Since the final round is yet to come, final SoS is not complete, but this deck lost 2-1 against Zsa's Lannister Shadows deck in the semi-finals. Really a very basic deck with nothing noteworthy, as you'll see.
The first tournament, I used a version of this with way more card draw, which was nice for consistent draw, but it just lacked enough control. At least two of the three games I lost that tournament I would have won with one more control card, basically any of Martell's control at that. So I took out the Sam/Ravens engine (which is a lot of cards that do nothing for my deck except draw, since I'm not running any seasonal effects) clearing up 6 spots immediately. Two of those, I replaced with Viper's Bannermen, which were good in games that went long, but not as good if you draw them early. The rest went to more control cards, which helped the deck a lot. I typically don't like to go above 62, and most of my decks are 61, but Martell's got decent enough draw to do ok with it. I'd have liked to shave this one down a bit, but when I couldn't figure out what to cut before the tournament, I just gave up and ran with it.
I was painfully aware of the lack of location control, but the locations that scared me the most, Alchemist's Guild Hall and Black Cells, are unaffected by the best location control Martell can run - Condemned by the Council (still probably needs to be in there for other things like GTM, Lannisport Brothel, etc.). So He Calls it Thinking was in there to stop a turn or two of the Viper getting shut down, since you can win with a good turn or two from him and possibly a Lost Oasis. Fleeing helps here against a Shadows deck, but the real key is hitting your draw often and early to keep pace somewhat with them. The card advantage is pretty good against most of the field, but Lannister can still overrun Martell most of the time in the card advantage department, and Targ looks to be able to do the same with the Crone+Waif tandem now. It doesn't help that the Dornish Paramour is basically a dead card against those two houses, either.
The Paramour can be replaced by Palace Spy, I think, as getting your Red Keep should mean all your influence worries are over in this deck. I'm sure other changes can make it more efficient, and particular card choices argued, but overall I was quite pleased. It lost to two Lannister Shadows decks (which are coincidentally in the finals) but won every other game.
House Martell/No Agenda (63 cards)
Plots
Fleeing to the Wall
Valar Morghulis
City of Sin
City of Secrets
City of Spiders
City of Soldiers
Fury of the Sun
Characters (32)
Arianne Martell x1
Darkstar x3
Ser Arys Oakheart x2
House Messenger x3
The Red Viper x3
Carrion Bird x3
Flea Bottom Scavenger x3
Orphan of the Greenblood x3
Dornish Paramour x3
Ellaria Sand x1
The Viper's Bannermen x2
Paramour x3
The Bastard of Godsgrace x1
Varys x1
Locations (15)
Palace Fountains x3
Summer Sea x3
Lost Oasis x3
Lord Doran's Chambers x1
Dornish Fiefdoms x3
Shadowblack Lane x1
The Red Keep x1
Events (11)
A Game of Cyvasse 2
Red Vengeance 3
He Calls it Thinking 3
The Prince's Wrath 3
Attachments (5)
Venomous Blade 3
Taste For Blood 2