The Battle of Blackwater Bay - Spoiler - (unofficial translation)

By eloooooooi, in 1. AGoT General Discussion

Northern Steel (x3)
Stark Attachment
Cost 2 Weapon
Northern Steel cannot be discarded from play while being attached to a Stark character.
Any Phase: Kneel Northern Steel to have attached character get +3 STR or Deadly until the end of the phase.

Tyrion’s Chain (x1)
Lannister Attachment. Unique.
Cost 3. Siege.
Attach this card to a Location. Kneel that location. If you lose a Military challenge, discard Tyrion’s chain from play.
Response: After attached Location is knelt, kneel each Location controlled by the attached location’s controller.

Ser Davos Seaworth (x1)
Baratheon Character. Unique.
Cost 3. Lord. Knight, Stealth.
Strength 3 Military Power.
Response: Kneel Ser Davos Seaworth to save an Attachment attached to a character from being discarded from play. Then, attach it to a different character, if able.

King Robert’s Hammer (x3)
Baratheon Location. Unique.
Cost 2. Warship.
If it is Summer or Winter, kneel this card.
Any Phase: Kneel King Robert’s Hammer to stand a Baratheon character.

Mercenary Contract (x3)
Targaryen Attachment.
Cost 1. Item.
Characters with a War Crest only.
While you have least 1 Gold Dragon in your gold pool, attached character doesn’t kneel to attack or defend during Military challenges.


Poisoned Edge (x3)
Martell Attachment.
Cost s0. Weapon.
House Martell only.
After this card comes out of shadows, attach it to a character you control. Then, choose and kill an opponent’s character with a printed STR of 2 or less.
Response: After you lose a challenge, Poisoned Edge comes into Shadows.

Defending Countrymen (x3)
Stark Character.
Cost 2. Ally.
Strength 2. Military Power
Reduce the cost to play Weapon Attachments on Defending Countrymen by 1.
As long as Defending Countrymen have a Weapon Attachment, they get +3 STR and don’t kneel to defend.

Isle Mercenaries (x1)
Greyjoy Character.
Cost s4. Army, Mercenary
Strength 6 Military Power
House Greyjoy only. No Attachments. Renown.
Response: After you win an unopposed challenge in which Isle Mercenaries have participated, they claim 1 power.

Mercenaries of the Free Cities (x1)
Targaryen character.
Cost s4. Army. Mercenary
Strength 6. Military Power.
House Targaryen only. No Attachments. Renown.
Response: After a character with STR 2 or lower is killed, stand Mercenaries of the Free Cities.

Southern Mercenaries (x1)
Martell Character.
Cost s4. Army. Mercenary.
Strength 6. Military. Intrigue.
House Martell only. No Attachments. Renown.
Response: After you win a challenge in which Southern Mercenaries participated, move 1 power from the loser of the challenge’s house card to yours.

Veteran Spearman (x3)
Martell Character.
Cost 2. Ally. Mercenary.
Strength 2. Military.
No Attachments except Weapon.
Challenges: Kneel Veteran Spearman to choose an opponent’s character. Until the end of the phase, that character cannot be chosen for the claim of a Military challenge.

Ser Mandon Moore (x1)
Neutral Character. Unique.
Cost s2. Knight. Kingsguard.
Strength 3. Military.
No Attachments except Weapon.
Challenges: Take this card out of Shadows and put it into play by paying the rest of its gold cost.
Response: After you win a challenge in which Ser Mandon Moore participated as a defender, choose and kill a participating character.

Piromancer’s Apprentice (x1)
Neutral Character
Cost s1. Ally
Strength 1. Intrigue.
Response: After Piromancer’s Apprentice comes out of Shadows, choose a Location controlled by an opponent. That Location’s controller must give you 1 gold dragon or discard that location from play.

Seat of the Alchemists Guild (x3)
Lannister Location.
Cost s1. King’s Landing.
House Lannister only.
Response: After a card comes out of Shadows, kneel Seat of the Alchemists Guild to choose and kneel a Character or Location without a Shadows Crest.

Blackwater Bay (x1)
Baratheon Location. Unique.
Cost 1. Westeros.
House Baratheon only.
Response: After you win a Power challenge, kneel Blackwater bay to choose a card with a Shadows Crest from your discard pile and put it into Shadows.

Rhaenys’s Hill (x3)
Targaryen Location. Unique.
Cost 4. King’s Landing.
Any Phase: Kneel and discard Rhaenys’s Hill from play to put all characters in a single opponent’s dead pile into play under your control until the end of the phase. At the end of the phase, return those characters to their owner’s dead pile.

To Drink the whole Sea (x3)
Greyjoy Event.
House Greyjoy only.
Response: Cancel an effect that would save a card from being killed or discarded from play. Then, draw a card.

Rumors about War (x3)
Martell Event.
House Martell only.
Any Phase: Choose a character. Until the end of the phase, that character gets a Military Icon, a War Crest and +3 STR.

Battle of the Bay (x1)
Neutral event.
Epic Battle.
Plot: After the dominance phase this round, there is an epic phase during which each player may initiate a single Military challenge. In addition to the normal claim effect, the winner of each challenge chooses and returns a King's Landing location from his or her discard pile to his or her hand, if able. (Place this card next to your plot deck until the end of this epic phase, then discard it.)

City of Soldiers
Plot card
3 0 2
City. When revealed, choose and kill a Character with STR X or lower. X is the number of City plots in your used pile.

Thanks for the heads up!

You're welcome! happy.gif

Looks amazing. I love the Shadow armies, and the plot.. so cool.

Very cool, thanks for taking the time and effort to put this together! Here's my initial thoughts on the final pack of the series. For those of you that bear through and read the whole thing, nice! :-)

Northern Steel (x3)

Stark Attachment
Cost 2 Weapon
Northern Steel cannot be discarded from play while being attached to a Stark character.
Any Phase: Kneel Northern Steel to have attached character get +3 STR or Deadly until the end of the phase.

This would be pretty alright for 2G without the cannot be discarded clause. With it, I think it becomes a very solid and versatile inclusion.

Tyrion’s Chain (x1)
Lannister Attachment. Unique.
Cost 3. Siege.
Attach this card to a Location. Kneel that location. If you lose a Military challenge, discard Tyrion’s chain from play.
Response: After attached Location is knelt, kneel each Location controlled by the attached location’s controller.

Weak. Easy to get rid of, and pretty easy to get around honestly. There are better ways to deal with the big nasty locations if you really have to than paying 3G for this.

Ser Davos Seaworth (x1)
Baratheon Character. Unique.
Cost 3. Lord. Knight, Stealth.
Strength 3 Military Power.
Response: Kneel Ser Davos Seaworth to save an Attachment attached to a character from being discarded from play. Then, attach it to a different character, if able.

Not bad, but I think he'll still have a hard time supplanting Ser Davos Savesworth.

King Robert’s Hammer (x3)
Baratheon Location. Unique.
Cost 2. Warship.
If it is Summer or Winter, kneel this card.
Any Phase: Kneel King Robert’s Hammer to stand a Baratheon character.

I like that most of the houses have at least some sort of token Warship presence. Is Martell the only house not to as of yet? This one is seriously useful too. Wonder if it will find room in many decks.

Mercenary Contract (x3)
Targaryen Attachment.
Cost 1. Item.
Characters with a War Crest only.
While you have least 1 Gold Dragon in your gold pool, attached character doesn’t kneel to attack or defend during Military challenges.

Part of me enjoys the idea of Rhaegar with a Mercenary Contract, Aegon's Blade, & Tears of Lys on him. Having out Daemon Blackfyre obviously makes this more useful too. The other part of me thinks I have a hard enough time saving extra gold and fitting in more attachments into my Targ decks.


Poisoned Edge (x3)
Martell Attachment.
Cost s0. Weapon.
House Martell only.
After this card comes out of shadows, attach it to a character you control. Then, choose and kill an opponent’s character with a printed STR of 2 or less.
Response: After you lose a challenge, Poisoned Edge comes into Shadows.

Weren't we all just talking about more ways to control weenies? This one comes with built in semi-repeatability too. The "printed STR of 2 or less" is what really makes this card though. No Tunnels of the Red Keep or other buffs can save you now weenie! For 2G I can kind of see myself wishing it did something else while in play too, but that could be asking a bit much.

Defending Countrymen (x3)
Stark Character.
Cost 2. Ally.
Strength 2. Military Power
Reduce the cost to play Weapon Attachments on Defending Countrymen by 1.
As long as Defending Countrymen have a Weapon Attachment, they get +3 STR and don’t kneel to defend.

Pretty much tailor made for the new Stark attachment. Not a terrible target to slap a free Icy Catapult on either.

Isle Mercenaries (x1)
Greyjoy Character.
Cost s4. Army, Mercenary
Strength 6 Military Power
House Greyjoy only. No Attachments. Renown.
Response: After you win an unopposed challenge in which Isle Mercenaries have participated, they claim 1 power.

Mercenaries of the Free Cities (x1)
Targaryen character.
Cost s4. Army. Mercenary
Strength 6. Military Power.
House Targaryen only. No Attachments. Renown.
Response: After a character with STR 2 or lower is killed, stand Mercenaries of the Free Cities.

Southern Mercenaries (x1)
Martell Character.
Cost s4. Army. Mercenary.
Strength 6. Military. Intrigue.
House Martell only. No Attachments. Renown.
Response: After you win a challenge in which Southern Mercenaries participated, move 1 power from the loser of the challenge’s house card to yours.

Expensive and hard to protect from targeted kill, so I'm not sure I'll find room for them right off the bat. But I think the Martell one is really cool. Greyjoy can easily get lots of use out of theirs as well. I'm doubting Targ's effect is strong enough or will fit their gold curve compared to more desirable characters that it will slot into all that many decks though.

Veteran Spearman (x3)
Martell Character.
Cost 2. Ally. Mercenary.
Strength 2. Military.
No Attachments except Weapon.
Challenges: Kneel Veteran Spearman to choose an opponent’s character. Until the end of the phase, that character cannot be chosen for the claim of a Military challenge.

Can be a part of some fun tricks at forcing a strong character for claim... But not really worth the slot most likely, between being a weak 2G single icon and having to kneel it for its effect. Rather just run Pit Vipers.

Ser Mandon Moore (x1)
Neutral Character. Unique.
Cost s2. Knight. Kingsguard.
Strength 3. Military.
No Attachments except Weapon.
Challenges: Take this card out of Shadows and put it into play by paying the rest of its gold cost.
Response: After you win a challenge in which Ser Mandon Moore participated as a defender, choose and kill a participating character.

Ooh, he's a jerk and unpredictable! Nicely done. I was waiting for a Shadows effect like Mandon's to show up. 4G for 3STR with a single icon is the price you pay for the abilities though it seems. A good addition to the Kingsguard "win on defense" theme, and probably will see me trying to squeeze him into my Lannister shadows deck for at least a little while.

Piromancer’s Apprentice (x1)
Neutral Character
Cost s1. Ally
Strength 1. Intrigue.
Response: After Piromancer’s Apprentice comes out of Shadows, choose a Location controlled by an opponent. That Location’s controller must give you 1 gold dragon or discard that location from play.

Really nice for when your opponent hasn't saved any gold. Otherwise, the only trouble I see with him making decks is 3G for a 1STR intrigue icon is weak. I guess he's on of those characters that sits in shadows buffing Tunnels until he's needed.

Seat of the Alchemists Guild (x3)
Lannister Location.
Cost s1. King’s Landing.
House Lannister only.
Response: After a card comes out of Shadows, kneel Seat of the Alchemists Guild to choose and kneel a Character or Location without a Shadows Crest.

More kneel for Lannister? -Shock- -Awe- :-P It's not bad at all in a shadows deck. Might replace my Kingswood Trails for a while and see how it goes.

Blackwater Bay (x1)
Baratheon Location. Unique.
Cost 1. Westeros.
House Baratheon only.
Response: After you win a Power challenge, kneel Blackwater bay to choose a card with a Shadows Crest from your discard pile and put it into Shadows.

Discard recursion is never bad. Baratheon seems to be split on whether it likes shadows, or likes to have no cards in shadows at all. It's cheap for the effect though.

Rhaenys’s Hill (x3)
Targaryen Location. Unique.
Cost 4. King’s Landing.
Any Phase: Kneel and discard Rhaenys’s Hill from play to put all characters in a single opponent’s dead pile into play under your control until the end of the phase. At the end of the phase, return those characters to their owner’s dead pile.

A monster of a location, and a great way to swing the game or close it out. With the ever increasing amount of location control however, you'd better not play this until the turn you plan to use it though... Or it's likely getting discarding before you can use it.

To Drink the whole Sea (x3)
Greyjoy Event.
House Greyjoy only.
Response: Cancel an effect that would save a card from being killed or discarded from play. Then, draw a card.

Ugh, I think I hate this card already. I like saves on my key characters, and Greyjoy already has a nice advantage when Valar is flipped. Plus the free draw? Very useful card, although not everyone will agree depending on their meta I think.

Rumors about War (x3)
Martell Event.
House Martell only.
Any Phase: Choose a character. Until the end of the phase, that character gets a Military Icon, a War Crest and +3 STR.

Huh, I dunno. It's a fairly strong effect.... Just sort of a weird card to begin with. Have I mentioned I'm dying for Princes of the Sun?

Battle of the Bay (x1)
Neutral event.
Epic Battle.
Plot: After the dominance phase this round, there is an epic phase during which each player may initiate a single Military challenge. In addition to the normal claim effect, the winner of each challenge chooses and returns a King's Landing location from his or her discard pile to his or her hand, if able. (Place this card next to your plot deck until the end of this epic phase, then discard it.)

Epic events have become more fun/unpredictable with the advent of useful shadows characters that cost s0. Particularly Syrio and Shadowcat in the case of this one. Still, probably won't see much play. If you really want to have that strong King's Landing location in play just pack dupes in your deck instead of copies of this event since all it does is come back to your hand. ...Now, if it came back into play then this might be worth looking at.

City of Soldiers
Plot card
3 0 2
City. When revealed, choose and kill a Character with STR X or lower. X is the number of City plots in your used pile.

The City plots turned out pretty well as a series. If you pack a plot deck full of them, between this and City of Spiders you have a couple really strong finishers.

Thanks for posting. This pack has some very interesting cards. Ser Mandon Moore and Pyromancer Apprentice have pretty interesting effects for neutral characters though they seem balanced for their costs/restrictions.

Wow, great stuff! I think the s1 character that discards locations is going to be very good, especially in rounds 1 and 2. Martell's shadow attachment is also pretty goodalmost makes me want to run the shadow agenda.

I love Stark Weapon to put on Cat of the Canals :-)

Mandon Moore Chaalenge ability. How it precisely works?

Kuba said:

Mandon Moore Chaalenge ability. How it precisely works?

Just like normal out of Shadows mechanic - the difference is that it is your challenge action.

So you have a choice: bring him at the beginning of the phase or as a challenge action with surprise.

Lots of usefull things for every house.

Wow - some really ncie stuff in here. Lots of stuff that reminds me of Westeros era effects, slightly toned down. Some highlights:

Pyromancer's Apprentice. Sweet. This guys is going to be in pelnty of decks. Against a control deck that has a tiight gold curve he si goign to rpoivde consistent location control. Honestly - I think he's goiing to be very effective lcoation control.

King Robert's Hammer - has the seasonal condition, which may limit it somewhat since Baratheon has two good seasonal builds. Nontheless the stadn abaility is great and this card saw plenty of play in its earlier incarantion - and more standing is exactly what Baratehon needs.

Mercenary Contract: a very tame echo of City of Bones. CAn help wiht a Voltron Jjhogo or Rhaegar and turn them into a finisher.

Poisoned Edge: Swarm hate. Its a start

Poisoned Edge is awesome. Great way to whittle down your opponents claim soak. Will help Martell greatly I predict. Thankfully it is sort of immune to Compelled by the Rock (though not to Targ's attachment hate).

Rumors of War has some serious potential. I hope to play this on the new/old Arianne Martell. Raise the claim to two or three hit her with Lost Oasis, and some way to stand her or keep her from kneeling (Mercenary Contract?). BOOM! Yeah crazy "combo" but how cool and devastating would it be for it to come off?

Southern Mercenaries is very interesting, Renown AND steals a power? Yes please. This is definitely worth the 6 gold.

Rogue30 said:

Kuba said:

Mandon Moore Chaalenge ability. How it precisely works?

Just like normal out of Shadows mechanic - the difference is that it is your challenge action.

So you have a choice: bring him at the beginning of the phase or as a challenge action with surprise.

His coming into play from Shadows in the middle of the Challenge Phase (without paying costs) works the same was as the Honor Guards coming into play from your hand (without paying costs) in the middle of the Challenge Phase, except that he comes into play under your control instead of under an opponent's control.

Wow, what a chapter pack.

2 incredible shadow cards for Martell, especially the Poisoned Edge with it's ability to be reused.

More good kneel for Lannister (imagine that), but the ability to kneel a location is potentially very useful. Not too impressed by Tyrion's Chain though... seems too easy to lose.

Really liking the new Targ cards. Can't wait to try to use Mercenary Contract in a Targ Voltron Deck, and Rhaenys’s Hill just begs to have decks built around it, though at a discard per use and cost 4 it will be real expensive to use as anything other than a one shot finisher.

More good, if conditional options for Bara. I think most people will probably stick with the Core Davos, but the new one provides a very unique ability if one was interested in building a deck to exploit it.

Pyromancer is very very good. I agree he will probably be very effective location control. I also suspect that his presence in the game will cause more and more people to hang on to a spare gold or two even if they might have otherwise spent it. He will also be even better than he already is good out of Targ.

I like the Mercenaries, like the Stark cards too, basic maybe but good. Final City plot is a powerhouse as well. Yeah, very strong pack here to close up the City series. Now we just need Princes to come out.

Jhogo doesn't have a war crest.

I failed to address Veteran Spearman. It was mentioned that Pit Viper was a better card. Actually I think those two would be great in conjunction. Pit Viper forces a non-deadly defender, less he is discarded for his special kill effect, and no other blocker will be able to stop him to chump block without a save because Veteran Spearman will kneel to prevent him from being killed for claim... which means it dies for deadly after someone else has been killed to satisfy claim. And in melee Veteran Spearman can cause also sorts of beautiful chaos neutralizing Davos, Aemon, Viserys, Lightbringer, Bodyguard, and single characters with a dupe for claim soak.

This guy with a Poisonous Edge or two popping in and out of Shadows will cut hug swaths through characters for claim soak, forcing larger and better characters to go down.

Well... at least in theory.

I'm also excited by the idea of Underhanded Assassin with Poisonous Edge. Killing off their small guys for guaranteed unopposed challenges in military and/or intrigue, nice.

dormouse said:

I'm also excited by the idea of Underhanded Assassin with Poisonous Edge. Killing off their small guys for guaranteed unopposed challenges in military and/or intrigue, nice.

I've been playing today and this combo is awesome. Poisonous Edge works very well with Underhanded Assasin, especially versus Baratheon because they have lots of 3-STR characters and not many weenies. Add a Lost Oasis to the combo and you get an unopposed challenge, a knelt Bara brother and a dead weenie. What's better, these 3 cards are all non-unique :)

Hmm... this seems like a very interesting pack. Once again confirms my enjoyment of the King's Landing cycle.

I'm expecting to see The Pyromancer's Apprentice quite alot. By now we really seem to have quite a lot of location control available to nearly any house. I wonder how that might hamper the possibility of Hill based decks.

Yeah, Lost Oasis, makes pretty much any Martell deck better.