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Scheming on the Sands - Martell & Naval Enhancement

Small Council Scheming on the Sands emptyrepublic Martell

“Nymeria’s blood is in me, along with that of Mors Martell, the Dornish lord she married. On the day they wed, Nymeria fired her ships, so her people would understand that there could be no going back. ”
—Arianna Martell, A Feast for Crows

It’s time for another edition of Scheming on the Sands. For this edition we’ll take a look what the new Naval Enhancement mechanic means for Martell. Spoiler alert: the above quote should give you a good idea of what’s in store for Martell.

Naval Enhancement: The Basics

To start let’s review what the mechanic does. In essence, any character with the naval enhancement icon on a challenge icon behaves similar to but not exactly the same as Greatjon Umber (Core).

Let’s break down what the rules say…

Any time after an attack is declared, the attacking or defending player can kneel a non-participating character with a [naval] enhancement on the matching challenge icon and declare it as a [naval] attacker or defender in that challenge. This is performed as a standard player action during that challenge, and can only be declared before the challenge resolves.

So the timing and condition is a bit narrower than Greatjon Umber. Also, a character is only considered a naval attacker/defender if it’s brought into challenge from the previously described mechanic. A character who is participating normally in the challenge with the naval enhancement on an icon is not considered a naval attacker/defender; this is an important distinction to make since it determines if other effects go off or not.

Declaring a [naval] attacker or defender is a game mechanic, not a triggered effect or card effect. Characters with naval enhancements can still be declared during the initial declare steps in any challenge type they can normally participate in.

This is very important to understand. This means that the act of declaring a naval defender/attacker cannot be canceled or prevented through an effect like Brienne of Tarth (PotS). The only way to prevent the naval attacker/defender from coming in would be to kneel the character or remove the icon with the naval enhancement. On that point…

If a character loses all instances of a challenge icon that has a printed or gained enhancement, that enhancement has no effect (because there are no icons to modify); if that character gains that icon back, the enhancement again modifies that challenge icon.

Essentially it doesn’t matter how the character has the icon so long as the printed card has the naval enhancement symbol on the challenge icon the character has the enhancement available so long as there is at least one instance of the icon regardless of the source.

Stranded On Shore

As of the publication of this article we have seen the contents of the first three chapter packs of this cycle and Martell doesn’t look so good. There has been no Martell character released yet with a naval enhancement symbol. This effectively disqualifies the house from using several of the new cards so far released; Black Sails and Naval Superiority to be specific.

Also, what Martell has been given so far has been lacking, to be charitable; more on this another time. Word is that Martell is supposed to be getting characters with naval enhancements; we’ll have to see what we get if or when it ever comes around. The very thin silver lining is that in the three chapter packs that we have seen so far is that the Martell cards available are completely functional outside the context of the naval enhancement mechanic with the exception of Meadowlark (TGF). The new Quentyn Martell (TGF) and Doran's Scheme (TGF) are entirely usable without the naval mechanic and can function perfectly fine against other deck types.

When You Have No Boats, Learn To Swim

So when confronted with a Black Sails (RotK) deck or naval enhancement in general as a Martell player what is the approach you should take?

There’s really no reason to change your approach at all. Naval enhancement doesn’t fundamentally alter the way challenges resolve. The two things it changes the most is the timing of when characters can jump into challenges and adds another—specific—layer of effects on top of the already deep pile of effects present in the game.

Since naval characters—generally speaking—are already on the board by the time the challenge phase rolls around there should be no surprises and you should be able to allocate control not much differently than before. The main thing you’ll have to consider is issues of timing and commitment since an opponent with naval enhanced characters can bring in additional naval characters at whatever pace they see fit.

Even though the latest FAQ has reigned in Martell icon control its utility versus naval decks is still high. Since the enhancement is linked to the presence of the icon, by removing the icon you remove the ability for the character to operate as naval support; if your opponent is running effects that depends on committing naval attackers/defenders you gain a bit more by denying them that on top of the ability of using that character in a particular challenge.


I’d be remiss if I didn’t take a few moments to discuss Meadowlark in the context of this article. This card is almost universally panned. It was the lowest reviewed card in the last chapter pack review and it suffers from the fact it has to be errataed immediately because Fantasy Flight’s templating and editing have been slipping the past few chapter packs. Meadowlark is the only Martell card so far in this cycle that requires you to be playing against a deck built around naval enhancement to be effective.

I usually never want to discourage someone from trying to use a card; even this one. If you do want to use this card let me outline some things you need to consider at least. First, the effect is global, so if you do happen to have a naval enhanced character in your Martell deck it could be effected as well; from what we have seen available so far this is not likely.

The next thing to consider is that you are only removing the naval enhancement from the icon. In certain cases this might be a big deal; preventing the Black Sails response from triggering or activating the Naval Superiority (TGF) text. Meadowlark is a Challenge phase ability so it could be activated after a naval enhanced character has been committed just to prevent those effects from firing. I’d argue that bouncing the naval enhanced character with Gaston Grey or just stripping the icon—even after the fact—are better options that can also be applied to non-naval enhanced characters.

Finally, for a 2 gold unique location it’s expensive for such a narrow effect. Location control is only getting stronger and at its price point Meadowlark is a prime target for decks that are concerned with naval enhancement.

All that said, only time will tell how much of an impact the naval enhancement mechanic has on the game. The community has trashed a lot of cards in the past only to backtrack and discover that in the context of an actual game things are different than what they were theorized to be.

Looking for Co-Writer

Believe it or not writing a 2-3 page article every other week is more work than you might imagine. Also, I’m not the only person who has an opinion and sometimes I want to be lazy. So if you are interested in co-writing Scheming on the Sands send me or Darksbane a message via the forum and let us know how you want to contribute.

[I'm also looking for writers for 2 writers each for Lannister articles, Stark articles, and 1 writer for Baratheon Articles. Drop me a PM if you'd be interested in helping out. I'll be putting up a general announcement about this next week - Darksbane]

Next Time

On the next edition of Scheming on the Sands; no one in Westeros is sure of the Martell’s agenda. In the LCG the choice is yours. Now there’s more to choose from; we’ll take a closer look.
  • bigfomlof and Tynian like this


17 Comments

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Mulletcheese
Mar 22 2013 08:23 AM
There are a few neutral characters with the naval enhancement, these can be useful in some Martell builds because a defending character can add naval characters as attackers... To trigger lose by 4 effects.

Meadowlark doesn't just remove naval enhancements, it removes all challenges enhancements. This bit of future proofing could turn meadowlark into a powerful card in a few cycles time.

This may be more useful in melee where you are more likely to play against naval characters.

After much thought I may have finally found a use for meadowlark.

Aurane waters is being released in chapter pack 5 he is a neutral character who becomes a title card when he is killed. His title ability is that once per round choose a challenge icon, all of your unique characters gain a naval enhancement on that challenge icon if able.

If playing with these cards it would prevent any opponent from making use of the new title, if they add an enhancement then medowlark can be used to remove it again. Only your Martell deck could make use of the title, making Martell masters of the sea.
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emptyrepublic
Mar 22 2013 11:47 AM
In fairness to Meadowlark it's utility may improve by the end of the cycle; though I'm not going to hold my breath.

Regarding neutral characters with naval enhancements I personally don't count that. Unless Martell has house specific cards with the enhancement or cards that can benefit from having a character with the enhancement I don't see the point of stuffing in a few neutrals to "just to have it". In a naval enhanced character has some interesting effect that complements something in Martell, then it's certainly a possibility. Otherwise it's too many round pegs and square holes.
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Wolfbrother
Mar 22 2013 12:11 PM
I've been running low on gold lately any suggestions? as a martell player I don't dislike crossroads but its so pricey : /
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ShadowcatX2000
Mar 22 2013 01:30 PM
I disagree that not having naval characters isn't a problem for Martell. The biggest problem is that attackers that have naval capabilities can force defenders to over commit on defense or risk loosing a challenge. Other houses care less about this because they can naval in their defenders, Martell however, obviously cannot. It also allows our opponents to invalidate stealth, which is one of Martell's most common (and most powerful) keywords.

Another problem with Martell not having naval attackers is that while the naval mechanic isn't super strong (ie. having it doesn't outright win you the game) it enables large amounts of strong things. Black Sails is an amazingly powerful agenda. Naval reinforcements is a one sided search effect. Naval superiority is just nuts (although slightly less nuts than I thought at first, thank the Seven). The epic battle that lets naval characters get in on the fun while knelt is also very powerful.

The final problem with Martell not having naval characters are characters who do stuff if there are more naval characters in a challenge (ie. Victarion) will always be turned on against Martell.

@Wolfbrother: Crossroads is horrible and there are plenty of good gold producers / reducers that are better. 5 - 6 limited locations to provide income, as many 0 cost recducers as you think you can support, up to 3 kingdom of shadows (this card is pretty good, even in decks with only a couple shadows cards and amazing if you're running quite a few shadows cards), 1 chamber, and even black raven are all options. (I personally like using black raven as a gold producer (despite my normal hate of doing nice things for my opponent) because my decks struggle more against winter than summer and if I happen to draw it in a winter matchup it is good tech.
thou Meadowlark is expensive and not yet useful it sinergizes good with Lost Oasis which is one of the best control locations Martel still has. Declaring defenders before stealth will really hurt a control deck running Lost Oasis
Why does it need an immediate errata?
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emptyrepublic
Mar 22 2013 03:14 PM

Why does it need an immediate errata?


They forgot to put "until end of phase" in the text. I can't find it at the moment, but it's been stated on the FFG forums that the effect shouldn't be permanent, as phrased.
    • bigfomlof likes this
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CitizenKeen
Mar 22 2013 03:51 PM
One thing that makes Meadowlark have some long-term viability, I think, that will eventually have people complaining about Martell, is that it removes all enhancements on the given icon.

FFG's phrasing seems to indicate that the naval enhancement is the first instance of the new enhancement mechanic. I expect in future cycles (maybe not the next one, but soon) we'll see other, non-naval enhancements introduced.

When there are three types of enhancements, and there are decks built around those new enhancements as well, Meadowlark's power will start to really grow.
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slothgodfather
Mar 22 2013 04:36 PM

When there are three types of enhancements, and there are decks built around those new enhancements as well, Meadowlark's power will start to really grow.


I get that, though I would much rather have gotten a card that is actually playable in the current meta instead of one that "could" be awesome in another year.
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emptyrepublic
Mar 22 2013 05:22 PM

I get that, though I would much rather have gotten a card that is actually playable in the current meta instead of one that "could" be awesome in another year.


I agree here. I appreciate the idea of "future proofing" but essentially every other card has been designed with the current meta and cycle in mind and would prefer something more suitable for the moment. Many cards retain value long after they are printed. Lots of cards in the core set are still relevant and useful today.
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CitizenKeen
Mar 22 2013 06:25 PM
Sure, everything's better when it's useful now. I don't think Meadowlark's particularly good in the current meta (and I don't know that it will be particularly good even at the end of the cycle). My point was just that there is a distinction between the "enhancement mechanic" and the "naval enhancement mechanic," even if it's not relevant right now, and that as one outgrows the other, Meadowlark will become more and more useful.
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Mulletcheese
Mar 22 2013 07:31 PM
Having cards that aren't useful until ages after they are printed seems very nedly for Martell. They are the most patient of houses.

FFG said future enhancements will be based on existing characters that already have challenge abilities, like naval enhancements were based on greatjon umber. I'm guessing that some not kneeling abilities will be copied next.

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CitizenKeen
Mar 22 2013 08:20 PM

FFG said future enhancements will be based on existing characters that already have challenge abilities, like naval enhancements were based on greatjon umber. I'm guessing that some not kneeling abilities will be copied next.


Hadn't heard that. That makes sense. Much akin to Magic, "keywording" other abilities long after they're first created.
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slothgodfather
Mar 22 2013 08:45 PM

Having cards that aren't useful until ages after they are printed seems very nedly for Martell. They are the most patient of houses.


... I don't think we are the most patient of players! :ph34r: But that is a good point.
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Mulletcheese
Mar 22 2013 11:53 PM
From the FFG website:

"Martell has no navy worth mentioning, though their Orphans and pole boats help the Dornishmen gain a little added flexibility."

Maybe we will see some in house naval enhancements in the form of pole boats.
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ShadowcatX2000
Mar 23 2013 02:22 AM

Having cards that aren't useful until ages after they are printed seems very nedly for Martell. They are the most patient of houses.


No, it is screwing the players and calling it nedly.
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Mulletcheese
Mar 26 2013 07:50 AM
Martell have a lot of anti-naval options.

Before the black walls will force your opponent to declare all his attackers/defenders before he has a chance to use the naval enhancement. It can be triggered twice because it is a river plot and is extra useful in Martell because of vengeful.

Extra use can be gotten from this, and other river plots, using flood waters. Martell have two warships that can be used to pay the costs for flood waters, both cost one gold and one can only be used with house Dayne characters, the other is meadowlark.

The new version of areo hoteh will make anyone think twice about attacking you, he combos nicely with rhoynar emissary. The emissary's ability can force your opponent to declare a character as a participant in the next challenge. Taking the choice about which challenge to participate in away from your opponent effectively nullifies the naval enhancements usefulness. It can also be used to bring key characters in range of areo.

Icon removal is also a useful tool against naval characters, even though it is restricted now it is still part of our toolbox.

Meadowlark has been constantly underrated, this is a great anti-naval card for casual and melee players.