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Scheming on the Sands - Touring the Restricted List

Small Council Scheming on the Sands PulseGlazer Martell

Hi, I'm Aaron Glazer and I spend far too much time thinking about House Martell. If you've been paying attention to the game at all, you'll have noticed that Martell got royally destroyed by the new restricted list. Because of that, I've decided to take a look at all the cards Martell might use on the restricted list and when each might be best. We'll be looking at each by card type.

Plots

Plots are used as the Martell restricted card in one real situation: a The Long Voyage deck. With an 85 card deck, seeing any specific 3 is rare. With this a rarity, a plot, which you can all bust guarantee (The Art of Seduction (LotR)) you'll see whenever you want, becomes a far more viable choice. Is it the only choice? Of course not. But it's still a good one.

Fury of the Sun (AE) - All the Fury cards are restricted because, at 5-7-1, they were deemed auto-include. The Martell Fury bounces a Lannister or Baratheon character to hand when you win an Intrigue challenge. That's among the weakest of the Furies. Don't use this. If you need a plot, go neutral.

Retaliation! (ASoSilence) - This isn't a bad choice. The gold is excellent, as is the 2-claim and initiative. With Bay of Ice, this could find a home. Add in some Lost Oasis and this gets viable, fast. It's one of the two real plot choices for Martell TLV with...

Search and Detain (HtS) - This is the TLV control option. Retaliation gives you an aggro or rush edge, while Detain messes with opponents plans. Again, this works great with some Bay of Ice and Lost Oasis.

Fear of Winter (BtW) - This is far less an option, though I suppose it could be cruel if you have Ghaston Grey and board control. They can play one card and you can take stuff of the board. Still, TLV doesn't lend itself well to this kind of combo and Ghaston is gold intensive for this gold starved plot.

Threat from the East (QoD) - Yet another option, this is seeing more and more play to counter TLV. Not only is it a soft counter there, it's excellent for the developing Martell theme of self-mill. If we get a few more recursion options, that's one to revisit. For now though, this remains a Baratheon option.

Agenda
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Kings of Summer (ASoS) - Most of the builds that would have used this, like Armies, can switch to TLV and save their restricted slot, but this still might be the ideal card for House Dayne builds. Many Dayne effects need Summer anyway and rush is increased greatly in power by even one card per turn. Dayne is clearly not, to this point, a world-beater of a deck, but this remains their best option.

Kings of Winter (TWoW) - Only here for completeness sake, Martell have not a single Winter empowered card. Card advantage can be huge, but Martell gets it other ways.

The Maester's Path (GotC) - Martell went from arguably the best Maester house to arguably the worst literally over night. Still, Maesters are always great toolbox control and Martell has a lot of good Maesters in house. I'm just not sure there's enough other unrestricted control to make this work. Cyvasse and Orphans being restricted hurt this one nearly as much as the restriction of the Conclave or the Refugee. Still, though, it is the restriction of the Conclave and Refugee in concert with the Agenda that really kills both Martell's Maester options. I hope someone proves me wrong, kind of, but I really also don't. I hate Maesters.

Characters

The Viper's Bannermen (PotS) - Pre-FAQ the Bannermen were the restricted card of choice for most Martell decks. Their board presence and deck thinning is huge, but, now, with the 0-costers restricted, Martell's cost-curve is much more fragile, and other houses are running far more big, competitive armies to mess with the Bannermen. They're still great, just not nearly as auto-include. They're still quite good in a Knights of the Hollow Hill deck. Those usually keep the board relatively clear, though, limiting your board control options. Better, though, TLV runs armies and this is the best army in the game. If the curve is set up right, this is a very good choice there, as it does a ton to thin the huge TLV deck when it's drawn into. It's likewise good in Martell no agenda (Quentyn or not), as those reset the board less and thus can use a giant army clogging up opponent's plans.

Orphan of the Greenblood (PotS) - I wasn't using this anywhere for awhile, but then I realized just how many combos it opens up in any Ghaston Grey deck. First, it's wildly good for set up. Next, it, Ghaston and the Dornish Paramour really allow Parting Blow to shine. Finally, opponents are no longer expecting to see it and it really messes up their plans. This is almost always the first thing I put back in my deck with Shores of the Summer Sea, as using Orphans 5-6 times all but guarantees you a win.

Refugee of the Citadel (RoW) - Orphan is just better for 0-cost in every scenario. They can't even cheapen the Conclave with both restricted. This is the worst in-house option.

Val (RotO) - Well, Martell Wildlings aren't a thing anymore, but they used to win Regionals and really could again if anyone cared to build them. Val is, as nearly always, the restricted card of Wildling decks.

The Conclave (CbtC) - Martell can do Maester rush still, seriously. This is the card for that, as with the other Maesters out, this is cheap and offers a ton of renown. Maester of War and Greenblood Vessel, To the Spears, Game of Thrones, Schemes of the Scholar, Art of Seduction, all the in-house renown... this is under-explored.

Locations

The Scourge (ODG) - This remains Martell's best House of Dreams option and best repeatable icon control. It can be a mean card, getting rid of an opponent's best character every single turn, but outside of HoD, it's tough to run x3, which means you might not play it in any other deck that isn't dedicated icon removal.

Aegon's Hill (TTotH) - The Hill used to show in Ghaston decks. That doesn't happen with it restricted, but here's an interesting option: Martell Ghaston Grey Black Sails. If you aren't going influence heavy, this can get rid a character every turn and be tutored for.

Attachments

Venomous Blade (TBoBB) - Set up friendly and kill on-demand, this is one of the better restricted cards in existence. For builds that want to go aggro, this cleans up weenies for high claim to do the rest quite nicely. It's also awesome in Brotherhood decks, as those want to be able to push through challenges and this clears the way nicely. Finally, this is great if you're going to run Quentyn in general, but especially powerful if Rusted Sword and Alchemist Guild Shop are in the mix.

Pyromancer's Cache (TWot5K) - Knights of the Hollow Hill needs to dig quickly and this is the best draw in the game. It's held back by rush being so much more powerful now and by Martell's lack of Kings and Queens.

Tin Link (CbtC) - Never run this. This is soft banned and it's all for the best.

Events

Burning on the Sand (RotO) - For Hollow Hill builds this is my restricted card of choice. The game has seen a marked drop in Paper Shield, making this far safer. Canceling a challenge of choice - military for Siege or Greyjoy Winter, Intrigue for Power Behind the Throne or Baratheon Asshai, or Power for Baratheon Rush can win you the game when every single turn is so precious.

A Game of Cyvasse (ACoS) - Burning tends to be better, but if you're going really heavy bounce, if tied into Greyjoy, this could be a great way to make that low resource curve really hurt.

Narrow Escape (KotStorm) - I'm not sure when this would be used, but it remains a fairly solid card. Negotiations at the Great Sept makes chucking your hand a 1-turn setback though, and I'm not sure that's worth it.

There you have it, our tour through the restricted list. Here's a quick shorthand:

Knights of the Hollow Hill usually wants Burning in the Sand. Quentyn likes Orphans or Venomous Blade. Other no agenda stuff can get away with the Viper's Bannermen, which is also really good for The Long Voyage decks. TLV also likes Search and Detain or Retaliation. The Scourge is great for House of Dreams, and now, as a bonus, here's that Maester Rush:

Deck Built with CardGameDB.com Game of Thrones Deckbuilder

Martell Maester Rush

House (1)
House Martell (Core) x1

Agenda (0)

Plot (7)
The Art of Seduction (LotR) x1
Outwit (TIoR) x1
To the Spears! (PotS) x1
Schemes of the Scholar (HtS) x1
Game of Thrones (LotR) x1
Rule by Decree (Core) x1
At the Gates (GotC) x1

Character (32)
The Conclave (CbtC) x3
Arianne Martell (PotS) x1
Informed Acolyte (TIoR) x3
Maester Aemon (Core) x1
Maester of the Sun (ASoS) x3
Maester of War (TWot5K) x3
Oldtown Scholar (FtC) x3
Ser Arys Oakheart (PotS) x1
Ser Gerris Drinkwater (CD) x1
Ser Archibald Yronwood (CD) x1
The Red Viper (PotS) x2
Harmen Uller (PotS) x1
Oldtown Raven (TIoR) x3
Lost Spearman (MotM) x3
Ellaria Sand (PotS) x1
Oldtown Advisor (GotC) x1
Ghost of High Heart (WLL) x1

Location (16)
Greenblood Vessel (AToTT) x3
River Row (QoD) x1
Shadowblack Lane (Core) x1
Street of Sisters (Core) x1
Water Garden (PotS) x3
Summer Sea (QoD) x3
The Searoad (KotStorm) x1
The Roseroad (KotStorm) x1
Lord Doran's Chambers (PotS) x1
Flea Bottom (TGM) x1

Event (8)
The Viper's Revenge (EB) x3
Much and More (AHM) x3
He Calls It Thinking (PotS) x2

Attachment (4)
Apprentice Collar (GotC) x3
Longclaw (ASitD) x1
  • badash56, scantrell24, celric and 4 others like this


7 Comments

As a new Martell player, this was helpful. Thanks!
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SocratesJohnson
May 31 2013 09:26 PM
Great stuff. Keep these articles coming.
I think At The Gates is non-essential to this deck. I'd go with
Negotiations at the Great Sept (TPoL). With the big economy you've got, you could dump most of your hand it let NatGS refill it. That's much better than putting out 1 Maester.

The Conclave is certainly underrated in this meta. They've been good to me thus far in The Maester Convention.

Since my plans to hit the Vancouver regional didn't work out, I'll reveal that I pulled The Art of Seduction and To the Spears for Called to Court (ODG) and Valar Morghulis (Core). That gave me a second intrigue gambit plot so Fights No Sword Can Win (TRS) slotted in for extra disruption along with The Viper's Rage (TftRK).


Also, for the new Martell players...

If you've never used Citadel Law (MotA) to pre-plot Valar before you Rule By Decree, then your opponent plays a card so that you also have to discard down to 4, but then you discard Darkstar (PotS) into play... you have not yet tasted true pleasure.
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Wolfbrother
Jun 03 2013 11:00 PM
with rush as strong as it currently is I would cautiously run hollow hill, no set up, poor overall draw in martell and limited though constant economy can effectively end the game before it's begun especially against baratheon rush, power behind the throne, heir to the iron throne, siege etc. that being said i'm toying around with house of dreams ghaston for a solid control deck, took 5th place at our regional of 25 players so it certainly has a chance

with rush as strong as it currently is I would cautiously run hollow hill, no set up, poor overall draw in martell and limited though constant economy can effectively end the game before it's begun especially against baratheon rush, power behind the throne, heir to the iron throne, siege etc. that being said i'm toying around with house of dreams ghaston for a solid control deck, took 5th place at our regional of 25 players so it certainly has a chance


? When has Martell even been called poor at draw? i'd say second best house after Lanni in draw for sure.

If you've never used Citadel Law (MotA) to pre-plot Valar before you Rule By Decree, then your opponent plays a card so that you also have to discard down to 4, but then you discard Darkstar (PotS) into play... you have not yet tasted true pleasure.


I found out this weekend that nothing happens if two players have the same hand size. There has to be a "player" with the biggest hand not "players."

/sigh

Still, Citadel Law to Valar before you Decree still feels amazing.
    • Kennon likes this
Apologies to PulseGlazer who actually wrote this article. I accidently left my name on it when I published. It is now corrected.