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Scheming on the Sands - Rank and File
Dec 20 2013 06:10 AM |
PulseGlazer
in Game of Thrones
Small Council Scheming on the Sands PulseGlazer
This was going to be a look at the new Martell agenda and building a deck for it (that article is actually written, mind you), but since that is apparently not this pack, that article will have to wait. Instead, let’s rank some cards. Since people complain about the last two cycles, A Song of the Sea and Kingsroad, let’s rank and tier the cards from them.The Useless
29. Unbowed, Unbent, Unbroken (TPoL) - This does some decent self-mill, I guess, but besides that, if you want to ditch your entire hand of more than a card or two, you should probably just build with better cards and not risk the cancel.
28. Meadowlark (TGF) - So, is naval really prevalent enough for this? It’s a 1 phase stop that the best Naval houses will quickly discard via Newly Made Lord or Sallador.
27. Viper's Paramour (THtW) - I guess this is kind of there. It won’t hurt you except that you could have drawn something good.
26. Dornish Hermitage (THtW) - Losing cards from hand is bad. This is mostly good for Arianne Martell (PotS), but it just isn’t quite good enough and one card does not a deck make.
25. Salty Dornishman (TCC) - So, not even in Black Sails. Those decks don’t need the influence and he isn’t worth the influence. At least the next guy is cheap.
24. Palestone Sword Guard (TK) - Who runs enough influence to make these good and consistent? And if you do run that much influence, why not use the Martell influence effects that are, you know, good?
23. Poisoned Well (TBG) - returning a location to hand can be good, but it can just as easily be useless, and the effect goes off first.
22. The Long Plan (FaI) - I hear it’s good for melee? I guess? I’d rather not lose three times, thanks.
Usable, Why Would You?
21. Planky Town Orphan (TCC) - If you’re running enough cheapies, this can be usable, but usually it’s just there, and when you lose an event? That’s sad.
20. Hellholt Docks (TPoL) - Martell choke is almost a thing... almost.
19. Prepare for War - As long as this can’t work on a house card, it’s really likely only hitting one or two cards. While that’s nice, have you seen how tight Martell’s event slots are?
18. Doran's Scheme (TGF) - Disallowing events can be great or it can be there. Unless we’re running hand knowledge cars, of which Martell has none that are really good, I’m not sure of the point, at least without significantly better stats. It could be worse - it could be Selmy’s Scheme.
17. Greenblood Vessel (AToTT) - I want to love this card, but, really, you need to make sure you go second and be planning on using characters in off challenges. Functionally, that means it’s great for Arianne Martell (POTS) and kind of just there besides.
Good but Generally Cut
16. Areo Hotah (RotK) - It turns out that he’s an Ally and that he lacks Stealth combine to make him a net negative in top level play.
15. Southron Stronghold (TBG) - Perhaps with this and the next card, can make Martell influence a thing outside of Knights of the Hollow Hill. I’m not yet holding my breath, though I suppose it can be a later article...
14. Doran’s Favor - I want this in many a Martell deck, but I’m struggling to think of what characters besides, say a House Messenger, I’d want to discard with it.
13. Starfall Skirmisher (AJE) - Two good icons and functionally a 2-cost for 3-strength thanks to melee. Not flashy, and Martell does flashy well, so he gets cut often.
12. Edric Dayne (TBG) - If Ghaston Grey weren’t so good... well, it can cheat Darkstar into play, and help an Arianne survive, say, a Westeros Bleeds.
11. Lady Nym's Guard (RotK) - This card got the biggest boost from Melee, where it is more likely to be a 4-cost. Still, though, a 7 strength Army with Stealth can be huge and a pain to deal with... if you can get it into play.
10. Host of the Boneway (AToTT) - This gets a boost for being an integral part of Quentyn decks, particularly how they match against burn, but it fell down a level because in Quentyn decks, there isn’t much chance of the response being useful and, more to the point, a lot of harder to burn stuff, like the new Kingsguard, has made this more likely to be cut.
Great in Specific Decks or Very Good in All Decks
9. Shores of the Summer Sea (AToTT) - Orphans, Parting Blows, the Shield Bearers, all sorts of other events- Martell doesn’t lack for great stuff you wouldn’t mind seeing in your deck again. Add in the cute new self-mill options and this gets boosted into this group, just barely.
8. Oberyn's Shield Bearer (FaI) - This is a fantastic option to have in summer. Sure, some decks can waste the triggers, but that they have to is quite the annoyance. Add in the fun sub-option of choke...
7. Ellaria Sand (FaI) - Sure, she requires summer, but if it is summer, she gains power extremely quickly, often forcing a reset. And, better, since she requires summer, she should always have a nice Maester of the Sun to save her.
6. Obarra Sand - Martell often has fewer cards in play, and when we do, 3 for 5 with Renown...wow, but if not? 3 for 3 with a War Crest isn’t anything to sneeze at either. This is a must with the new agenda (when it arrives) and a good call in Knights of the Hollow Hill, but Quentyn or shadow heavy? I remain unconvinced. This one could easily jump up to T1, though.
5. Dayne Spearman (THtW) - Great icon removal that’s repeatable. Honestly, in Martell, we’ll be losing a challenge a turn, and so he opens up fantastic offensive and defensive options. Add in that he’s fine claim soak and a great trigger to Jaime...
4. Quentyn Martell (TGF) - In every Martell deck with an agenda and some focused on the new Arianne, this Quentyn is a must include. Stealth with a solid icon spread and good strength is always nice, as is a Knight, but he really shines for the free power when he dies. There’s nothing quite like winning by using Valar on yourself.
3. Ser Cletus Yronwood (TCC) - He doesn’t just go in every Quentyn deck, he’s also a major component of such decks. If you draw him early, he’s great draw to help get to Quentyn. If later, he can help rush for the win with Melee and Renown.
Tier 1: Wow
2. Arianne Martell (TK) - I chose not to penalize this for being another Arianne although because it is, it is only the borderline of this. Still, she opens up a wealth of possibilities, not least of which is the obvious surprise To the Spears or Valar.
1. Choosing the Spear (AJE) - This goes in every Martell deck at this point. Standing for surprise offense, standing to win surprise defense (thanks Melee!), rushing, getting extra use of big claim... this card is just straight up dominant.
- bigfomlof, scantrell24, aaronbroderickpiano and 1 other like this



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14 Comments
This card is really strong in a lot of match ups! Kneel two influence, kneel an aegon's hill, kneel a lost oasis... I would put one in most of my martell decks. And im melee the card is even stronger.
I like meadowlark, just give it time. There are melee uses for this card involving aurane waters. Salty and eastwatch envoy can both be given naval after meadowlark triggers leaving martell with the only naval characters who can compete in a challenge. Pretty useless at the moment but as more naval characters arrive this will get better, and when the next enhancement is announced.
Martell doesn't really do character efficiency in terms of cost to str/icons. Several of the new cards are above par in efficiency even though they aren't as good as what the other houses got.
We've also received our cheapest war crested characters and enough of them to play with war events.
The problem is that martell are only getting half a decent build, like self mill with no recursion. We just have to hope the other half of these builds arrive soon.
About Arianne: Arianne+Valar+Judged by The Father=Boner
This is something I can easily masturbate on.
IMHO Oberyn's shield berear derved a better place: Martell 222 + summer = loads of pun.
I think their Tourney Grounds is the only way I can think of outside of looking up neutral cards.
Doesn't the revealed card stay on top of the deck? If so, I'm wondering what you mean by lose an event?
Btw you might have been confused by my sentence, what I meant is that (depending on the specific build of course) Martells usually have more slots open for events, hence the use of Paper Shields and the obvious Calls It. Also Nightmares helps a lot.
Actually, Martell Summer is kind of a heavy cancel build, in m version I have 3x Shield bearers, 2xPaper Shield, 1xHand's Judgement, 3xCalls it thinking. Dunno how many cancels GJ usually run, but I think it's getting almost there
The summer shadows event! You can cut back.
Sure thing! You're right I misunderstood your post.