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Scheming on the Sands - Maesters, Off the Beaten Path

Small Council Scheming on the Sands emptyrepublic Martell

In this edition of Scheming on the Sands we’ll finish my “unofficial” mini-series of using House of Dreams and Dorne as a deck building cornerstone. This time we’ll try and crack Maesters and their Chains.

Why Bother When There’s the Maester Agenda?

Why should we bother with trying to build a Maester deck without The Maester's Path (GotC)? This is an entirely fair question. I’ll give a few (hopefully good) reasons as to why we might not want to use The Maester’s Path.

Perhaps the most critical reason is that the agenda is now restricted. There was a lot of controversy around this decision and a lot of people didn’t like it for various reasons. Nonetheless, that’s the ruling, so we have to contend with it.

The agenda being restricted is a big deal for Martell; the house has several cards on the restricted list already: Fury of the Sun (AE), Burning on the Sand (RotO), Venomous Blade (TBoBB), and The Viper's Bannermen (PotS). For Melee thankfully it’s just the Viper’s Bannermen. Luckily, most of these cards aren’t a good fit for the deck we are going to be making so we can save our restricted card for what we really need.

There is another problem. A key Maester character is also restricted: The Conclave (CbtC) (but only for Melee). So in Melee games you have to go without using the Conclave if you played with the agenda. Not having the Conclave severely limits a Maester deck in the ability to do any sort of rush. So we want to save our restricted slot for this character.

Finally, The Maester’s Path requires you to get all the chains off the agenda in order to win. Granted, this is not a huge hindrance given that most Maester decks don’t have a problem winning challenges. Nonetheless, it’s still a limitation that has to be considered.

Maesters + Chains + Dorne

With this deck concept we are given a particularly interesting opportunity. In the two previous HoD + Dorne decks I’ve offered we were really only able to maximize cost reduction on characters only. This time we can do it on characters and attachments. The best part of all of this is we also have the opportunity to double dip.

Keep in mind House of Dreams (cgdb link) protects the location from opponent’s non-plot effects. Your own non-plot effects can still work with Dorne. With that in mind we can set up a fantastic dual-purpose engine using the Valyrian Steel Link (HtS) and the Steel Link (TIoR). Thus, we can activate Dorne to get our first global cost reduction. Kneel the Maester with Valyarian Steel Link and Steel Link to draw and then stand Dorne. Then with some fresh cards in hand we can activate Dorne again for another cost reduction.

This simple engine will allow us to cut down a few of the locations we need in the deck. Also, with this much cost reduction occurring you have the capacity to easily endure income choke and make a small amount of gold go a very long way.

Deck It – Maesters in Dorne

So much like the Brotherhood deck of last time for this Maester deck we’ll include the usual suspects: Archmaester Ebrose (CbtC), The Conclave (CbtC), Archmaester Marwyn (MotA), and plenty of cannon fodder Maesters like Oldtown Scholar (FtC) and Refugee of the Citadel (RoW).

I’ve included Maester Myles (AHM) for a bit of challenge control even though in the deck list I’m providing there is no additional icon manipulation. Depending on your play style a Black Iron Link (MotA) maybe appropriate here. The Informed Acolyte (TIoR) will help you not fall behind your opponents in card draw if you haven’t gotten the Valyrian Steel Link (HtS)out. Maester of the Sun (ASoS) is in there for the trait and vengeful. Unfortunately their response is a bit wasted since the deck has no season changing mechanic.

Ellaria Sand (PotS) makes an appearance and should hopefully provide a bit of disincentive for people to attack you. Additionally she is vengeful and should also provide a decent engine for link activation after you get an Apprentice Collar on her. The Red Viper (PotS) is in pretty much because it’s a Martell deck and there needs to be some military support beyond Leyton Hightower (GotC).

Burning on the Sand is the primary way to control the military challenges against this deck and is intended to be the emergency card for when you just can’t afford to lose a military challenge; beyond that expect to lose plenty of military challenges despite being able to activate Iron Link every so often.

Maesters in Dorne

House Martell (Core)

Agenda (1)
House of Dreams (ARotD)

Plot (7)
Outwit (TIoR)
Retaliation! (ASoSilence)
Schemes of the Scholar (HtS)
Game of Thrones (LotR)
To the Spears! (PotS)
Shadows and Spiders (LotR)
At the Gates (GotC)

Character (27)
Maester Myles (AHM) x1
Archmaester Ebrose (CbtC) x3
Archmaester Marwyn (MotA) x1
Oldtown Scholar (FtC) x3
Oldtown Advisor (GotC) x1
Initiate of the Citadel (QoD) x1
Informed Acolyte (TIoR) x3
Maester of Lemonwood (BtW) x2
Maester of the Sun (ASoS) x3
The Conclave (CbtC) x3
Refugee of the Citadel (RoW) x3
Leyton Hightower (GotC) x1
Ellaria Sand (PotS) x1
The Red Viper (PotS) x1

Location (12)
Dorne (PotS) x1
Summer Sea (QoD) x3
Flea Bottom (TGM) x1
Street of Sisters (Core) x1
Shadowblack Lane (Core) x1
The Isle of Ravens (TIoR) x1
Lord Doran's Chambers (PotS) x1
Water Garden (PotS) x2

Event (8)
He Calls It Thinking (PotS) x3
Citadel Politics (HtS) x2
Burning on the Sand (RotO) x3

Attachment (13)
Apprentice Collar (GotC) x3
Bronze Link (FtC) x1
Valyrian Steel Link (HtS) x3
Steel Link (TIoR) x1
Iron Link (MotA) x2
Tin Link (CbtC) x2
Gold Link (TIoR) x1


Where’s the Maester of War?

I did not include the Maester of War (TWot5K) for two reasons. The first and simplest one is the perhaps the same reason why you wouldn’t have it in a deck; I don’t own the card. I structured the deck to maximize success in the other two challenge types and mitigate (where possible) regularly losing military challenges. I also think there is a degree of virtue of building a functioning and hopefully successful deck without every ideal card.

The second reason not to include it is that the Maester of War gives all Maester characters in play the military icon. If you play against other Maester decks very rarely then it’s probably safe; otherwise I see no reason to confer such a huge benefit to someone else for free and at my expense.

Other Deck Notes

Interestingly enough this deck is legal in both Melee and Joust formats; the restricted card swaps between The Conclave and Burning on the Sands depending on which you play. So no need to stress about the restricted list unless you make any modifications of the restricted cards. Of course, feel free to adapt the deck as you like. The chain selections I made are somewhat influenced by my meta so you may want to adjust ratios depending on your usual format of play and meta.

Other suggestions and ideas are welcome as usual!

Next Time

On the next edition of Scheming on the Sands, the Greyjoys say that “what is dead can never die”; easy for them and their endless supply of saves. In Dorne, what dies in the desert stays in the desert; what can Martell do about that?
  • bigfomlof likes this


10 Comments

Not a Maester but 1 or 2 Hellholt Engineers is a much needed complement to Dorne. And can create an intimidation factor for opponents to try and NOT kneel locations.
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emptyrepublic
Jan 27 2013 02:51 AM
Only issue with the engineers is you are subject to turn order with them. If you happen to be first player then you are stuck not being able to use them for multiple Dorne activations on that round.
What happened to the latter characters in the list? No x1 etc?
the one disagreement with your deck is the excess of reducers....with dorne you need only one extra reducer to drop 3-4 chars per turn so there are at least 3-4 extra in your deck (would take the streets out) and add cyvasse to mitigate military. My take on hod dorne is that its like using Kothh without the init and inf but with extra gold and a small (2-3 cards) setup. So you should add more events take some locations and add dry season.....but, it's only my opinion.
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emptyrepublic
Jan 27 2013 04:51 PM

the one disagreement with your deck is the excess of reducers....with dorne you need only one extra reducer to drop 3-4 chars per turn so there are at least 3-4 extra in your deck (would take the streets out) and add cyvasse to mitigate military. My take on hod dorne is that its like using Kothh without the init and inf but with extra gold and a small (2-3 cards) setup. So you should add more events take some locations and add dry season.....but, it's only my opinion.


I'd agree with this generally but I found when playing the deck that the extra reducers are necessary to fill in gaps; in particular when you don't have the Steel Link/Valayrian Steel Link engine running yet. That said, it maybe better to trade out a few of the cost reducers for extra +1 gold locations instead so you have more flexibility; though it's not quite as fast since they are usually Limited and you don't get the extra income till the next turn.
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emptyrepublic
Jan 27 2013 04:53 PM

What happened to the latter characters in the list? No x1 etc?


Oops, not sure what happened. Corrected though.
maybe i'm byassed because i feel that the 1 cost maesters are reducer enough for when you want to drop the conclave. I played the House dayne version and the 1cost house dayne reducers (char that reduce hdayne) where very efficient when i throw blockade (you can even play a cavalry or 2
    • Tobi likes this

Only issue with the engineers is you are subject to turn order with them. If you happen to be first player then you are stuck not being able to use them for multiple Dorne activations on that round.

Good point. I run a Martell HoD Ally deck & have an, "Overzealous Scout" that boost my Initative by +4, but adding that in here takes away from some Maester value. Good article.
    • celric likes this
Not that I do this normally(there are normally better characters to reduce), but I have enjoyed using Dorne on the Refugee trait for Lost Spearman (MotM) before.
    • FranciscoG likes this
i've done that too bomb....the face of your opp is priceless when you taunt them with the "you can kneel 1 inf to send it back to my hand" ;)