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Scheming on the Sands - A Clash of Arms
Jun 28 2013 05:00 PM |
mnBroncos
in Game of Thrones
Small Council Scheming on the Sands mnBroncos Martell
The reprints are finally out! Sorry been little slow to get this out but I am happy for newer players that finally get access to the first cycle and wow is it a great one. So in this installment we are hitting up the wayback machine and taking a look at the Martell cards from the Clash of Arms cycle. So without further ado lets look at all the cards we get.Besiegers of Dorne (TWot5K)
Starting off we get a 4 cost 4 strength bi con character so from that standpoint we get a very solid character. However we also are gaining a passive effect that cancels the first triggered effect during the first challenge. Now in an old Martell style deck this card would be horrible with the chance of canceling your Red Vengeance or other effect, however, since it's effect happens in a challenge you do have the possibility of playing around it by triggering your effects before a challenge. Now in the aggro style focus the meta currently has, depending on what cards you are running, this effect can be very good against certain decks. You just have to see how often this could hinder your own deck before you use it.
Dornish Chariot (TWot5K)
Now to me this is a hard card to judge, I'd never want to run this card in a Quentyn deck since it seems like most characters you run have renown and another keyword so you wouldn't want to turn off all your other characters, however, against rush decks this card can be a real killer. So it is very interesting that these old packs you are getting power effects but have you have to determine if the trade-off in your deck is worth it. I do like this card and if rush is dominating this card could become a must have.
Maester of War (TWot5K)
This card came a little late to the show, but that is probably a good thing. Not too long ago Martell Maesters was a crazy strong deck type, and this little guy made most maesters tricons with very few weaknesses. However, now with new FAQ and added restrictions to make maesters less powerful these little guys won't see as much play.
Queen Myrcella's Guard (TWot5K)
Couple things I don't like about this card. First no special ability just the vengeful keyword, which is a strong keyword but if defending multiple times with a large army I feel you'd rather just win the challenge than stand the army again. Second is Martell only has ONE in house queen or king character and she isn't a very good one. So most of the time you have to pay 8 for this army when many of the other houses have equal or better versions and can manage to only pay 4 for it.
Areo Hotah (AE)
We are getting some powerful effects and this one is another very conditional one, BUT it is much better than I originally thought. Before I personally got the cycle and saw this card online I read it like a typical Martell card that you had to lose 3 challenges as the defender, but it is actually any 3 challenges. So what this does for us if we are second player most of the time this can discourage your opponent from even declaring 3 challenges on us. Also, once it is your turn to attack you can declare a weak challenge and you will either get an easy free challenge win or they defend and win and you get an extra claim on 1 or 2 other challenges. This does do better in a KOTHH deck with the influence requirement and you will want to go second every time this card is out in play. I will definitely be playing around with this guy.
Field Spikes (AE)
I love this card, and was a killer in my pre-faq deck Lanni Treaty to the South deck that combined this card with Pentoish’s Manor to really mess with challenges. It gives us a similar effect as one of our best cards (although restricted) Venomous Blade. The big drawback though is you can't ping characters that don't do to challenges (most importantly maesters). But any kind of direct kill is great and as a location it is less likely to be removed. With TLV being popular spamming out lots of characters this can be a great way to eliminate chump claim.
Fury of the Sun (AE)
FINALLY we all get the Fury plots, and although I don't know if I will ever pick this card as my restricted card in joust but in melee with it no longer being restricted (for now) we get a great effect with great stats.
Herald of the Sun (SB)
Well now that we all have the automatic search for character card some decks need we are now able to have more effective Ghaston Grey decks, hyper viper decks, or easier access to Quentyn in characteragenda decks. So this card is a very important card to have in the game, not because will be in every deck or is game breaking, but because it is a one sided search effect that gets you the guy you want most next turn.
To Be a Viper (SB)
Icon control is always great and with so many of the options for icon control being restricted now this has become a solid option for those types of effects. Downside of this one is having to have lost a challenge so if you are trying to get rid of an icon to stop the first challenge you could be out of luck. Overall good event but Martell is flush with good events so this one would rarely make the cut.
Norvos (EB)
Now when you see a three cost location you think either HoD or forget about it, and to me that is what this card is. Overall it is actually a very good effect, you get to take a card from an opponent every time that they take one from you, can’t complain about that at all, and I love locations that have no attachment since that means it can’t get frozen solid at least. Can still be hit with Newly Made Lord or Condemned by the Council and other location control so isn't that safe, but is a strong ability that might be worth playing out of House of Dreams or maybe some KOTHH can afford to run it.
The Bastard of Godsgrace (EB)
Now I know everyone has seen this guy, and that is because he is good. For one cost you get a card that lets you add two strength at any time you want. Also, great in Quentyn decks when he becomes vengeful and can add trigger multiple times. He isn't game breaking at all but most of us Martell players will definitely run at least one of this guy in almost any deck build.
The Viper's Revenge (EB)
This is a great card and a very weird one for Martell, to me the effect seems like a Lannister card. The best ways I can see this being used is playing it plot phase and then hoping players don't kneel as much as they normally would so you can trigger effects such as Someone Always Tells (PotS), or you drop down Valar Dohaeris (TWH). And if you are running any kind of stand effects or the Viper who wouldn't kneel (wouldn't do this with Valar Dohaeris though) you can have a very effective next turn.
Observation Point (BoRF)
I don't know what to say about this card, to me this is about as useless as any card ever made. Sure knowing opponent’s hand can be great but not if you don’t get any interaction with it, such as Aegon’s hill, Confession or others. I would never run this and I'm wondering if I am missing some secret tech behind it.
War Scorpion (BoRF)
Now this card is great! In today’s game with the board having tons of characters on each side give this to one guy with stealth and then if they attack with a great deal of characters you can possibly get a large number of kills or discourage them from initiating the challenges. I honestly haven't played too much with these new old cards yet but I can't wait to play with this card. I could be wrong but I feel like this could end up on restricted list at some time, the effect is amazing.
Banner for the South (CtB)
Eh it is okay but I don't see this card being played much if you want vengeful you just run the Quentyn deck. It isn't nearly as great as Bara’s Banner but also isn't terrible. I see very few decks deciding to run this card, since it is basically an event and will have hard time competing for a spot.
Compelled by the Sun (CtB)
To me this is a meta call, if Lanni Power Behind the Throne is strong this be great card to remove Cersie’s intrigue icon, or against Black sails remove that navel enhancement from the character they were going to navel in for the search effect, it is a limited icon control card but can still be great.
And there you have it all the new/old tools for Martell players only. I didn't review every card with a rating because would take too long, but as a cycle in whole for not even being a real playable faction when this cycle came out I am very happy with most of the cards and would probably give it a 4/5 as a cycle. Sorry to you older players that have already been playing with these cards for quite some time this is more for the newer players who are finally getting access to these great cards!
Let us know in the comments what your favorite Martell cards are from the Clash of Arms cycle, and we are always looking for article ideas or guest writers so drop Darksbane a line if you'd like to contribute.
- Cattyflump likes this



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11 Comments
War Scorpion (BoRF) Field Spikes (AE) and Dornish Chariot (TWot5K) are interesting cards to me. Messing up different challenges in a big way without have to do much (you don't have to build a deck around some of these) is always something to look into.
I've always liked the dayne theme, so Besiegers of Dorne (TWot5K) is on my list too.
Rhoynar Emissary (AHM) and Field Spikes (AE) on the same character? I assume the character is discarded or hope that this is the case.
War Scorpion, Bastard of Godsgrace and Herald look the pick of the cards imo. War Scorpion seems very nicely suited to the recent characters that give you a bonus when they die as well.
yep, that is how i would interpenetrate it too.
i would agree with that statement, those are the cards that will go in the most decks. There is a lot of other tricky interesting cards that could be used very effectively as well though, I really wanna build a deck using this Hotah.
I was bummed that Shores of the Mander in A Journey's End wasn't neutral.
(House Baratheon The Reach While you control at least 1 Captain character, your characters get +1 STR during the challenges phase)
I wanted to see some love for every house's captains which would benefit old ones like Areo and Jory Cassel (CtB).
With all the captains that were coming out in this cycle, I was holding out hope that FFG would drop an super-powerful neutral location and/or event involving a Captain or Warship.
In my mind they could have made an event like the Citadel events - kneel a Maester to ... - or a location with text like Marshalling: kneel a Warship to search your deck for a Captain or Challenges: Discard a Captain from play to put a Warship into play from your hand or discard pile.
Shores of the Mander isn't terrible, it just didn't make my dreams come true.
For example, Jory is a Captain, but he has no synergy with the White Harbor Captain (TGF) or Moreo Tumitis (TPoL)