Questions about Martell Summer card choices.

By Darkshine, in 4. AGoT Deck Construction

Hello, all.

I'm new to AGoT and have decided to play Martell since their whole "lose to win" gimmick appealed to me more than what they other factions had to offer. I've always been a fan of control decks in other LCGs and so after hunting around to see what's currently strong, Martell Summer immediately appealed to me. Unfortunately, I didn't learn until recently that Burning on the Sands had been placed on the restricted list and so I am now forced to choose between Burning and Venomous Blade for my Restricted Card. The store where I play has quite a few people playing Baratheon Power Rush, so, my assumption is that I should choose Burning on the Sands over Venomous Blade. However, I have no idea as to what I should replace Venomous Blade with since there's nothing else available as efficient at murdering low-strength characters.

Any suggestion as to what I should replace the Blades with? Or, is there perhaps something stronger than Burning against Baratheon, allowing me to continue having a decent game against Power Rush and have Blades in my deck?

Thanks in advance.

The Viper's Rage, but you're probably already using it. I like Sunstroke against Bara; the cannot be saved is nice against all those Renown guys with dupes and bodyguards and such on them. I certainly wouldnt say its as good as VB or BotS though.

I disagree on your choice to remove burning on the sands instead of VB. I personally think VB is better.

However, if you are running a lot of influence and would consider running the princes plans, then BOTS is better in that situation.

Also, consider running vipers rage or red vengeance.

After playing a couple more games, I decided to keep the Blades in and drop the Burnings. Burning was replaced by Red Vengeance and I'm utilizing At the Gates + Maester Kedry to fuel it. I also have a Maester of Lemonwood I can grab using At the Gates if I need to clear conditions.

Sorry for not helping you answer the question, but I've found that Knights of the Sun can be a painful character to play against if you attach Dawn to it and add a few gold on it each turn.

Knights of the Sun
3 STR - MIL - POW Icons
Knight. Army. House Dayne.
Knights of the Sun gets +1 STR for each gold token on it.
Marshalling: If it is Summer, move any number of gold tokens from your gold pool to Knights of the Sun.

*Dawn
Item. Weapon.

House dayne character only.
If attached character is Ser Arthur Dayne,he gets +5 STR.
Challenges: If attached character is participating in a challenge in which an opponent has more participating characters than you, kneel Dawn to choose and kill a participating character.

If you have a reasonable number of characters, this is especially frustrating to play against. With Dawn and a jacked up character that it's attached to, you won't be attacked too often without an opportunity to kill at least one character with Dawn.

Even without Dawn this can be a strong character in a Martell Summer deck. You can add your leftover gold to him if you have nothing left to Marshall. If you have any boosts for House Dayne characters, he will benefit also.

Sure there are ways to counter this character, but it's still painful if used right nonetheless.

I'm also not suggesting you build your deck around him.

Darkshine said:

I also have a Maester of Lemonwood I can grab using At the Gates if I need to clear conditions.

Just to let you know, this won't work, as the response on the Maester of Lemonwood requires you to play it from your hand in order to remove condition attachments.