So how have these expansions(is that even the right word?) impacted the lcg environment? Do you we some better resources? I remember pretty much just using crossroads and reducers alot. do we have any fallow fields type card? Are Greyjoy/Martell instantly viable houses again? or are they going to take time to get competative again? I'll probably have more questions later.
The impact of the princes of the sun and kings of the sea expansions
~i'm going out on a limb and guessing that GJ might be viable...maybe
i've been using kingdomw of shadows in decks even w/out shadows. Bay of ice has been put to good use by lots of people. I also am starting to find uses for shivering sea.
too early for PotS discussion yet. though i do think the plots there will be more widespread then the KotS plots.
man I hate greyjoy. ~I was hoping that they would just rotate the house. As for Martell, did that just come out or something?
Staton said:
man I hate greyjoy. ~I was hoping that they would just rotate the house. As for Martell, did that just come out or something?
Yeah, like a week or so ago basically.
And in case you've been away that long, Greyjoy won GenCon... That's what I think Lars was implying with his "maybe, just maybe". :-)
oh! well I didn't know GJ won gencon! ~Geez guys! I'm away a few months and you let GJ win!
Yup, Greg won GenCon joust with a Greyjoy control deck. On the other hand, I've been tweaking my multiplayer deck a bit lately, and it seems totally capable of a second turn win.
I built a Martell knights/Whitebook deck and did alright with it. I am currently tweeking to run a little smoother and a bit quicker. Just look out for the House Dayne Bannerman as he provide +1 to all House Dayne characters, not just yours.
Yeah, there is some awesome synergy running a Martell Kingsguard/Whitebook/Revenge/House Dayne deck. Dayne boosts, gaining crazy power (with the help of Taste for Blood) when you loose a challenge, knight tech, and trait reduction. If you have space for some Summer tech and gold attachment you can build an extremely hard deck to fight off. The questions I'm wondering about are, is it better in melee or joust, and how viable is it in a tournament setting?