Welcome to Card Game DB
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!
The House of Black and White Card Reviews
Oct 01 2012 05:46 PM |
CardGameDB
in Game of Thrones
Small Council Review The House of Black and White Beyond the Narrow Sea
Beyond the Narrow Sea - The House of Black and White Staff Review63% 651 out of 1030
Our staff has put together a first blush analysis of the newly released chapter pack The House of Black and White. We’ve used a one through five scale; five being the best. The cards are listed in numeric order. Our reviewers are listed in alphabetical order. Disagree with our assessment? Let us know!
A Plot takes the top spot this month with a Targaryen character taking second and Martell and Stark in a close enough tie for third. For the second month in a row it was a very middle of the road pack. Nothing gets a perfect score and only a few cards came in very low.
Top 3
Men of Pride 52 out of 55
Long Lances 45 out of 50
Lhorulu 45 out of 55 and Poisoned Coin 41 out of 50 (close enough for a tie given the different number of ratings)
Worst 3
Dockside Brothel 12 out of 50
Cowed 17 out of 50
The House of Black and White 20 out of 50
[CRB='forums/uploads/got/arya-stark-thobaw.jpg']Arya Stark 36 out of 55
Clu - 4 of 5
Who has two thumbs and likes killing a dude and drawing a card every turn? This guy. Ser Condon does great work here along with the many other uniques that should be played in a in a solid Stark deck. Man, if only I could combo this with something that allowed you to pull cards out of your discard pile ala Galbart Glover…
Darksbane - 4 out of 5
I’m alittle torn on this card. Good cost to Str/Icon ratio, deadly on a IP character is always good and an ability that could be useful, unfortunately she runs up against other good Arya cards. I
think she makes the cut in some decks over the other Arya cards due to the Intrigue Power + deadly
doulos2k - 3 out of 5 rating
I almost rated this card a 2 because her ability is very specific and you’re pulling your own character off the board to accomplish the goal, but then I remembered that Deadly keyword. She’s going to fit a lot of themes and the extra Intrigue can’t hurt. Plus her ability can be handy in certain situations. Personally, I just like Shadows Arya better overall.
emptyrepublic - 4 out of 5 rating
I know her 2 STR is a liability given burn and other kill effects that target 2STR and lower but given her cost and the fact her response doesn’t require you to control a Stark character to trigger I think there is lots of potential here.
Ire & WWDrakey - 4 out of 5 rating
Deadly in the right challenges, and especially in the one where Stark is not strong in, often makes this card alone a great addition. Now we have a little extra on top of that in the kill response, which might be too situational to be used often, but the kill hits many utility cards you would want to get rid of. Shadow Arya can be too cost intensive for some decks, the Core version needs influence which Stark rarely runs and Cat-o-Canals... well you could always play both of them especially if you are planning on killing this one for its response.
OKTarg- 2 out of 5 rating
This card is hurt most by being up against the other Aryas for inclusion. The effect is nice, but very situational and expensive. Her best point is the Deadly keyword in intrigue and power challenges; just for that she goes in 1-of a ton of decks. That said, it' hard to get excited about her.
Paladin - 3 out of 5 rating
If not for the other Aryas, she might be a 4. Two gold for two icons, 2 str and deadly is a good card, and the response, while limited in utility, is still a potentially useful ability.
Ratatoskr - 3 out of 5 rating
An Int/Pow bicon with Deadly is nothing to scoff at. Lady is a good trait in Stark. The ability is potentially very good but pretty situational. Unfortunately I tend to be wary of 2-for-2 characters generally. The First Snow of Winter hurts them disproportionally, Venomous Blade hits them, they’re burned easily, and at the same time they can’t really be called cheap characters anymore.
Rave - 4 out of 5 rating
Deadly intrigue at 2 cost/2 STR with no bad traits for Stark is very good by itself. While Stark does already have a ton of kill effects, this card can be played in setup and is useful even without the ability. Unlike the other Arya’s she is not somewhat situational in her use, and unlike COTC, she is dangerous out of the box. She is a solid contender for your 2 slot.
ShadowcatX2000- 3 out of 5 rating
She’s deadly in the right challenges and has a high enough strength to win the challenge even if they would otherwise just chump with a refugee and has an ability that may occasionally prove useful. Not an auto-include, but worthy of consideration.
Tiny Grimes - 2 out of 5 rating
If this was a unique Baratheon, Martell, GJ, Targ, or Lanny character I would probably give this card a 5. The card is really good. When she or another unique Stark character dies she can kill nearly any character on the board. However, Stark already has tons of kill. More importantly Cat-O-Canals is just a better card. Not to mention that the shadows Arya is even better than Cat-O-Canals. So this incarnation of Arya is certainly fighting an uphill battle to find a card slot.[/CRB]
[CRB='forums/uploads/got/the-house-of-black-and-white-thobaw.jpg']The House of Black and White 20 out of 50
Clu – 2 of 5
Unless you are running a power rush deck it’s not going to make many typical Stark builds. I’ve harping about dual threats in decks and this location could fill that slot but two gold is just too expensive to make it worth it.
Darksbane - 2 out of 5
In my experience Stark has some very good location choices and this one seems alittle hit or miss for me at 2 cost.
doulos2k - 3 out of 5 rating
It’s a win-more card if you’re already killing characters on a regular basis. If you have the space in a Stark Murder deck, sure. But what are you going to go without to get this one-shot per turn. Still, it’s only a 1 gold card, not terrible by any means. It gets a three because it’s so thematic... just love that you gain power when characters are killed by any card effects. Very Nedly.
emptyrepublic - 2 out of 5 rating
Ideal for a Stark murder via events deck but I’m not sure it’s worth the space beyond that.
Ire & WWDrakey - 2 out of 5 rating
Unfortunately this card is way too situational. The opponent with the killed character must have power to be moved and you have to kneel this so it is a once per round effect. Comparing it to Claw Isle (which is a better card) shows that this will not see much play as Claw Isle hasn’t either.
OKTarg - 1 out of 5 rating
For the title card in the pack, I'm just underwhelmed. If it didn't have to kneel, we'd be on to something, but as it is it doesn't even match up to Claw Isle, an anonymous card that we already have.
Paladin - 2 out of 5 rating
It’s a potential swing of 2 points a turn (1 away from opponent, one positive for you) but I just don’t see this card being included over far more useful locations/events/characters in most Stark decks.
Ratatoskr - 2 out of 5 rating
A bit expensive for an effect that will usually net you no more than a power per round max, and even that’s probably a stretch. Underwhelmed.
Rave - 3 out of 5 rating
It’s a dedicated deck that is going to make use of this, but if you get this card out early, with your kill effects and both player’s plot effects, you’re probably going to steal 4+ power with this card over the course of the game unless your opponent deals with the location. Moving power is much worse for your opponent than gaining power. It’s worth looking at at least.
ShadowcatX2000- 1 out of 5 rating
Bad card is bad. Its far too expensive for what it does, and what it does has no effect on board position, but it rewards you for controlling the board, which merely playing this card makes harder to do.[/CRB]
[CRB='forums/uploads/got/poisoned-coin-thobaw.jpg']Poisoned Coin 41 out of 50
Clu – 1 of 5
Super awesome…except it’s an attachment that you can see coming…and Stark has other, more efficient, effects. I like that it’s a weapon though, it’s a sub-theme that is growing for the North.
Darksbane - 3 out of 5
Have I ever mentioned that I hate Tin Link? Well I do. I hate it with a fiery passion that should be reserved for things that are actually important, like Jake Lloyd as young Annie Skywalker or the Fox exec who decided to cancel Firefly. Anyway, what does that have to do with this card? This is a card with a nice effect that gives a hard choice to an opponent and gives you card advantage when it goes off. For one Gold it seems like a steal. Then I remember Tin Link and all my enthusiasm drains away and all I’m left with is the thought that this telegraphs itself too much and with a card like Tin Link in the environment it is rarely going to be worth slotting in this card instead of less vulnerable cards or cards with more immediate effects.
doulos2k - 4 out of 5 rating
I really like this card - it messes with your head. If I involve them in this challenge they die during the standing phase... do I want that? It’s well-costed at 1 gold and you could really have some fun with Pale Steel Link, of course. But, in a Maester-heavy meta, this should probably only be run in a Maester’s deck so that it can be recurred after discard because it will never stay attached long enough to do damage if there’s any attachment hate.
emptyrepublic - 5 out of 5 rating
I’m giving this a 5 because of the trait. A lot of characters are protected by attachment harassment because they only take Weapon attachments. I think the rest is self-explanatory.
Ire & WWDrakey - 4 out of 5 rating
A very good kill effect. The only downside to this is the maester-heavy meta and the fact that it will rarely hit characters with powerful abilities (castellan of the rock) and no-kneelers. The weapon trait is great and so is imagining some kingsguard biting a coin... and dying.
OKTarg - 5 out of 5 rating
This card is amazing. Getting around most immunities, this will target kill most anyone or just render them useless. Then, it draws? Wow.
Paladin - out 5 of 5 rating
Character control that is cheap and pays for itself with a card draw. Plus it’s Nedly. Great card.
Ratatoskr - 4 out of 5 rating
Great in a Maester deck with Pale Steel Link. Good way to keep annoying characters out of challenges. Weapon trait means it can go on some characters that don’t usually take attachments. Some potential for combos.
Rave - 5 out of 5 rating
This is an evil evil card. Not to mention it eats dupes, and draws you cards. I didn’t even know you drew a card after the kill and I was debating rating it a 5. Now I’m sure.
ShadowcatX2000- 5 out of 5 rating
And good card is good. This can get past the pesky “Immune to Events†that can occasionally trouble Stark murder decks, has one of the more accepted traits, and even cantrips after it has done its business. Oh, and kills TRV if he kneels. And has tons of synergy with maesters. What more can you ask for? This card will never be a bad choice for a Stark deck. P.S. For added fun use this on your own Kindly Man or Lucas Blackwood. [/CRB]
[CRB='forums/uploads/got/i-am-no-one-thobaw.jpg']I Am No One 23 out of 50
Clu – 1 of 5
Really interesting. Too many variables to make this consistent.
Darksbane - 2 out of 5
If only this was for winning dominance I would love it as a nice combo with Minstrels Muse (and Den of the Wolf). As it is I don’t think it is worth a slot in Joust.
doulos2k - 3 out of 5 rating
I really want to love this card due to its surprise effect, but I keep wracking my brain to think of what I’d pull in a Stark deck to use this. Now, it might be great in a Tully deck to accelerate the win (or you could use it on The Blackfish, of course). But, overall, it’s a win-more card. Stark doesn’t tend to have much difficulty gaining power these days, so this may be a hard sell.
emptyrepublic - 4 out of 5 rating
Real good for melee where winning dominance is more difficult. Particularly nice as well because there is no cost.
Ire & WWDrakey - 3 out of 5 rating
This card really shines in melee, where it is very likely that you will not win dominance and also gain some surprise power. I could also see this in some Tully deck to power up your Blackfish faster than your opponent thought was possible. All in all this event is very situational, but as Cersei says: Power is Power.
OKTarg - 2 out of 5 rating
I like this in certain dominance builds, particularly in melee. Free power is nice, but couldn’t that event slot be doing more for you? And how often will you be able to trigger it?
Paladin - 2 out of 5 rating
A free two power is nothing to scoff at, but much like House of Black and White it seems like there are far better choices in a Stark deck that will actually help you maintain board advantage.
Ratatoskr - 2 out of 5 rating
Pretty situational. Decent effect, some potential as a finisher. But frankly, I don’t know what to slot out of a Stark deck for this. Probably better in Melee than in Joust, but since I hardly ever play Melee, and since I’m not a huge fan of “Win faster†cards, I’m rating this lowly.
Rave - 2 out of 5 rating
I am not a fan of dominance phase actions. They generally have to be amazing to warrant putting in a deck because they just sit in your hand for a turn and do nothing. This card seems like it would be good in an aggressive deck, but aggressive decks should be putting kill or challenge responses in their event slots. There’s no real fit for this. (Like others have said, it seems good in Melee I guess)
ShadowcatX2000- 2 out of 5 rating
And back to garbage. This card might be useful in a certain deck, specifically to help power up the Blackfish, but beyond that I don’t see a use. Overall I’d say its less useful than make an example in Stark, and we all see how much that gets played. [/CRB]
[CRB='forums/uploads/got/dockside-brothel-thobaw.jpg']Dockside Brothel 12 out of 50
Clu – 2 of 5
Hmmm, I think it’s alright. Lanni has several non-limited kneel responses to kneel folks. The difference is I love playing control and control should get the job done outside of bonus power gains. It’s not really needed.
Darksbane - 2 out of 5
It is a big negative that it will butt up against Castillian but Lannister has many different kneel effects on many different types of cards. At 0 cost I could see this in a deck which is splashing in kneel.
doulos2k - 1 out of 5 rating
I just don’t get it. Another Limited Response? Why would you ever choose this over Castellan of the Rock or Alchemist’s Guild Hall? Answer: you wouldn’t. Meh.
emptyrepublic - 1 out of 5 rating
Why not make the location unique and the response non-limited in order to avoid the response being spammed out by multiple copies? Way too many restrictions to make this card work in my opinion.
Ire & WWDrakey - 1 out of 5 rating
Currently this card restricts your choices too much. *Sigh* Goodbye to Alchemists, Castellans and even those men who don’t have kings. Now, there has been rumors going on that Castellan will be changed when the chapter pack is re-released so there might be some hope for this card in the future. The only real use we can figure out for this currently is some kind of Melee-Kneel with Queen’s Knight?
OKTarg - 1 out of 5 rating
Terrible. Limited Response blocks any kind of combo potential and most control decks don't care about grabbing power for characters. Yeah, it's free, but that might be overcosted.
Paladin - 1 out of 5 rating
The zero cost almost pushes this to a 2. But placing that power on a character makes the effect far too fragile. Maybe there’s some Infamy effects it can be useful with?
Ratatoskr - 1 out of 5 rating
Useless. Maximum of 1 power per round, and on a character to boot. Limited Response means it blocks both Alchemist’s Guild Hall and Castellan of the Rock. One thing you don’t do in a control deck is give up strong control effects for weak power claim effects.
Rave - 1 out of 5 rating
The limited response really kills this. It seems a waste to run multiple copies of it. Also, decks that want consistent kneel will run Alchemist Guildhall or Castellan. A deck that runs Pyromancer’s Cache could splash it in, but at that point, it becomes pretty situational.
ShadowcatX2000- 1 out of 5 rating
Use a limited response to claim 1 power for a unique character? Yeah, how about not. Still, at least you’re not paying gold for the privilege. [/CRB]
[CRB='forums/uploads/got/dragonbone-dagger-thobaw.jpg']Dragonbone Dagger 34 out of 50
Clu – 4 of 5
Another attachment… I love that it’s recursive and any phase. Jumping a kill effect into play out of phase let’s you bluff Reinforcements, shadows, and now this. Lanni weenie gets another boon.
Darksbane - 4 out of 5
Well I guess that is one way to get around Tin Link. The recursion gives it alot of potential as you can throw it on any chump and even if they get killed off fairly quickly for a small investment y
ou can get that deadly back on another character.
doulos2k - 3 out of 5 rating
I.... like this card? It’s got some interesting potential simply due to its recursion, but you shouldn’t really be losing it to your discard pile; though with all the gold some Lanni decks can field, you might put this on a chud just to force through a Deadly. Yet another card that would be interesting with Pale Steel Link (especially since it has its own recursion built-in). Speaking of recursion... where’s the Infinity symbol?
emptyrepublic - 3 out of 5 rating
Not bad, but I’m not sure if there is space for this in most Lannister decks given that Deadly is not that uncommon and I’m You Writ Small is far more useful for the surprise factor.
Ire & WWDrakey - 4 out of 5 rating
An attachment that ignores our normal attachment weakness by coming back. Very nedly since who knows how many times that dagger has jumped around in different hands. This card is a really nice anti-Burn card, “no, you with no attachments Burn will not work†and you have a +1 to make other burn even more harder. Deadly is always good, so it doesn’t end up being a dead card against other Houses either.
OKTarg - 4 out of 5 rating
Lannister really needed some good Weapon attachments, and Voila! There we go. Great in a Kingsguard build and to give others Deadly. Very nice with Hugor Hill, Cersei (LoTR), non-kneeling Littlefinger, and so on. The recursion is also nice, and Lanni can afford it. I'm a fan.
Paladin - 4 out of 5 rating
I really like this card. Useful, cheap, comes back, and Nedly.
Ratatoskr - 2 out of 5 raing
When combo’d with Pale Steel Link, this is I’m You Writ Small in attachment form. Outside of a Maester deck a bit lacklustre.
Rave - 3 out of 5 rating
I would love to put this in an aggressive PBTT deck. It’s a decent card. But the fact that it does clog down your setup a bit, and that the effect doesn’t give you immediate (if any) payoff makes it hard to rate it above a 3.
ShadowcatX2000- 3 out of 5 rating
Deadly and a bonus to strength is nice, but telegraphing it is less nice. Still, with all the characters that would love to get deadly this can be a solid choice. [/CRB]
[CRB='forums/uploads/got/enslaved-thobaw.jpg']Enslaved 36 out of 50
Clu – 4 of 5
Damn these attachments! You can only play so many non-characters in the deck. Attachments are the easiest to get discarded by the maesters. Lanni is pushing more into the aggro build by stealing a chud and making the opponent kill off a bigger dude. This a reprint that I feel didn’t get enough play.
Darksbane - 5 out of 5
Outright taking control of an opponent's character, even with these restrictions is a very powerful effect. Run this with Head of a Dwarf for an expensive but evil combo.
doulos2k - 3 out of 5 rating
I’m not a huge fan of the 2 gold or lower considering this, on its own, is also 2 gold, but that ability... there are a number of inexpensive cards you might want to take away from your opponent. You know, like Maester’s.... with chains.
emptyrepublic - 3 out of 5 rating
I see a lot of potential here but as I’m not a strong Lannister player I’m not sure what to make of it. At face value it’s excellent since it allows you to take cheap uniques.
Ire & WWDrakey - 3 out of 5 rating
This card has too many restrictions for its cost. It is also a condition attachment so you can be sure it won’t stick around for long. The effect can be especially powerful against decks like maesters where they will likely give attachments to small cost maesters as well. Probably slightly elevated in the current meta, due to working nicely against Maesters, and may lose effectiveness if the meta changes.
OKTarg - 3 out of 5 rating
I see this as anti-Maester tech mainly, but there’s plenty of stuff worth stealing....Arya Stark, Lannister gold weenies, claim soak dudes, and more. You know Lannister can afford it and making their claim soak your claim soak isn’t terrible. I bet a creative Lannister player can find a niche here.
Paladin - 4 out of 5 rating
Though it seems a tad limited by focusing on 2 cost characters, there are many many 2 cost characters that opponents can play that you would want to steal. And it’s printed cost 2, so attachment heavy characters, boosted characters, etc. are all fair game.
Ratatoskr - 3 out of 5 rating
A tad on the expensive side, and not that many great targets for it. But played on a chain-laden Maester Aemon, this shines.
Rave - 5 out of 5 rating
Every house has great utilitarian characters at less than the 3 gold range at this point of the game: Val, Tommen, Carrion Bird, Guard at Riverrun, Maester Wendamyr, Strong Belwas, Brothel Guard, Orphan at the Greenblood etc. are everywhere. Stealing characters is always a huge swing in board position, and I feel this card will shake things up a little bit.
ShadowcatX2000- 3 out of 5 rating
I like this card. Most decks have things worth stealing and if nothing else you’re robbing your opponent of a claim / frey hospitality soak and gaining it for yourself. May not be good enough for every Lannister deck, but worth experimenting with. [/CRB]
[CRB='forums/uploads/got/northern-encampment-thobaw.jpg']Northern Encampment 33 out of 50
Clu – 1 of 5
Boo. Two influence in order to stand some of your dudes. Cute, but not reliable. Any time you have a one shot effect it had better be easily repeatable or make you win all the challenges during the phase. Wasted slot in your deck.
Darksbane - 3 of 5
Bara Knight decks can field a good amount of influence already and can make use of it in multiple ways so the influence requirement on this isn’t as painful as it could be. In a proper deck built with this card in mind it can easily be a closer through challenge winning and renown.
doulos2k - 4 out of 5 rating
I love this card. Sure, it needs Influence, but you can already do that if you’re planning for it. It’s an easy add to any Knight’s deck.
emptyrepublic - 4 out of 5 rating
I’m really close to giving this a 5 but holding back because the 2 influence is sometimes hard to come by when you need it most. This will shine the most in melee and if you have Edric Storm in play you can have your knights rush/renown your opponents into the ground.
Ire & WWDrakey - 4 out of 5 rating
Great finisher for Baratheon knights deck. Ser Eldon, The Laughing Storm and other powerful uniques are usually the very centerpiece of that deck so you want any chance you can get more mileage out of them. What stops this card from being a 5 is the influence cost which might end up being hard to pay for, although knight decks are the most influential of decks from the house of the stag.
OKTarg - 3 out of 5 rating
Almost a 4, but the need to build in influence makes it a bit more of a corner case. There’s other influence-costing stuff in Bara that’s worth using like Core Renly, Selyse Baratheon, Vigilant Stag, and a few more. How about this with an Epic phase and Men of Duty or Men of HOnor?
Paladin - 3 out of 5 rating
A very nice card to have, but you need a very specific build for it--knights heavy, with influence to spare. Of course, if you are playing said deck, then absolutely throw this in.
Ratatoskr - 3 out of 5 rating
Potentially great finisher for a Bara Knights deck if you can come up with the Influence. But See Who Is Stronger has already given you incentive to run some, so maybe that’s not that hard.
Rave - 4 out of 5 ratings
Wow. Not every rush deck is going to be able to find a place for this, but this is a game ender if I ever saw one. With the seas, Vanguard Lancers, and Myr at least, it seems doable.
ShadowcatX2000- 4 out of 5 rating
I think this has the potential to be an amazing card, however, I also think its one you’re really going to have to kind of build around, rather than just dropping it in a preconstructed deck and because of that I don’t think it’ll see as much play as it otherwise would. [/CRB]
[CRB='forums/uploads/got/banner-bearer-thobaw.jpg']Banner Bearer 38 out of 55
Clu – 1 of 5
Man I want this to be good and reliable. See the above comments to realize how this isn’t going to work during every game. I love trait manipulation more than your average Jaime, and this still doesn’t make the cut.
Darksbane - 3 out of 5
It is an attachment and a condition attachment at that so that is a big negative. Without trait manipulation you are usually looking at renown being the most common keyword that is going to be duplicated. There is some combo potential in there somewhere I just don’t think it is going to be enough to build a deck around.
doulos2k - 5 out of 5 rating
WOW! So many possibilities. What I absolutely love about this card is the fact that you have such flexibility. What Bara deck doesn’t run either Knights or Lords? You can perform some interesting shenanigans with a card like this. My mind is exploding with possibilities.
emptyrepublic - 4 out of 5 rating
The only liability is the trait. If you can get the VM Stannis effect to go off then reap the rewards. Otherwise being able to reliably pass renown/vigilant/stealth around is never bad.
Ire & WWDrakey - 5 out of 5 rating
Many Baratheon players have long been clamoring for a cheap attachment to help give renown to powerhouse characters like Brienne, The Queen of Thorns, Margaery, or even neutral Wildlings and Maesters. At first glance Banner Bearer seems to be the answer to that. However, it’s a pretty interesting take on this... in some ways it’s much better than just a ‘gains renown’ card, since it allows you real flexibility, but in other ways it’s much more situational, since you need to have the relevant keyword on another character already. Possibly the most interesting side of the card is the way it allows you to also spread out gained keywords, which immediately makes one think about Smuggler’s Cove. It can even create another Schrödinger-like infinite Immunity/no-Immunity loop with Burning Sword... Even more interesting, you could use this as one of the oddest attachment removals in the game, by taking a No Attachments keyword from another character. Hey, wait, did anybody notice that this card is not limited to characters you control? Bye-bye chains... Most fun card in the pack, by a mile. WE LOVE IT!
OKTarg - 5 out of 5 rating
I think Setup attachments are worth their weight in gold. Then, you can spread awesome keywords around? Stealth, Vigilant, and Renown are obvious, but what about Joust or Melee for some challenge wins or unopposed? There’s just lots going on here....tons of fun!
Paladin - 3 out of 5 rating
I can see this card being extremely useful, but I can also seeing it being a waste of deck space. For example, if your key Knight/Lord charcater is killed off or nerfed, or if your opponent is running attachment hate. But if you can pull it off well, then it is a very nice card to have.
Ratatoskr - 3 out of 5 rating
Not bad. Setup keyword helps. Spreading Renown and Vigilant around among your retainers should speed things up nicely.
Rave - 3 out of 5 rating
Cool card. As a setup attachment it’s a little bit more playable in rush, which is nice. This is a cheap efficient way to give a character vigilant. Can you imagine putting this on a cheap tricon like Old Red Priest and giving it King Stannis’ traits. Sounds pretty awesome.
ShadowcatX2000- 3 out of 5 rating
Its an attachment and has all the problems that attachments face, save that it does possess the setup keyword (which is great). And it can grant a very powerful effect. But still, it does nothing on its own.
Tiny Grimes - 3 out of 5 rating
Setup is definitely the key to this attachment. I normally set aside a small number of non-setup cards and this card avoids that slot. I can see a ton of players salivating over adding renown to dragonstone converts and dropping power of faith. [/CRB]
[CRB='forums/uploads/got/freed-galley-thobaw.jpg']Freed Galley 27 out of 55
Clu – 1 of 5
Again too many variables. If it didn’t rely on uniques I’d put this as a three for the gold cost. Most of Greyjoys power characters are non-unique that have stealth as a keyword. It was a smart move on FFGs part to make it Greyjoy only because this could’ve been in some sexy Bara decks.
Darksbane - 3 out of 5
Greyjoy isn’t exactly unique heavy but they have been getting more lately and they run enough to make this fairly easy to use. The crazy amount of saves they have means that the gained power is less vulnerable than in other houses.
doulos2k - 3 out of 5 rating
In Melee I think this could be interesting, but you’re only getting 1 extra power once per kneel. Granted, if run a full playset, you could be cooking with gas... but that begs the question - why would you run with a full playset? There are so many great Warships and so many other ways to dominate challenges, this is just another win-more card in a set that seems jam-packed with them.
emptyrepublic - 3 out of 5 rating
I have a Greyjoy unopposed/rush deck this would work in but I’m not sure what I would take out to make room as Scouting Vessel and other locations are needed in order to guarantee the unopposed to begin with.
Ire & WWDrakey - 2 out of 5 rating
Melee is what saves this card. It helps the unopposed theme, but again it is only 1 power per round and you have to have a unique character to give the power to. Another problem with this is that you have to kneel for the effects (instead of say once a round/phase) which means that you lose out on warship synergy like ambitious oarsman and naval escort. The effect just isn’t enough to win the location slot in your usual GJ deck.
OKTarg - 2 out of 5 rating
This isn’t bad, and being non-unique is a plus, but I just don’t think there’s room for it given the other location choices. No synergy with Naval Escort hurts, and other, wiser Greyjoy minds will have to prove me wrong before I slide this into a build.
Paladin - 3 out of 5 rating
Not unique and not a limited response. So you can end up piling on the power gain as you get more of these into play. But again that power goes on characters, and really, in an unopposed deck there are going to be other warships you’d rather get out first.
Ratatoskr - 2 out of 5 rating
Another “Win faster†card. This pack is full of them. Warship synergy is a plus. In an Unopposed Rush deck this might have a place, but overall the effect just seems not that powerful.
Rave - 4 out of 5
I love it. A cheap unopposed powergrab card that is playable in your setup. A must run in the unopposed type builds which are just starting to come into their own. Keeping power on Greyjoy characters is easier than most other houses, so I think this is a card to fear when you get a few copies out.
ShadowcatX2000- 1 out of 5 rating
There isn’t room in an unopposed deck for something that will only earn one power per turn, and to top it off the power goes onto a character. If its ability hadn’t required it to kneel that at least would’ve granted synergy with naval escort, but as is, this is just horrible.
Tiny Grimes - 3 out of 5 rating
Ok I will admit I don’t play GJ unopposed. But I will say every time I look at the deck type I think, “Ok so what exactly am I getting for winning these unopposed challenges.†The answer until now has been not enough. This card seems to provide a significant boost to that decktype. Asha winning unopposed challenges is going to be a lot of power on that lady.[/CRB]
[CRB='forums/uploads/got/cowed-thobaw.jpg']Cowed 17 out of 50
Clu – 3 of 5
I wanted to make a statement about this attachment, hmm, so close. Considering there are only going to be three dudes in play for the most part reducing your opponent’s challenge choices is huge. Slapping this on a monster dude or a mono-con restricts how the game flows. The more your opponent has to think the better for you.
Darksbane - 2 out of 5
Attachment, condition, and a very real possibility that it will do pretty much nothing for you most of the time. Ehh, I’ll pass. The only thing that keeps this from being a 1 from me is the combo potential with the Joust keyword. Yeah it isn’t much and Greyjoy only has one character, The Knight, with Joust built in, but the potential is there to have some use.
doulos2k - 3 out of 5 rating
At zero cost, this has some real potential in a deck that focuses on Joust itself and might provide some extra push for that keyword in Greyjoy. If you’re running Tourney Lance, this gives you the ability to ensure their strongest character can’t participate when you attack with Joust. While the reverse is also true (you can put it on a character with the Joust keyword to basically make that keyword useless to that character), that seems far more situational and unlikely as an include.
emptyrepublic - 2 out of 5 rating
This is so situational I’m having a hard time thinking of how to use it effectively. I’m seeing possible potential for Greyjoy unopposed but like Freed Galley I’m having a hard time finding room for this card in that deck type.
Ire & WWDrakey - 2 out of 5 rating
0 cost attachment to help you push through challenges and make your opponent dedicate more of his/her own characters on attack. No longer solo nokneel attacks. Unfortunately the meta currently is what it is and this is pretty useless against maesters. Still, very good with icon isolation tactics - exploit the icon weakness your opponents House has.
OKTarg - 1 out of 5 rating
It’s not actually THAT bad, but I don’t know why you’d ever use it. There’s better attachments that aren’t even used these days. The price is right, but unfortunately the utility just isn’t there for me.
Paladin - 1 out of 5 rating
I can’t imagine ever playing with this card, not with the far superior choices out there.
Ratatoskr - 1 out of 5 rating
Bit of a silver bullet type card against characters with the Joust keyword. Apart from that, not terrible, but a bit weak. There’s lots of much better attachments that don’t see play these days.
Rave - 1 out of 5 rating
Weird card. If you want characters to not defend (which is what Greyjoy will probably be doing with this) there are superior options.
ShadowcatX2000- 1 out of 5 rating
An attachment with the potential to have very little to no effect. Just what I want in my decks. [/CRB]
[CRB='forums/uploads/got/noyne-thobaw.jpg']Noyne 32 out of 50
Clu – 1 of 5
No, Marrrtell, stahp it. If you want this to clog up your draw then be my guest. Putting superior playing aside, a deck will work whether you opponent knows what’s happening or not. It will take some opponent’s longer than other to realize that they have lost already.
Darksbane - 2 out of 5
I’ve seen cards which do similar things in other games and they very rarely have a big effect on the game. In fact the extra information can end up making a player be far too cautious by pre reacting to threats that either aren’t on the table yet or to events which have not been played.
doulos2k - 5 out of 5 rating
I hate this card. Really, I do. Why? Because I rarely play Martell decks. Now I might have to... what an amazing and incredibly annoying effect. The strategic value is incredible - knowing every card your opponent will put into their hand (outside search effects) cannot be taken lightly. I’m just glad I tend to run Viserion (QoD)
emptyrepublic - 5 out of 5 rating
There’s a lot of love about this. First, it’s free. Second, it gives you a huge meta-benefit and can really spoil melee games for your opponents. Finally, it undoes some of the advantage players get from the “arrange the top X cards in your deck†effects.
Ire & WWDrakey - 3 out of 5 rating
Now this card is very aggressively costed and gives you plenty of information. Unfortunately in other card games we have never seen stuff like this played after the initial wow, but it is left to be seen will AGoT make the difference or not. It gets a lot better in melee as well, but depending on how this card is recieved, you might make enemies as well since you are the only one whose cards haven’t been seen. We also already have plenty of effects that let you look at your opponents hand and do things to it, but they don’t see too much play... like say Aegon’s Hill, that lets you look at your opponents hand every turn and do a lot more to it than just look.
OKTarg- 3 out of 5 rating
I think this will be fun and useful. It’s priced right, but how often does the fact that Viper’s Bannerman or House Messenger reveals the cards before they go into your hand actually slow you down that much? It seems really good at first blush (especially if you can hold your cancel for what matters) but I guess you will have to show me before I really buy in. That said, I’ll slide it in immediately into my Revenge deck just to try it out.
Paladin - 3 out of 5 rating
Priced exactly right, but its utility diminishes as the game goes on. Still, in a close game knowing what your opponent has could be the difference between winning and losing.
Ratatoskr - 5 out of 5 rating
Apart from the setup hand, you know every card your opponent has. Awesome!
Rave - 2 out of 5
Annoying for sure. I see some of the use. If you have cancels, you can keep your opponent from bluffing you. But ultimately, it doesn’t do anything, and not every deck is going to care if you have this. I think just slotting 3 copies of He Calls it Thinking for insurance is a better use of deckspace.
ShadowcatX2000- 3 out of 5 rating
Knowledge is power, I admit, but the fact that it doesn’t actually do anything and that it is a horrible draw late game and I can’t see this making it in the majority of decks once the new wears off. Still, it is a solid card for decks that have a significant amount of control. [/CRB]
[CRB='forums/uploads/got/qhoyne-thobaw.jpg']Qhoyne 32 out of 50
Clu – 5 of 5
This is another reprint that didn’t get enough play in the first time around. Taking into account (again) about the number characters in play, I’ll be even more gracious and say five. Restricting what your opponent can do is amazing. Challenge control is what makes Targ burn a top tier deck, (would I play this in burn for three? Hell yes!) You could also call this Carrion Bird-B-Gone.
Darksbane - 5 out of 5
One gold to repeatedly keep any character you want from attacking or defending a power challenge? Heck yeah. Combo this with Maester Myles to keep any Power bi-con completely out of challenges. This could even make The Windblown alittle more attractive.
doulos2k - 2 out of 5 rating
A location dedicated to removing a single icon or -1 strength? Seems very situational to me. I suppose if your deck strategy really needed to push through a few power challenges, this might come in handy. Might.
emptyrepublic - 3 out of 5 rating
It’s not terrible, but I’m so in love with the Scourge + Brimstone combo I’m not sure it’s worth giving up either to make room for this.
Ire & WWDrakey - 4 out of 5 rating
Repeatable and reliable icon removal, effects like these are never bad on a location. Now considering that Martell has a slight icon hole in the Power icon, this helps them overcome that weakness some more. Also with effects like these, we might even see The Windblown and Maester Myles get some action in Martell.
OKTarg 3 out of 5 rating
I like it. Cheap icon removal is good, and synergy with Windblown and Maester Myles is just the beginning. Scourge, Brimstone, Qhoyne, Orphans, Prince’s Wrath, Viper’s Rage--lots of fun tools. Not meta-shifting or anything, but still nice.
Paladin - 3 out of 5 rating
Ratatoskr - 2 out of 5 rating
I‘m sure there’s some combo options I don’t see right now, but this strikes me as kinda meh.
Rave - 3 out of 5 rating
I like it, but it really is pretty situational. Great for late game I’m sure.
ShadowcatX2000- 2 out of 5 rating
This can be valuable in the right deck, but right now I don’t think that deck is all that competitive. Still, Martell seems being pushed in that direction so as time goes by this card may become more powerful. [/CRB]
[CRB='forums/uploads/got/lhorulu-thobaw.jpg']Lhorulu 45 out of 55
Clu – 3 of 5
Grrrrrr, the two influence stops me from giving full marks. However, between Orphans, The Scourge, and now this there are many characters standing for a Valar Dohaeris. I thought one Valar was good enough but, it’s nice to stall out challenges and make them pay for it.
Darksbane - 3 out of 5
2 influence makes it alittle too costly at times but as long as you are taking this account when building the deck this is a great control card.
doulos2k - 5 out of 5 rating
Oh my. There’s just so much you can do with this card. Talk about completely messing with your opponents battle math! Utter challenge control. Amazing.
emptyrepublic - 5 out of 5 rating
Given that this can be used on the offense or defense the sky is the limit here. Depending on the deck type you are building you need to stack enough influence but that’s not hard for Martell. Great way to effectively cancel a “joust†challenge.
Ire & WWDrakey - 2 out of 5 rating
Let’s see... You pay 2 gold, to have a location that will allow a watered down version of Toll Gate for 2 influence. I wonder what card the others are rating? What does ‘watered down’ mean here, you ask? To trigger this, you need to have both an attacker and a defender in the challenge. So, either your opponent needs to go first, or you have to leave a character (with the proper icons) standing on defence, and make sure that it cannot be stealthed. So... if you have no M icons, good luck getting any mileage from Lhorulu on M challenges etc. Essentially, due to it’s huge resource commitment, and the requirement for the characters, this ends up being a Martell-style win-while-winning card. And it has that kneel cost to kneel itself, so it can’t even be re-used! We’d rather spend our influence on something that actually does something, like maybe Prince’s Plans or Red Vengeance. Might see some play in KotHH due to the easy influence, but even there we’d rather run The Scourge or Lost Oasis. You could maybe do something fun with this in Melee though...
OKTarg 5 out of 5 rating
Sheer power here. It’s expensive, sure, but look at the effect! Say goodbye to Red Queen’s Faithful, Golden Company, or other important cards. Martell has plenty of other ways to use influence (Red Vengeance, Burning on the Sands, and this would be sick) so I think it’s a great card.
Paladin - 4 out of 5 rating
It’s the influence requirement that keeps this from being a 5. But in Martell that’s not a terrible drawback. Other than that, great card, amazing challenge control potential: I mean, removing a weenie to take out their Army, and being able to do it every turn? Just being able to threaten it is going to mess up your opponent’s plans.
Ratatoskr - 5 out of 5 rating
Awesome challenge control. Not only can you influence which challenges you want to win and lose, but also by how much - not a bad thing in many Martell decks. Not cheap, admittedly.
Rave - 5 out of 5 rating
Excellent card by itself. It’s kind of like a more dangerous Toll Gate. Also like Toll Gate, a friend pointed out the use of this and Brothel Guard to me. Pretty nasty.
ShadowcatX2000- 3 out of 5 rating
Challenge control is great, make no mistake about it. However, this is expensive, requires other cards to be effective, eats up influence, and stands the opposing character. A great card for the right decks, but not an autoinclude for every Martell deck.
Tiny Grimes - 5 out of 5 rating
I don’t see this being splashed in every Martell deck. However, in a KotHH and combined with Ghaston Grey, this is phenomenal challenge control. With one noble you can handle a 2 character challenge with ease. 2 cost is a bit steep but it’s well worth it.[/CRB]
[CRB='forums/uploads/got/company-of-the-cat-thobaw.jpg']Company of the Cat 30 out of 50
Clu – 2 of 5
No. Wait, let me repeat that, no. Unless you are building a multi-East location deck focusing on ambush (which is doable), this card isn’t for you. Because this draws cards it doesn’t earn a one. (My goodness though, this card will be a world beater in a tiny percent of decks – Mercenary…) Great numbers but for four gold I’m going to play my power uniques from the house of blood and fire.
Darksbane - 3 out of 5
This card isn’t going to go in all Targ decks but the ones who are abusing the new Magister Illyrio I think will easily have spots for it. I think Targ is quickly getting the potential to have an almost all Ambush deck.
doulos2k - 3 out of 5 rating
This card makes an Army deck all the more feasible with a little extra draw, but essentially only once off of itself. Targ Dragon decks already know how to use heavy influence to throw Dragons into play... but the abilities of most of the Dragons makes them worth the resource commitment. This one? Not so much. I’m not certain I would include this card in most builds except a dedicated Army build.
emptyrepublic - 3 out of 5 rating
This seems a bit standard to me. Ambush armies can be annoying to deal with but the 4 cost is a touch high.
Ire & WWDrakey - 3 out of 5 rating
Very vanilla card, cost str and icon are all balanced and then there is a situational ability plus the house keyword. Not much to say about this card, it is ok.
OKTarg - 4 out of 5 rating
I really like this card. Hollow Hill builds really need every card, and a cantripping Army with an Intrigue icon is very welcome. Yeah, 4 cost is high, but you’ll be building to that curve anyway. Don’t forget that Ambush from the Plains or Manning the City Walls will also let you draw.
Paladin - 3 out of 5 rating
Not a bad card, just not a great card either. In an Army build or KotHH build it could be very useful and help with card draw.
Ratatoskr - 3 out of 5 rating
Yeah, well. Not bad, but cost 4 Ambush is a tall order, even for a very influence heavy Targ deck. Not sure we’ll see very much of this. Intrigue icon is a nice touch, though.
Rave - 3 out of 5 rating
It’s ok. Kind of unremarkable. Nice and efficient in KOHH.
ShadowcatX2000- 3 out of 5 rating
Fair strength to cost, ambush, and two good icons. And even cantrips if you ambush it in. But the cost is a bit high. Solid choice for an army or ambush build, but not amazing. [/CRB]
[CRB='forums/uploads/got/long-lances-thobaw.jpg']Long Lances 45 out of 50
Clu – 2 of 5
What makes this card above average (I mean playable, which is far and few) are the traits. Lower costing armies tend to thrive in Targ and it’s nice to have a variable of three for ambush. This card will see plenty of blasé play.
Darksbane - 4 out of 5
I like it. 3 cost isn’t hard to Ambush out in most Targ decks and getting surprise double duty out of one of your characters can play hell with your opponent’s stratgies.
doulos2k - 5 out of 5 rating
Oh my goodness!! What an amazing card! This is the Kryptonite of a Hyperkneel deck because you can stand Targ characters when ANY character comes into play... even your opponents’! In Melee this becomes utterly insane. Heir to the Iron Throne has just become incredible because the odds of you being able to get that second power challenge with multiple characters has just become easier. Dragon Egg and lots of Influence and fuggedaboutit.
emptyrepublic - 4 out of 5 rating
There is a ton of flexibility on how to use this card. It’s priced well and has a great keyword given the response. Maybe it would be too much to have given it the War crest, but to me it seems like it needs it.
Ire & WWDrakey - 5 out of 5 rating
A clear 5, really. Not much else to say. Thank god there’s no War-crest, and at least Mercenary is a bit of a negative. Targaryen Armies have been seeing much less play, than they would deserve, so maybe this will help them raise their profile a bit.
OKTarg - 5 out of 5 rating
This is the best card in the pack (yes, I am biased towards Targ). Still, standing characters whenever ANY character enters play is amazing. Maesters will trigger extra times, Heir to the Iron Throne decks will profit, and Ambush builds will get even stronger. Complete madness. The only saving grace is the limit once per phase....but still amazing.
Paladin - 5 out of 5
My goodness this is a fantastic card. Being able to stand characters repeatedly is a fantastic power, and placing it in Targ with the ambush synergy is just crazy. Your opponent will never rest easy knowing you can stand any Targ character so long as you have the resources to ambush.
Ratatoskr - 5 out of 5 rating
Utterly insane. With Street Waif, this lets you take almost your whole discard pile back to hand. With Maesters, this lets you machine gun your opponent’s entire board on the Threat from the North turn. Being non-unique makes this totally bonkers.
Rave - 5 out of 5 rating
Wow. This is a bargain at 3 cost. Very good, especially for decks like KOHH that will run less the average amount of characters. Also probably has a ton of Shagga-type uses that will make it a pretty popular card in the current environment.
ShadowcatX2000- 5 out of 5 rating
This is a great card. Not only does it trigger off itself, but it can trigger off of any ambush character you choose to run. Very close to an autoinclude for any targ deck that runs ambush. [/CRB]
[CRB='forums/uploads/got/greyscale-thobaw.jpg']Greyscale 29 out of 50
Clu – 2 of 5
I like power rush wins on turn one. Winning the game early is great, losing the attachment means you get to keep the power and the gold (may be important out of house, I’m looking at you House Dayne). Between this and the bard you are looking at a sick holy deck in Bara. It just won’t get played that often in competitive decks because it won’t win you the game unless you are close, otherwise it’s a dead card.
Darksbane - 2 out of 5
I see the potential for some combos but I’m just not seeing why I’d use this outside of combos for combos sake. Other cards for each house do the same things more directly.
doulos2k - 3 out of 5 rating
When FFG spoiled this card, they already talked through a number of the combo potentials here. Grey Worm is actually playable with this attachment. OOH in Martell, there are all sorts of shenanigans. Interesting additional terminal effect as well if timed correctly.
emptyrepublic - 3 out of 5 rating
There is a lot of potential to do silly things with this card and I sense a future Shagga article based around it. If it weren’t for the OOH cost I’d include this with APS Viper. I also see options with House Dayne and certain Lannister characters.
Ire & WWDrakey - 4 out of 5 rating
A free terminal effect is never a bad thing - that card is dead and just doesn’t know it yet... well discarded, in this case. It also has plenty of flexibility on how many different ways it can be used. Need a terminal effect? renown? Make a combo with characters who can discard gold? This does it all.
OKTarg - 3 out of 5 rating
I like the versatility--power for your characters, negative strength for theirs. Some combo potential, as the others have said, but a bit situational for me.
Paladin - 3 out of 5
We’ll have to wait and see how useful this card becomes in actual play, but it seems like a fun card that can be used offensively or defensively or for combos.
Ratatoskr - 4 out of 5 rating
Has combo written all over it.This plus APS Viper plus Flaming Sword equals win. A 4 might be a bit higher than what the power level warrants, but I totally love the versatility of this one.
Rave - 3 out 5 rating
Fun Shagga type card. Though if you play this on an opponent, to put it on anything useful you may just be giving them 2 power when you should’ve killed them in the first place. I think it could give some interesting utility to Baratheon Rush.
ShadowcatX2000- 2 out of 5 rating
Combos in AGoT are somewhat lackluster unless each of the combo pieces are worth running individually, and this just isn’t. That said, it will find its way into janky decks from now until the end of time. [/CRB]
[CRB='forums/uploads/got/execution-thobaw.jpg']Execution 37 out of 50
Clu – 2 of 5
This is a card I will play a lot. But, I also play non-character decks with lots of resources. I’m in love with it but in the regular play of game I tend to use my lords during challenges to win challenges. I also don’t rely on events to drop post intrigue challenges. It just doesn’t male most decks.
Darksbane - 4 out of 5
Some Houses are going to make better use of this than others but I think a house like Baratheon which has an easy time fielding a Lord and winning dominance but a harder time doing targeted kills will really appreciate this.
doulos2k - 4 out of 5 rating
There are so many possibilities with this card. Targeted kill is something that some Houses lack access to and this provides a means to do it... but will it find a place in those decks? I can see this as an easy include for some Baratheon decks to deal with troublesome characters. Overall, just a solid card. No real downside except having to kneel a character during Dominance (which is the most likely place where most of your characters are already knelt).
emptyrepublic - 4 out of 5 rating
What’s particularly nice about this card is that it gives all houses access to a direct kill effect. Depending on the deck type and house the trigger condition may be an issue, but given its versatility I expect to see this show up a lot.
Ire & WWDrakey - 3 out of 5 rating
Neutral kill is always welcome, but we feel that this will not find its way in many decks. Houses that might find a home for this are Lannister, Greyjoy and Baratheon with their lords, and it might also give them more reason to run some influence. Overall, Dissension will just be a much and more reliable non-unique killer than this.
OKTarg - 4 out of 5 rating
I like it. Great in melee for dealing with troublesome characters and as a boost for houses without much removal (like Bara). The cost is fine for the effect....well-designed card.
Paladin - 4 out of 5
Great card. Brings direct kill to everyone, but has some reasonable limits with the influence and Lord requirement.
Ratatoskr - 4 out of 5 rating
Awesome targeted kill. I see this having a place in Targ, to deal with armies that are too big to burn. Might not always make the cut, but many builds can use this.
Rave - 4 out of 5 rating
Solid. Being able to kneel a Lord as an alternative for this effect is huge. It loses a point for being a dominance phase action, but I think we will see a lot of this.
ShadowcatX2000 - 4 out of 5 rating
Very solid card that will find its way into a wide variety of decks but will probably be most at home in Baratheon and maybe even Martell. [/CRB]
[CRB='forums/uploads/got/men-of-pride-thobaw.jpg']Men of Pride 52 out of 55
Clu – 3 of 5
Great dispersion of the meta game here by the designers. I won’t play this plot outside of Stark and Targ army. I rely on stealth, melee, and joust to win challenges too much to make this a staple. Folks will rue the day they shamed the power of non-unique keywords (aaaaa hahahahah…er, cough, hmmm)!!!
Darksbane - 4 out of 5
Good gold production for a 2 claim plot. You’re not going to throw this in every deck but it should be fairly easy to build a deck in which your unique characters are bringing the majority of the keywords.
doulos2k - 5 out of 5 rating
Not much to say except 4-gold, 2-claim plots are rare enough and the downside of this is marginal. With the shift of focus to unique-heavy decks, this may not do much when its splashed, but who cares? It’s 4-gold, 2-claim!
emptyrepublic - 5 out of 5 rating
A 4 gold and 2 claim with a downside that you can easily plan for and punish your opponents at the same time? Thank you! When I get this chapter pack I suspect I’ll be using all three copies of this plot.
Ire & WWDrakey - 5 out of 5 rating
This card is all around great! very high stats and good ability. The ability also ensures that this will not be used in many of the heavily aggressive builds as they usually are running a lot of stealth/deadly on non-unique characters. This hits wildlings especially hard since now being Free Folk just isn’t doing a lot.
OKTarg - 5 out of 5 rating
Basically Retaliation! 2.0. High gold and high claim is always welcome. Best against a Wildling deck....good against most others.
Paladin - 5 out of 5
4 gold and 2 claim? I don’t even need to read the rest. Ok, I will: an effect you can plan for and even if it hurts you shouldn’t be too bad? Sounds good to me!
Ratatoskr - 5 out of 5 rating
4 - 0 - 2 and a positive, if situational, effect? What’s not to love? Awesome in a Quentyn deck.
Rave - 5 out of 5 rating
4 gold and 2 claim with no crazy drawback like Twist of Fate. Couldn’t be anything but a 5 really.
ShadowcatX2000 - 5 out of 5 rating
4 gold, 2 claim, a potentially useful ability, and you’re not automatically going last? Very nice. Very nice indeed.
Tiny Grimes - 5 out of 5 rating
A 4 gold 2 claim plot with no text is an autoinclude in most of my decks. Oh wait it has good text and great text against decks like Martell Maesters? Hmm, yeah, now that’s an awesome plot. I’ll be running to Kinko’s to make at least 20 extra copies of this card. Retaliation now has a close friend.[/CRB]
[CRB='forums/uploads/got/the-pale-mare-thobaw.jpg']The Pale Mare 32 out of 55
Clu – 1 of 5
Will not get played. You will need scepters of gold to feel confident flipping this meta stomping monster. If folks don’t play Outwit already this plot has no chance of seeing the light of day. I love the concept and the implications versus weenie decks. To make a bold statement about this I’d say the river plots need to be played more before this makes a dominant effect on the game.
Darksbane - 2 out of 5
0 gold makes this mostly unplayable in general. In decks built to not have many uniques it might warrant a spot. I don’t know, I need to pay more attention to the average number of unique to non-unique characters being run right now in the popular decks because at the moment I’m thinking that you’ll be lucky to discard more than 2 of your opponents characters.
doulos2k - 3 out of 5 rating
I will likely never run this plot, but it gets a 3 simply because it exists. A non-unique almost complete reset? If you encounter a lot of chud decks, play this a few times, and that will cease. That might be the point. FFG really seems to be trying to push the meta towards the use of unique-heavy decks.
emptyrepublic - 3 out of 5 rating
The 0 gold hurts, but I think the potential is there if timed correctly. Use of this is going to depend heavily on how well you know your meta or are able to track what deck types are currently in vogue. If you are facing a load of armies often then you are in luck with this.
Ire & WWDrakey - 3 out of 5 rating
Meta card. Hits wildling and maester builds the most and might give Siege decks some nightmares. Also this is tempting to use with some of House Baratheons “cannot be discarded†effects. Will probably have a larger impact just by being in the meta, instead of actually being played.
OKTarg- 3 out of 5 rating
Just by existing, I don’t want non-uniques in my builds anymore. Balances Martell Maesters and hurts Targ burn, which had been getting unchecked boosts. Although (and I’m not the most rulesy guy) do I need a non-unique in play before I can trigger it? It doesn’t say “If able,†though the second half of the text makes me think it doesn’t matter.
Paladin - 4 out of 5
This is a necessary card for the meta to have, regardless of whether it gets played a lot or not. It serves as a corrective to some very powerful deck builds, and is a far better solution to the Maester issue than placing Maester’s Path on the restricted list.
Ratatoskr - 3 out of 5 rating
Another reset. Interesting. I see a Martell deck based on Quentyn and Uniques coming. Don’t like the 0 gold, though. Not very versatile, either. Needs to be tightly built around. And if the other guy has a Unique-heavy deck too (not uncommon these days) the income kinda screws you.
Rave - 4 out of 5 rating
This is a bomb card. People will underestimate it, and it will cause some upsets. The fact that it has claim is very interesting to me. For a Bara rush deck, this might be a nice alternative to Valar, because you can use your reducers to offset the 0 gold of the plot.
ShadowcatX2000 - 3 out of 5 rating
I hate this card. The existence of this card will always make running army decks, maester decks, and weenie rush decks a threat and to me anything that cuts down on the variety of decks available is bad. Still, if you’re running a deck that won’t get hosed by it, including it as a seventh plot may not be a bad idea.
Tiny Grimes - 3 out of 5 rating
This seems like a meta plot. In the current meta it’s quite good in the right deck. However, if the meta shifts away from non-uniques it becomes much less valuable. It can be rough to get stuck with a 0 gold plot which takes out one Lost Spearman. However, plunking this down against Martell Maesters or a clownboat deck is ridiculously strong. So make sure you do your homework before including this plot.[/CRB]
- bigfomlof and FioFioFio like this



Sign In
Create Account










42 Comments
I think the best use of greyscale is to lock down you're opponents most troublesome characters, then burn them after a turn or two.
(Since most will be str 3 or so.)
They either keep them standing, or you burn them after they pull a power or two with Salla's Escort Ship (KotStorm)
Hunting Spear (BoRF), Lyanna Stark (ODG) (For non uniques), or Lead Link (CbtC) if you're running maesters.
Yes, it's a bit of a combo. But remember, each piece is useful in its own right, and the attachment could be shuffled around with
Ser Davos Seaworth (TBoBB) and Tin Link (CbtC) or Maester Cressen (Core) for some interesting rush.
Banner Bearer (THoBaW) and Greyscale (tHoBaW) are just the right amount of combo shagga-ness for me.
Banner Bearer is potentially a BEAST. Turn one you could have two characters with renown, stealth, AND vigilant, if you have a nice set up (Which can give you a 6 power swing not counting any event shennanigans you might have going on.)
Plus, you can use it to give intrigue characters in your deck keywords that will help you push through challenges regardless of their str. (Deadly and stealth.)
Doubling the effect of melee is a huge challenge winner as well. (An interesting use for The Nightfort (AHM) since Baratheon is oddly melee light at the moment.)
Giving ANY characters ANOTHER way to get Vigilant, Renown, Stealth, Deadly, Joust, Melee, or even Vengeful Dagos Manwoody (TBC) is worth the risk of it being an attachment.
Too bad it doesn't give the bannerman trait. (Of course, technically a banner bearer is just the guy who holds the flag... So why does it do all this cool stuff in the first place? I'm sure its a great honor, but how does it make you stealthy or deadly. Probably just a reflection of the Lord or Knight's prowess. Endoflogic/nedly analysis.)
Northern encampment is cool. It would be a little more interesting with initiative or something on it. I like the alternatives/supplements for running Holy rush, or crazy Marya Seaworth (KotStorm), King Robert's Hammer (TBoBB) ,Highgarden (TftH) stand builds.
The Pale Mare (THoBaW) is nice for Baratheon Valar haters, since they're pretty unique heavy (unless you're running asshai). And having claim is interesting on a reset. (of course its sort of like a weird Wildfire Assault (Core), which is less "meta" I guess.)
Men of Pride (THoBaW) is an interesting card, in a vanilla "here's another retaliation" sort of way. Don't get me wrong, it will probably find a home in many decks, I just find it more useful than interesting.
Just noticed there's only like three characters in this chapter pack?!? Weird.
Cowed (THoBaW) is really cool... in almost any other house. I feel like Greyjoy has this weird "Lets make decks that have one or two big hero 'Captains' and buff them with attachments." combo vibe growing.
I like it. It makes me want to play greyjoy. I just wish Baratheon had a crazy beast of a combo-riffic card like
King Euron Crow's Eye (TGM).
The Knight (TftH) with three of these plus Support of Saltcliffe (GotC) and/or Support of Harlaw (KotS) is just cool. Game winning? Not sure. Definitely cool though.
Of course any attachment hate Tin Link (CbtC) hurts most of this pack. Maybe we need some sort of attachment protection or recursion location or event? Might be cool.
Like a rock-paper-scissors triangle... or something.
Until then I'll just run Ser Davos Seaworth (TBoBB) and maybe maesters for
Bronze Link (FtC) and Forging the Chain (FtC).
Targ can suck it with all their crazy attachment love.
Not a great card, but imo not bottom 3 either. I would for sure rather use it over, say, the I Am No One event.
I'm definitely curious where Noyne will end up. I think it deserves a single slot in more control focused Martell decks, but I understand the point that some people have made that as a purely meta card it may end up having almost no impact on the game. It sure as **** will make a difference though for future (or current) effects that allow targeted discarding from a deck.
Again, thanks for the knowledge, and the thoughtfulness with which you all examine these cards and comment upon them.
Wow, Tobi must have written that at the same moment--or I'm blind...
I had suggested that before but they just don't have the time to review it from both perspectives. Some of their ratings, however, are considering Melee too if you read some of the comments.
They are also looking at the cards more from the current state of the meta. For example if other options weren't considerably better against today's competitive decks, then I'm sure that some of the above cards would be rated higher.
Kill effects like Poisoned Coin would be more considerable if it weren't for events like No Quarter.
I'm a casual Thrones player, usually only play melee, with the same group of guys about once a week. No tourneys, no traveling to my homeland of Minnesota to meet the Makers, etc. I want that type of player to feel comfortable here, too... (how's that for melodrama?)
I do try to mention Melee if I see something that is specifically strong for that format, but Melee is a very different game and your deck has to be built differently to handle that format well. Most of the articles are written with Joust in mind as it's the most popular format, in general, for competitive play.
Don't get me wrong - I love Melee as a format and try to get in as many Melee games as I can, but my meta doesn't favor Melee at all (even though I run the game night... LOL). I, personally, will try to make more of an effort to mentioning Melee when I feel it's relevant to the card being discussed.
@tibs3688: What deck, exactly, would you put cowed in? The only deck I can even fathom it going into is unopposed, and even then, in the best case situation that you put forth, it only might shut off one of their challenge types. I'd rather have support of the harlaw, or assault of the kraken, or a save, or a scouting vessel or a. . . well now I'm out of room in the deck. On the other side of the coin, while I am no one is a horrible card, it may actually see a bit of play in a Tully deck to help power up Blackfish. Maybe. That's why I ranked it a 2 and the cowed a 1.
I do agree that melee gets too little attention in these reviews (and the site in general) but I try to put very few restrictions on how or why someone reviews a specific way. In fact the only thing I might discourage is doing reviews from a strictly Nedly perspective. I do want to keep it to only one rating per card but what that rating is based on (joust/melee) is entirely up to each individual.
On the other hand I gave Dockside Brothel (THoBaW) my lowest rating because despite not being a strong Lannister player I do know that some of the most powerful Lannister control effects are also limited responses and that this response was too narrow to push out other limited responses from a deck. I didn't take melee/joust into consideration since it didn't apply in this case.
Anyway, that's my thought process and I'm going to do my best to be consistent in reviewing cards with that framework in mind.
Rather than look at your view points and contrast them against my own, possibly generating some good discussion, I'm just going to mention how wrong I think you are, and how you should approach your very subjective ratings in a way that better reflects my own thoughts. I'm a little offended you don't think like I do, and think you're pushing people away by not not thinking like them ('cause they all think like me too.)
...ok, ok I'm done. Sorry, I just think as a community we're taking these rating a little too seriously, and couldn't help myself
Thanks for the write up guys. While I don't take your oppinions as doctrine, I love seeing how people evaluate cards. I often overlook things at first glance, and your oppinions help me evaluate cards further.
Certain cards shine in certain decktypes. Take for example Unburnt (QoD), which is awesome in a trait-hate deck, allowing you to play Jorah and Daario over and over again. It's not great in most decks, though, as usually the 0 cost refugee is superior for claim soak, setup, and participation in challenges. So Unburnt gets a lower rating, due to its narrow use.
The same applies with events like I Am No One. I can't see including it in a joust deck, but in melee I might play it. That's not dismissive; that's just the narrowness (and perhaps even the design intent) of the card.
In the small council forums, we have been discussing how the various experience levels and starting points of the contributors affects how we are perceived on the forums. Do bear in mind that a "small council member" isn't necessarily an expert player but rather someone excited enough to write to do so on a consistent basis. Therefore, their ratings aren't law and they can only write from their own perspective, which for, say, Clu, is an experienced, tournament-honed mindset. On the other hand, for me, I'm an intermediate player with about a year in the game total, six months of which has been competitive. So our mileage will vary.
Doing two ratings just isn't feasible for any of us since they take enough time to do well and for Darksbane to load everything up. Perhaps I, as a melee lover, will try to write with more of that mindset in mind since others (like TinyGrimes) just don't like melee at all. Hopefully that will help the more casual crowd.....
My two cents, anyway, on the issue.....
I do love reading the reviewers thoughts on the cards, especially when combos are suggested or the deck types that a card would be useful in.
I like quite a lot of the cards in this pack but the locations for putting power on characters are a waste of cardboard.
Shame there were no neutral characters/locations/attachments in this pack.
It would be nice if the reviews were attached to the relavent cards in the card searcher, or if non council members could vote on the card ratings in the card searcher.
Everyone misses this, I swear I'm going to make those stars bigger. Anyway if you go to an individual card's page, Bastard of Robert as an example, at the top you will see the card's name and to the far right of that you'll see a 'follow' button with 5 stars below it. Click on one of those stars and that will submit your rating for the card.
I'm pretty sure this cycle was supposed to focus on multi-house cards and have almost no neutral support. I think...
At least thats what I heard at the beginning.