King trait is bad; I would give Robb a 5 if he blanked Tommen, Stannis, and Robert, but alas, he’s just a 4.
Sygmaghost94 - 3 out of 5
Has anyone played a Stark deck that revolves boosting your opponent’s strength? I feel like those decks wouldn’t be too bad. Obviously this Robb will shine in those types of builds, but he isn’t useless otherwise. Much like Edmure Tully, he can use both No Quarter and Die by the Sword on his own. The renown is nice, but I’m not sure if he can replace the trait Robb or Army Robb or even core Robb. Also, from a purely Nedly perspective, why is he wearing a crown if he is not a king?
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[CRB='forums/uploads/got/med_harwin-ff.jpg'] Harwin 30 out of 50
emptyrepublic - 2 out of 5
This has the least desirable sort of tutor effect that requires you to have less power and win a military challenge in order to activate. He maybe 2 cost for a 2 STR bi-icon but I just don’t see him being that great overall. Splashed into a general Brotherhood deck he might fill a needed roll but I don’t see him showing up regularly in other Stark decks.
Ire & WWDrakey - 3 out of 5
Great in combination with Harrenhal to search for a No Quarter, take it with Harrenhal and end it all with a response to kill something beefy. Early game, meeting that requirement of having less power on your House card can be difficult, especially since your opponent can let that M challenge through unopposed to close the difference. Apart from the ability he’s just a run-of-the-mill Stark 2 cost.
JCWamma - 4 out of 5
He probably goes as a 1x in most Stark builds, especially the slow, Kingsguard-heavy ones. In Melee his ability is easier to trigger but matters less, as melee games tend to be shorter. He has amazing synergy with Riders of Karhold and the Blackfish, for what it's worth.
mnBroncos - 3 out of 5
Solid character and although you don’t actually get to draw the card it is still nice to get the card you may need the next turn.
OKTarg -- 3 out of 5
Tutoring is great. We’ll see…..
PulseGlazer – 3 out of 5
How sad is it that he might be the best card Stark has gotten in two cycles? As an aggro house, Stark is rarely behind enough for him to matter, but he is at least a solid card who won’t hurt you without his ability. His ability, when it triggers, is great, allowing you to get whatever answer (Meera) you need (Meera) by the next turn (Meera).
Rave - 3 out of 5
Doesn’t always work, and slow when he does. If you’ve got a combo deck though, Harwin’s your man!
Reldan - 3 out of 5
Search is never a bad effect, and at the cost with those stats he seems like an easy 1x include for most Stark decks. I’d give him a 4 if his ability wasn’t restricted to military challenges, as otherwise he’d have some crazy synergy with Maester Luwin as opposed to just being good with him.
scantrell24 – 3 out of 5
It’s a shame that copying Harwin’s effect with Rickon doesn’t work (because your deck is shuffled as part of the effect). The effect is only “active†about half the time. It clogs your draw much like stalwart. And the Heralds, which have a similar effect, mostly see play in janky combo decks. The only redeeming quality is that you can power challenge with Luwin and Harwin, search for a kill event, and then use Luwin to add it to your hand before a military challenge.
Sygmaghost94 - 3 out of 5
I wonder if Stark Brotherhood would be a good deck. Regardless, Harwin might see play an several Stark decks just for the potential to tutor cards. With no negative traits, he is a 2-for-2 bicon who is also unique for those timely No Quarters. All around decent character.
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[CRB='forums/uploads/got/med_griffins-roost-ff.jpg'] Griffin's Roost 38 out of 50
emptyrepublic - 3 out of 5
It’s probably not ideal for all Targ decks but it’s an easy way to bolster more aggro Targ builds that are slow at the start. At the cost of one gold I think the value is there though it may not justify a slot in that many decks. Additionally it will be weaker against rush heavy decks that mostly collect power through renown.
Ire & WWDrakey - 4 out of 5
A beast of a card in Melee especially with Heir to the Iron Throne, and not too shabby as a 1x in Joust for decks that have to play catch-up either mid- or late-game. Excellent addition for slower decks, ok for the other ones.
JCWamma - 5 out of 5
This rating is entirely based on Melee, which I imagine is the main arena this will see play. It's an auto-include for Targ Melee decks, and in Joust it's too situational to be reliable.
mnBroncos - 5 out of 5
I have come to the realization can’t rate all cards based on joust because this is clearly a melee card, and in melee Heir to the Iron Throne with this card is amazing!
OKTarg -- 3 out of 5
Melee! Heir! Seems fun.
PulseGlazer – 4 out of 5
No one will like this as much as I do - that’s fine. Targaryen is often behind early, as a control house, and the comeback coming more quickly, as in before opponents can stop it, would be huge. Better, though, no one realizes that Build-a-Berric is both T.1 and best out of Targaryen. Now you’ve been warned.
Rave - 4 out of 5
Tough to rate this one! Has the potential to be very good, (2 claim power always is) but are you going to be able find room to slot this amongst the hateful city of effects in your Targ location base? At 1 cost, definitely worth a shot. Nobody is ever going to target it (In Joust anyway), and it will keep you in the game. Additionally, this is an easy swing of the game on a turn with a 2 claim plot.
Reldan - 5 out of 5
Melee rating of course - I’d drop this to a 2 or 3 in Joust. Increased power claim in Melee though is pretty key to winning, and this should be active all game long, except for that last turn when you win.
scantrell24 – 2 out of 5
Joust rating. Most of these “while you have less power†effects aren’t that impressive considering they’re blank some of the time. It’s true that Targ control decks are slow, but I don’t think they want to waste a card on raising claim during power challenges. In Melee, I’d rate this a 5 and run it all day long, maybe even at 2x.
Sygmaghost94 - 3 out of 5
This card is definitely better in melee and that is how I rated it. In melee, the condition is much is easier to meet and it helps close out games quickly which is the primary goal of multiplayer. In joust this card is pretty bland, but it can be a huge boost in melee games.
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[CRB='forums/uploads/got/med_daeneryss-favor-ff.jpg'] Daenerys's Favor 31 out of 50
emptyrepublic - 3 out of 5
I’d like this more if it had the Setup keyword. As it stands now it’s useful to give you another Bannerman character on the cheap if you need it. A tricon with +3 STR can be very useful even for a single turn but it needs to be on a character you are willing to lose given the downside. Targ has lots of useful attachments these days so it’s hard to say if there is any really space for a card like this.
Ire & WWDrakey - 3 out of 5
Pumping any character to a 3+ STR tricon for no gold whatsoever is pretty snazzy… but then positive attachments have pretty much gone down the drain, and with Targ you’d just rather be running one more of the many 3+ STR tricons. Probably one of the best positive attachments around currently, but sadly 3 is as high as any of those can get right now.
JCWamma - 3 out of 5
If only this had setup I'd love this card. This may be an attachment, but that downside is easy to avoid, particularly in Targaryen, amongst those with True Power who are Loyal to the Last. Insta-tricon is a tremendous ability, and if you stick it on a non-kneeling character (or possibly even the Prince that was Promised) you will see that 0 gold pay a lot of dividends very quickly. As it doesn't have the setup keyword though, I can't rate it higher than a 3, and perhaps even this is too high.
mnBroncos - 4 out of 5
I don’t know the deck yet but I know there will be a deck that uses this card amazingingly. I mean Targ already has 2 ways to stop an opponent from winning power challenges by making you win the challenge or kill their attacking characters.
OKTarg -- 4 out of 5
BlueLipped Warlock! Great in combo.
PulseGlazer – 4 out of 5
This is fantastic on numerous cannot be discarded characters. It turns a bunch of terrible cards into pure gold, particularly (hint hint) stuff that doesn’t need to kneel to either attack or defend. Add this to Aegon’s Favor and Harpy’s Scourge for real fun.
Rave - 3 out of 5
Kneel to receive your crown of jank, Ser Barristan. Put this on Blue-Lipped Warlock for some mayhem. Still, this is a card that doesn’t reduce strength, bring things back from the dead, or kill things, are you sure you want that in your Targ deck’s attachment/event slots?
Reldan - 3 out of 5
This would have been a 5 for me if it had Setup, but as it stands it’s a card in search of a combo. Just dropping it on any character turns it into a potential liability, and the effect isn’t quite good enough to justify building a deck around. Although, I’m interested to see how many more “Cannot be Discarded†characters get printed in the future, as that would eliminate the drawback entirely.
scantrell24 – 2 out of 5
Dany’s Favor fits naturally on a non-kneeler, but non-kneelers are valuable, and if you lose a power challenge that valuable investment is gone. Targ does have power-challenge fallback plans like True Power and Loyal to the Last, so maybe there’s a deck out there that can take advantage, but I won’t be chasing that dream.
Sygmaghost94 - 2 out of 5
I might have given this card a 3 if it had the setup keyword, and I was feeling generous, and I was drunk and possibly high. Why does Targ keep getting all of these cards that boost strength? To quote a friend, “Targ needs strength boost as much as Stark needs saves.†The tricon part is nice, but having to discard the character is not worth it.
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[CRB='forums/uploads/got/med_gendry-ff.jpg'] Gendry 27 out of 50
emptyrepublic - 2 out of 5
If a sneeze wouldn’t kill him I’d be more excited. If you can live with the fact that you’ll likely lose him to effects that target slow strength characters then he’s perhaps not so bad to slow down your opponent. He gets points for being a cheap unique which could prove useful.
Ire & WWDrakey - 4 out of 5
Another one of these neutral “run me 1x†characters cropping up. Better than most 1g in-house characters around, especially for Control builds to drop down the opponent’s tempo, so should see some play in non-KotHH builds for the added setup value. Let’s face it, Control won’t care about keeping the power, just denying it from faster decks, and that Gedry does admirably.
JCWamma - 3 out of 5
He's disposable yes, but if you're running a slow deck then this is a great card for slowing opponent's down. He costs one making him solid for setup, has two icons making it easier to trigger his response, has the Brotherhood trait for if you still want to try to make those decks a thing, and the worst case scenario is...what? They steal him with Ygritte and get power back that was their's to begin with? If you view him not as a power-grab card but as a cheap tool for slowing down the opponent, you'll see he more than earns his spot.
mnBroncos - 2 out of 5
Maybe should be a 3 because of the cost but the character is also conditional and overall not very powerful. Solid in control decks that want to slow the opponent little.
OKTarg -- 3 out of 5
Good, not best, in many.
PulseGlazer – 2 out of 5
If he weren’t an Ally, I’d like him more. He claims power and is easy to discard. I’d prefer a Carrion Bird.
Rave - 4 out of 5
That’s a pretty strong effect for 1 gold. I like him. He’s like a Griffin’s Roost that attacks things. The Ally trait sucks, but I feel at his cost he won't be targeted often, and if he is, at 1 gold, it’s not the end of the world. If you need to find one more 1 cost card to throw in your deck, he’s a good choice.
Reldan - 3 out of 5
I think for 1 gold his effect is good enough to see him 1x in a few non-Brotherhood decks, but he’s kinda vying for the slots that Samwell and Carrion Birds would take up in decks that are looking for 1 gold neutrals.
scantrell24 – 2 out of 5
Meh. Gendry costs a mere one gold dragon, so he’s great on setup, but his effect has zero impact on board position. His negative trait and one strength makes this a hard pass.
Sygmaghost94 - 2 out of 5
Good for setups and slowing down opponents, but not much else. He’s an ally and has 1 strength, so his time on the board will be short lived. While he’s around he might be fun to use, but he won’t make a huge splash in the game overall.
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[CRB='forums/uploads/got/med_lady-of-the-leaves-ff.jpg'] Lady of the Leaves 32 out of 50
emptyrepublic - 4 out of 5
Clearly a must have for Brotherhood decks but even a serious contender for many other decks depending on build. There’s a reason why Nightmares is a very popular card. On demand card blanking is a big deal. This has the benefit of being repeatable and much more difficult to cancel. The event immunity—she’s immune to Nightmares—confers additional protection to keep the effect available. This being a 2 cost character with equal strength and being a bi-icon are big pluses as well. Excellent utility character all around.
Ire & WWDrakey - 5 out of 5
So… has the usual cost-to-str ratio of all 2g characters, packs a really solid immunity, and allows all slow Control decks to pack a mini-Meera without any extra effort? Bonus points for the ability being Any Phase: which is great for removing save abilities / cannot be… from any peskily persistent characters. The irony of packing a hate card for any trait synergy on a Brotherhood character is not lost on us. Another nail in that neutral Control Toolbox coffin, should be a 1x auto-include, but will probably take a while for people to start to appreciate fully.
JCWamma - 3 out of 5
Immunity to events is an interesting one, I'm not entirely sure what that's there to avoid and what about the character makes it fit. Regardless, it's clearly a positive aspect of the card. Textbox blanking is nice, especially when it's repeatable, but I don't think it's amazing - particularly when it's conditional. People compare her to Meera, but don't forget that Meera dodges Valar (most of the time), doesn't kneel for her blanking effect, has stealth, has arguably a better icon spread, and doesn't have a hefty condition hanging over her effect. However, Meera's so good that even being that much worse is good enough for a 3/5 for me.
mnBroncos - 4 out of 5
2 cost and immune to events and 2 strength/2 icons? That alone makes a very solid card (3) the fact that you could possible blank a very problematic character is just icing on the cake.
OKTarg -- 2 out of 5
Pay 2 to blank? Expensive.
PulseGlazer – 4 out of 5
Immune to events is always nice, but what’s best about her is Blanking. We always forget how powerful blanking is until it’s tried out, but there’s a reason Meera’s among the best characters in the game and Nightmares is still so prevalent. This card obviously doesn’t fit in rush or blank as much, but in a control deck? She’s worth a 1 of.
Rave - 4 out of 5
She’s a pretty solid little utility card. Immune to events is nice I guess, if not a little random. No bad traits in the 2 slot is pretty nice too. If you don’t mind how passive a card like this is, could be a pretty solid choice for your deck.
Reldan - 4 out of 5
I love this card as I love all utility cards. This is automatic in any Brotherhood deck and good enough to easily see play in control decks outside of Brotherhood as well.
scantrell24 – 3 out of 5
Lady of the Leaves can only target characters, and she has to kneel for her ability, but it’s repeatable. Immune to events is nice for decks running Westeros Bleeds. She makes the cut in a few control decks.
Sygmaghost94 - 3 out of 5
Awesome control card for every deck. Sure, unless you’re running Brotherhood she may not have an effect most of the time, but even then she is a 2-for-2 bicon that is immune to events. That’s pretty good especially in KotHH decks that tend to have less power and use events to reset the board.
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[CRB='forums/uploads/got/med_a-noble-cause-ff.jpg'] A Noble Cause 40 out of 50
emptyrepublic - 4 out of 5
I mentioned it briefly in the CDB forums but this is not a 5 star agenda for the simple reason it’s clearly tied to a particular deck type for a specific house. Additionally the deck type in order to make this work would have a few requirements; amazingly efficient setup and a reliable engine to maximize challenge wins on turns one and/or two. That said properly built decks around this are going to be really hard to beat for some houses. The draw issue has plenty of solutions to get around it as well so don’t be too fooled by the downside. In the end though I don’t think this agenda will make for fun decks. Flooding a bunch of holy characters and doing a turn of power of faith hardly sounds interesting. I’m a much bigger fan of Baratheon recursion.
Ire & WWDrakey - 3 out of 5
Now, this is probably one of the worst Agenda designs we’ve gotten lately. Not that it can’t produce competitive builds, but mainly because those builds will necessarily have to be able to produce 1-2 turn wins… making them a much worse NPE than even Choke is. So, there’s only two ways that this can float, it’s either too unstable and thus becomes a coin-flip deck, which won’t have any competitive relevancy… or it’s stable, can consistently win Turn 1-2, maybe wins a few Tourneys and ends up causing a chain of restrictions/errata only to become too unstable again.
JCWamma - 5 out of 5
This rating isn't for what the card is like now, necessarily - this rating is because, one day, this card will become insanely broken, and absolutely dominate the global meta for a period of about 2 months until the following FAQ. It's such a precariously tough card to balance, this, and there's not a doubt in my mind that someone will 'solve' the agenda, and find a way of removing the glass to make this a regular ol' mean cannon. Right now, maybe this is a 3? But when this wins about 80% of the regionals in a month sometime, maybe next year, maybe the year after, I'm going to point back to this and say "I told you so" when everyone else has long since stopped caring.
mnBroncos - 3 out of 5
I think this good be a good deck but think is too risky to ever be a deck I’d see many people bringing to tournament it is all or nothing and that is very risky with resets in the game.
OKTarg -- 3 out of 5
Too many resets to overcome.
PulseGlazer – 5 out of 5
The drawback is so easily mitigated as to barely matter. Whether a Holy Rush, Negotiations at the Great Sept and City of Spiders, the The Battle at the Wall, King Robert’s Dept, Val and the Laughing Storm, Pyromancer’s Cache out of house, or Jaime Lannister and his Kingsguard… let’s just say there are options. This Agenda puts a load of pressure on opponents and is one of two T.1 rush Agendas in the game.
Rave - 5 out of 5
Power of Faith O_o. This agenda/plot combo even turns Selyse Baratheon into a screaming wall of death. The drawback is definitely a concern, but is in no way hopeless when built around. (Negotiations anyone?) Did I mention Power of Faith?
Reldan - 5 out of 5
I hate this card and am going to not care one whit when it gets restricted, banned, or errata’d. I’m rating it because how it’s worded right now reminds me a lot of the first time I saw The Maester’s Path. The way a deck built around this agenda wins is stupid to play against, and I don’t really understand what urged them to print it in the first place instead of, I don’t know, a new Brotherhood-oriented agenda in the Brotherhood pack.
scantrell24 – 4 out of 5
I’m having a blast with this agenda. My full article should be out sometime soon if it’s not already.
Sygmaghost94 - 3 out of 5
The glassiest of glass cannons. This card will win or die, there is no middle ground. I like it because it gives a boost to rush decks which is nice and it has nice synergy with the new Bara character that just came out in this pack. I’m sure there is a way to make this deck win consistently, but until then, it shall remain a 3.
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[CRB='forums/uploads/got/med_the-old-way-ff.jpg'] The Old Way 27 out of 50
emptyrepublic - 3 out of 5
I am huge fan of effects like this. I love Bungled Orders for the exact same reason. That said sometimes you have a plan and effects like the one in this agenda just doesn’t help. This is effectively a global “deadly†effect provoking a lot of unopposed challenges (very desirable for Greyjoy of course). It’ll be hilariously bonkers in Melee games as well. It won’t be so bad during military challenges as often chuds are sacrificed anyway. It’ll be really annoying during intrigue and power challenges though. In the end it’s hard to say how good it “really is†as it’s very dependant on deck and play style of both the controller and opponent.
Ire & WWDrakey - 3 out of 5
Now, despite the same rating as Noble Cause, this one packs a much better design. It currently won’t make a splash, since it’s pretty much worthless against KotHH, but has a possibility of becoming both interesting and viable in the future if the meta shifts. Any comparison to HoD/Foamdrinker should take into account the fact that you can actually get a full setup with this and it cannot be interrupted… two things that the type of deck in question will sorely want.
JCWamma - 2 out of 5
You know what everyone hyped up a while back but fell flat on its face? House of Dreams using Longship "Foamdrinker". This is the regular agenda version of that deck. The differences are that it hits every challenge (which I don't think does enough), and it's two-sided, so in an aggro v aggro match you're giving your opponent free unopposed every challenge basically. This can backfire in so many ways - I pity the Old Way player who encounters a Stark opponent with a couple of copies of Frozen Outpost out, for instance. I sincerely hope that a Melee game occurs with multiple copies of this agenda, because it will be the most joyous of joys to behold, but otherwise I'm seriously unimpressed, honestly.
mnBroncos - 3 out of 5
I think is a good ability but not the best option so can’t rate it higher then a 3. I like seeing new decks though so that will be nice, especially if it gets some of those pesky Greyjoy players away from actual good decks. If Greyjoy gets some new unopposed effects I will increase in rating, but there are some bad matchups with this deck that makes it hard to run as well, particularly Targ which currently is a pretty commonly played house.
OKTarg -- 2 out of 5
Doubledged, which is krakeny. Mediocre.
PulseGlazer – 3 out of 5
I’m not sure about this yet. It speeds up games, which is great, but it does easily backfire. I’m a big fan of it with the Hammerhorn Raiders and the like, but it might be best in a defensive deck… or maybe Raider rush? Time will tell, but I have a feeling this will just prove too risky.
Rave - 3 out of 5
It’s tough for me to rate this one. Honestly, it’s kind of hard for me to wrap my head around, since it’s kind of out there. I guess it discourages chump blocking, and chump attacking? Could lead to easy unopposed challenges and broken hearts when you boost STR on defense. Seems like it could be alright if you build around it.
Reldan - 2 out of 5
I’m not convinced GJ would play this over going no-Agenda, and if they were going to run an agenda there are better options. It’s not a horrible effect and you could probably build a deck around it, but it doesn’t really strike me as being impressive or interesting.
scantrell24 – 3 out of 5
High claim Greyjoy aggro is a threat now thanks to other cards like Hammerhorn Raider. But the opportunity cost of an agenda is high, so while the Old Way nearly guarantees unopposed challenges, it’s not better than Black Sails or even Song of Fire for Greyjoy.
Sygmaghost94 - 3 out of 5
I am a big fan of consistency and consistent unopposed challenges is awesome. Not only does it grab you extra power, but it has a lot of synergy with other Greyjoy cards. This will mostly see out of aggro builds so it won’t be uncommon to see this alongside heavy claim plots and claim raising characters.
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[CRB='forums/uploads/got/med_redwyne-straits-ff.jpg'] Redwyne Straits 36 out of 50
emptyrepublic - 4 out of 5
I appreciate FFG putting effort into making the River plots more relevant. Befouled River from the last pack wasn’t as successful as this might be, I think. You still need to keep track of cards at command but 4 gold available from the plot phase and then 4 more during marshalling maybe just worth the effort in particular if you are interested in bringing out shadows cards pre-marshalling. It’s a pretty safe opener for KotHH decks who would earn 10 total gold on the turn it’s revealed. So long as you plan properly this plot should be a safe bet.
Ire & WWDrakey - 4 out of 5
Well, KotHH wasn’t yet the decktype of choice for Aggro builds, so FFG thought it should also move in that direction. Errm… Well, apart from making Aggro much more viable out of KotHH, this also helps Martell KotHH get back to using Viper’s Bannermen. It’s already been several months since those started to be less common, so it was about time something nudged them back up again (sigh). “Love†how all of the cards at your command cards were pretty much directly built to only benefit KotHH, instead of being something setup-friendly, protective or supportive… What a way to waste a possibility of making the game be less about draw/card advantage!
JCWamma - 3 out of 5
I like new River plots, but it's too risky when not playing KotHH to run this as a 'seed' plot, and if you're playing it turn 4 or later then you probably aren't getting much River goodness out of it. Which leaves ignoring the trait or evaluating this as a KotHH plot. Without the trait, a potential 8-0-1 with no further ability is only really useful in the early-game unless you're terrified of choke; as a KotHH plot, this is encouraging you to dump your hand very quickly. I'm not convinced that's a good strategy. It's still a very powerful effect worthy of respect, and will be great if you're running big costly armies (for example, The Viper's Bannermen), but otherwise I think most KotHH decks would rather run a better tempo-control plot to open with.
mnBroncos - 3 out of 5
This is a very nice card, but like Rally Cry and all the other cards with the same condition I am not a fan of planning on being behind. Also, it is nice opening for kothh decks, but the mirror match is really bad if your building deck on building around that opening.
OKTarg -- 3 out of 5
Too risky outside of KotHH
PulseGlazer – 4 out of 5
From Rally Cry we’ve learned how easy this is to fix early when you’re planning for it, but this is rather riskier, as a 4-gold swing could change the game more than you hitting your own sea. Even, when this does hit, usually out of KOTHH, it still isn’t without risk. This will provoke many a player into overextending and being extra vulnerable to a reset. Tread carefully.
Rave - 4 out of 5
That is a lot of gold. Wow. For potentially another turn or two as well. Though, with the popularity of KOHH, I think this is a tough sell in any non-KOHH deck. For KOHH though, any concept you can think of that benefits from having a mountain of gold without overextending first turn will do very well with this. For example, if you can think of an awesome concept for KOHH with Shadows at it’s core, this card will work well. I also played a great Lanni KOHH that ran this first turn that could made up the lost cards pretty easily. It’s an easy way for KOHH to dodge Blockade too if it’s expected.
Reldan - 4 out of 5
I’ve been playing around with River plots for a while and they’re certainly becoming a solid option. This one is clearly a plot of choice for KotHH, but I could see it be made to work in other builds as well. The worst case scenario is that you don’t meet the condition and this becomes your 7th plot (or maybe 8th in a NW deck), but if you’re actually behind then an 8 gold plot goes a good distance towards catching up. For shadows decks, this is 4 gold you receive immediately during plot, which can be nice to get more cards out of shadows before challenges.
scantrell24 – 4 out of 5
I like this card, and not just for KotHH on turn 1. Several slower or more expensive (read: shadowy) decks could easily use Redwyne Straits whenever they need some extra income.
Sygmaghost94 - 3 out of 5
Oh my god this card is annoying. I’ve seen it used best in KotHH decks that will consistently have less cards at command. To be able to get 8 gold (10 for KotHH) on the first turn is huge. What’s more is this is a river plot so you have the option to copy it. You won’t always have less cards at your command, and when that happens, this will be a dead card. But otherwise this is a solid plot option for slower decks.
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11 Comments
In all fairness, I am an idiot.
Sure it does. Unlike At the Gates and Manning the City Walls, Negotiations doesn't say "if you have no City plot cards in your used pile", it says "if you have no OTHER City plot cards in your used pile". So if Negotiations is the only City plot there, you're fine.