Hi! I'm not really good at deckbuilding yet so I was wondering if someone could just...do it for me!
I have Princes of the Sun, Lords of Winter, Queen of Dragons, Knights of the Storm, and 1 Core set. Thanks!
Hi! I'm not really good at deckbuilding yet so I was wondering if someone could just...do it for me!
I have Princes of the Sun, Lords of Winter, Queen of Dragons, Knights of the Storm, and 1 Core set. Thanks!
Not that easy without knowing what you're usually up against, and if it's for Joust or Melee.
Try this one. It's built with Joust in mind, with no thought given to Melee (although it just might work there, too.)
Use House Messenger, Bannermen, Dayne Skirmishers and Intrigue challenges to gain hand advantage. Try to get Arianne out, get Rusted Sword on her (remember you can use it mid-challenge for a surprise win). Get the Viper out. Get Taste for Bloods on him and/or Arianne. The Kingsroad Fiefdoms are there for the Influence, but they also give you a chance to go first on your To The Spears turn. Use Regroup to get one more use out of Red Vengeance or another one of your key events. Use Parting Blow together with your Orphans or Dayne Skirmishers.
If you don't play against Baratheon a lot, you might try to replace some characters with Hedge Knights and/or Edric's Knights and try the Knights of the Realm agenda. I tend to think the build below might be a tad more flexible, but who knows.
If you have any questions, don't hesitate to ask.
If you use the deck or some version of it, make sure to come back and tell us how it went.
House (1)
House Martell (Core) x1
Agenda (0)
Character (30)
Arianne Martell (PotS) x3
Darkstar (PotS) x3
Ellaria Sand (PotS) x1
Harmen Uller (PotS) x1
House Messenger (PotS) x3
Orphan of the Greenblood (PotS) x3
Ser Arys Oakheart (PotS) x1
The Red Viper (PotS) x3
The Viper's Bannermen (PotS) x3
House Dayne Skirmisher (PotS) x3
House Dayne Knight (PotS) x3
Paramour (PotS) x2
Maester Aemon (Core) x1
Location (12)
River Row (QoD) x1
Dornish Fiefdoms (PotS) x3
Lord Doran's Chambers (PotS) x1
Summer Sea (QoD) x3
Shadowblack Lane (Core) x1
Street of Steel (Core) x1
Kingsroad Fiefdom (QoD) x2
Event (13)
He Calls It Thinking (PotS) x3
Paper Shield (QoD) x2
Parting Blow (PotS) x3
Red Vengeance (PotS) x3
The Prince's Wrath (PotS) x2
Attachment (5)
Bodyguard (Core) x1
Rusted Sword (PotS) x1
Taste for Blood (PotS) x3
Plot (7)
The Power of Blood (Core) x1
To the Spears! (PotS) x1
Valar Morghulis (Core) x1
Loyalty Money Can Buy (QoD) x1
Regroup (KotStorm) x1
Rains of Autumn (Core) x1
Feast or Famine (KotStorm) x1
Thanks for the help Ratatoskr!
Can you recommend a chapter pack for Martell and for Greyjoy? I've only played this a few times and it's been so much fun!
Basically, I'd recommend buying Chapter packs by cycle rather than one by one. There's always a lot of synergy within the cycles, and it's usually worth it getting the whole cycle to get the most out of the themes and mechanics focused on. Please note that the first four chapter pack cycles will be reprinted in the x3 format. "King's Landing" and "Defenders of the North" are in that process right now, and A Clash of Arms and A Time of Ravens will get the same treatment later. If you're thinking about getting Packs from these cycles, you might want to hold off a bit.
That said, cards that fit well in any kind of Martell deck would be:
A Game of Cyvasse from A Change of Seasons. New players might overlook this card at first glance, but it is very powerful if used right. This particular pack also contains Wintertime Marauders , one of the best Greyjoy cards in the game. It depends on it being Winter, though, so you'd need more Seasons tech to make good use of it, which means you'd need to get at least The Winds of Winter as a bare minimum.
Burning on the Sand from Return of the Others. It also has Tarle the Thrice-Drowned , a pretty decent GJ character, especially if you're going for a Holy theme.
Venomous Blade from The Battle of Blackwater Bay.
Both Burning and VB are on the Restricted list (as are the Bannermen from the decklist above), which means that you can have only one of them (at three copies) in any deck. They're among the most powerful Martell cards in the LCG, though, especially VB.
Mountains of the Moon has the Knights of the Hollow Hill agenda , which is not House specific, but works especially well with Martell, because it provides an Influence bonus from turn one, and Martell uses quite a few cards that need Influence. The same pack also has Lost Spearman , which is a very fine cheap character for Martell that would fit nicely in the deck above, because he combos well with Parting Blow.
Mountains of the Moon is from the Brotherhood without Banners cycle, which means it already is in the x3 format. If you want to wait for the older packs being re-released in that format, I'd advise you to get this pack first. You might want to look into buying the other packs from the Brotherhood cycle then; that allows you to run a deck based on the Brotherhood theme, which works well out of Martell, or on the Sand Snakes theme, which can be fun too.
If you go for a influence-heavy deck, maybe helped by the KotHH agenda, you might want to consider The Prince's Plans from The Isle of Ravens, aslo a newer x3 pack you could get right now without hesitation.
Used your recommendations and played a Joust against a Baratheon player.
We both had Maester Aemon and he ruined the game. I could have pulled the Valar Morg trigger but I never found a good time to do it since I was always in the lead, in terms of characters anyways. So Maester Aemon's out and about on both sides and he's just spoiling all the military fun, and finally I find my "He Calls it Thinking" and wipe the old bastard out of my opponent's play area. And then after that I had to play my seventh plot, Valar Morg. While we were both rich with money, I ended up winning ever so slightly because of card draw and managed to recover with a few house messengers.