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Deck "MARTELL WILDINGS"

Deck "MARTELL WILDINGS"
71 Cards
created by gregfilip activity icon
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Based on my new friend s idea.

 
Card list Group cards by  
Section: Draw Deck (60 cards)
2 x Arianne Martell Arianne Martell (PotS)
  • Number: 2
  • Rarity: F
  • Type: Character
  • House: Martell
  • STR: 3
  • Gold Cost: 4
  • Traits: Lady.
  • Challenge Icons: [Intrigue] [Power]
Card text:

Stealth. While Arianne Martell is attacking, raise the Claim value on your revealed plot card by 1.

2 x Carrion Bird Carrion Bird (TWoW)
  • Number: 35
  • Rarity: F
  • Type: Character
  • STR: 1
  • Gold Cost: 1
  • Challenge Icons: [military]
Card text:

Raven. Creature.
Stealth.
Response: After you win a challenge in which Carrion Bird participated, shuffle any number of Raven cards from your discard pile, or one Raven card from play, back into their owner's decks. (Cannot be canceled.)

3 x Climbing Spikes Climbing Spikes (AKitN)
  • Number: 98
  • Rarity: F
  • Type: Attachment
  • House: Neutral
  • STR: 0
  • Claim Value: 0
  • Gold Cost: 1
  • Traits: Item.
  • Income/Initiative: 0
Card text:

Attach to a If you control at least 1 Wildling character, treat attached location as if its printed text box were blank. If you control at least 2 Wildling characters, Climbing Spikes is immune to opponents' triggered effects.

2 x Craster Craster (WotN)
  • Number: 17
  • Rarity: F
  • Type: Character
  • House: Neutral
  • STR: 5
  • Gold Cost: 2
  • Traits: Wildling. Ally.
  • Challenge Icons: [Intrigue]
Card text:

If you lose a challenge in which Craster participated, the winning opponent draws 2 cards.

Craster sat above the fire, the only man to enjoy his own chair.

2 x Craster`s Keep Craster's Keep (BtW)
  • Number: 37
  • Rarity: F
  • Type: Location
  • House: Neutral
  • Gold Cost: 2
  • Traits: The North
Card text:

Response: After you play a Wildling character from your hand, reduce the cost of the next Wildling you play this phase by 1.

This is our place. Craster keeps us safe. Better to die free than live a slave.

1 x Darkstar Darkstar (PotS)
  • Number: 4
  • Rarity: F
  • Type: Character
  • House: Martell
  • STR: 3
  • Gold Cost: 4
  • Traits: Knight. House Dayne.
  • Challenge Icons: [Military] [Intrigue]
Card text:

House Martel only. Vengeful. Renown. If Darkstar would be discarded from your hand or deck, put him into play instead.

2 x Dornish Fiefdoms Dornish Fiefdoms (PotS)
  • Number: 26
  • Rarity: F
  • Type: Location
  • House: Martell
  • Gold Cost: 1
  • Traits: Dorne.
Card text:

Limited.
Marshalling: Kneel Dornish Fiefdoms to lower the cost of the next House Martell card you play this phase by 1.
+1 Influence.

1 x Dornish Paramour Dornish Paramour (Hand)
  • Number: 55
  • Rarity: F
  • Type: Character
  • House: Martell
  • STR: 2
  • Gold Cost: 2
  • Challenge Icons: [intrigue] [power]
Card text:

Ally.
Response: After you win a challenge in which Dornish Paramour participated, discard it from play to draw 2 cards.

1 x Flea Bottom Flea Bottom (TGM)
  • Number: 39
  • Rarity: F
  • Type: Location
  • House: Neutral
  • Gold Cost: 0
  • Traits: King's Landing.
Card text:


No attachments.
Marshalling: Kneel Flea Bottom to lower the cost of the next character you play this phase by 2. That character comes into play knelt.

Card designed by 2004 A Game of Thrones World Champion Greg Atkinson.

1 x Flea Bottom Scavenger Flea Bottom Scavenger (Trials)
  • Number: 35
  • Rarity: F
  • Type: Character
  • House: Martell
  • STR: 1
  • Gold Cost: 2
  • Challenge Icons: [intrigue]
Card text:

Ally.
Response: After you play Flea Bottom Scavenger from your hand, draw 3 cards if you have no power on your House card.

3 x Free Man Free Man (TftH)
  • Number: 18
  • Rarity: F
  • Type: Character
  • House: Neutral
  • STR: 1
  • Gold Cost: 1
  • Traits: Wilding. Refugee.
  • Challenge Icons: [military] [power]
Card text:


Response: After Free Man leaves play, choose and stand 1 War Crest character

3 x He Calls it Thinking He Calls it Thinking (PotS)
  • Number: 21
  • Rarity: F
  • Type: Event
  • House: Martell
Card text:

House Martell only. Response: Cancel the effects of a response without an influence cost. Then, attach He Calls it Thinking to a House Martell character (counts as a Boon attachment with the text 'Attached character gets +2 STR.').

2 x House Messenger House Messenger (PotS)
  • Number: 10
  • Rarity: F
  • Type: Character
  • House: Martell
  • STR: 2
  • Gold Cost: 2
  • Traits: Ally.
  • Challenge Icons: [Intrigue]
Card text:

After you play House Messenger from your hand, reveal the top 2 cards of your deck to all players. Then, put 1 of those cards into your hand, and the other on the bottom of your deck.

2 x Lost Oasis Lost Oasis (Trials)
  • Number: 36
  • Rarity: F
  • Type: Location
  • House: Martell
  • Gold Cost: 2
Card text:

The South.
Challenges: Kneel Lost Oasis to choose a Martell character. Until the end of the phase, that character gains Stealth and "after this character bypasses a character by using Stealth, kneel that character."

2 x Lost Spearman Lost Spearman (MotM)
  • Number: 55
  • Rarity: F
  • Type: Character
  • House: Martell
  • STR: 3
  • Gold Cost: 1
  • Traits: Refugee.
  • Challenge Icons: [military] [intrigue]
Card text:

After you play Lost Spearman from your hand, any opponent may kneel 1 influence to return him to your hand.

"...Renly has taken Dorne's allegiance for granted." - Tyrion Lannister

2 x Mance Rayder Mance Rayder (RotO)
  • Number: 116
  • Rarity: F
  • Type: Character
  • House: Neutral
  • STR: 3
  • Claim Value: 0
  • Gold Cost: 3
  • Traits: King. Wildling.
  • Challenge Icons: [military] [intrigue] [power]
  • Income/Initiative: 0
Card text:

Any Phase: Kneel Mance Rayder to choose 1 The North agenda or location. Until the end of the phase, treat that card as if its printed text box were blank.

1 x Orell the Eagle Orell the Eagle (ASitD)
  • Number: 56
  • Rarity: F
  • Type: Character
  • House: Neutral
  • STR: 3
  • Claim Value: 0
  • Gold Cost: 3
  • Traits: Wildling. Skinchanger.
  • Challenge Icons: [intrigue] [power]
  • Income/Initiative: 0
Card text:

While Orell the Eagle is attacking, opponents must declare at least 2 defenders in order to defend the challenge.

3 x Orphan of the Greenblood Orphan of the Greenblood (PotS)
  • Number: 15
  • Rarity: F
  • Type: Character
  • House: Martell
  • STR: 0
  • Gold Cost: 0
  • Traits: Ally.
Card text:

Any Phase: Discard Orphan of the Greenblood from play (cannot be saved) to choose 1 character. Until the end of the phase, that character loses a military, an intrigue, and a power icon.

3 x Refugee of the Citadel Refugee of the Citadel (RW)
  • Number: 92
  • Rarity: F
  • Type: Character
  • House: Martell
  • STR: 2
  • Challenge Icons: [intrigue] [power]
Card text:

Maester. Refugee.
If you do not win dominance, pay 1 gold or discard Refugee of the Citadel from play.

3 x Seductive Promise Seductive Promise (Core)
  • Number: 175
  • Rarity: T
  • Type: Event
Card text:

Response: After you win a power challenge by 4 or more total STR, choose a non-unique character controlled by the losing opponent. Take control of that character.
Limit 1 per phase.

1 x Ser Arys Oakheart Ser Arys Oakheart (PotS)
  • Number: 9
  • Rarity: F
  • Type: Character
  • House: Martell
  • STR: 3
  • Gold Cost: 3
  • Traits: Knight. Kingsguard
  • Challenge Icons: [Military] [Power]
Card text:

No Attachments except Weapon. Renown. Response: After Ser Arys Oakheart comes into play, choose and discard 1 Ally or Mercenary character from play.

1 x Shadowblack Lane Shadowblack Lane (Westeros)
  • Number: 75
  • Rarity: R
  • Type: Location
  • House: Neutral
  • Gold Cost: 0
  • Traits: King's Landing.
Card text:

Marshalling: kneel to lower the cost of the next character with an Intrigue icon you play this phase by 1.

1 x Street of Steel Street of Steel (LoW)
  • Number: 45
  • Rarity: F
  • Type: Location
  • House: Neutral
  • Gold Cost: 0
  • Traits: King's Landing.
Card text:

Limit 1 per deck. Marshalling: Kneel Street of Steel to lower the cost of the next character with a military icon you play this phase by 1.

2 x Summer Sea Summer Sea (QoD)
  • Number: 32
  • Rarity: F
  • Type: Location
  • House: Martell/Targaryen
  • Gold Cost: 0
  • Traits: Westeros.
Card text:

Marshalling: Discard Summer Sea from play to reduce the cost of the next Martell or Targaryen character you play this phase by 2.
+1 Influence.

2 x The Red Viper The Red Viper (PotS)
  • Number: 1
  • Rarity: F
  • Type: Character
  • House: Martell
  • STR: 3
  • Gold Cost: 5
  • Traits: Lord.
  • Challenge Icons: [Military] [Intrigue] [Power]
Card text:

Renown. Immune to events and character abilities. The Red Viper does not kneel to attack an opponent who controls more characters than you.

3 x The Scourge The Scourge (ODG)
  • Number: 55
  • Rarity: F
  • Type: Location
  • House: Martell
  • Gold Cost: 2
  • Traits: Dorne.
Card text:


Any Phase: Kneel The Scourge to choose 1 character. That character loses a Military, an Intrigue, and a Power icon until the end of the phase.
Response: After a character loses an icon from The Scourge, choose and discard 1 card from your hand to have that character gain that icon until the end of the phase. Any player may trigger this effect.

3 x The Viper`s Bannermen The Viper's Bannermen (PotS)
  • Number: 16
  • Rarity: F
  • Type: Character
  • House: Martell
  • STR: 7
  • Gold Cost: 7
  • Traits: Army.
  • Challenge Icons: [Military] [Power]
Card text:

No Attachments. Deadly. Stealth. Response: After The Viper's Bannermen comes into play or leaves play, reveal the top 2 cards of your deck, then put them into your hand.

3 x The Wildling Horde The Wildling Horde (TWH)
  • Number: 76
  • Rarity: F
  • Type: Character
  • House: Neutral
  • STR: 8
  • Claim Value: 0
  • Gold Cost: 7
  • Traits: Wildling. Army.
  • Challenge Icons: [military] [power]
  • Income/Initiative: 0
Card text:

No Attachments. Deadly. Reduce the cost to play The Wildling Horde by 1 for each The North agenda you are running.

2 x Water Garden Water Garden (PotS)
  • Number: 30
  • Rarity: F
  • Type: Location
  • House: Martell
  • Gold Cost: 0
  • Traits: Dorne.
Card text:

Limited.
+1 Income.

1 x Wildling Wisewoman Wildling Wisewoman (TWH)
  • Number: 77
  • Rarity: F
  • Type: Character
  • House: Neutral
  • STR: 2
  • Claim Value: 0
  • Gold Cost: 3
  • Traits: Wildling.
  • Challenge Icons: [intrigue] [power]
  • Income/Initiative: 0
Card text:

Response: Kneel Wildling Wisewoman to cancel 1 card effect that would allow an opponent to draw 1 or more cards.

 
Section: Plot Deck (11 cards)
1 x Blood of the First Men Blood of the First Men (RotO)
  • Number: 119
  • Rarity: F
  • Type: Agenda
  • House: Neutral
  • STR: 0
  • Claim Value: 0
  • Gold Cost: 0
  • Traits: The North.
  • Income/Initiative: 0
Card text:

You may run any number of The North agendas. You need 2 additional power to win the game. Reduce the cost of the first Wildling character you play from your hand each round by 2.

1 x Burning Bridges Burning Bridges (QoD)
  • Number: 49
  • Rarity: F
  • Type: Plot
  • House: Neutral
  • Traits: Intrigue Gambit.
Card text:

Players cannot trigger abilities on character, location, and attachment cards in play.

1 x House Martell House Martell (Core)
  • Number: H4
  • Rarity: F
  • Type: House
  • House: Martell
Card text:

Round Sequence:

  1. Plot
  2. Draw
  3. Marshalling
  4. Challenge
  5. Dominance
  6. Stand
  7. Taxation

1 x Manning the City Walls Manning the City Walls (CD)
  • Number: 60
  • Rarity: F
  • Type: Plot
  • House: Neutral
  • Traits: City.
Card text:


When revealed, if you have no City plots in your used pile, put an in-House Army character into play from your hand.

1 x Muster the Realm! Muster the Realm! (QoD)
  • Number: 54
  • Rarity: F
  • Type: Plot
  • House: Neutral
Card text:


Players cannot initiate Military challenges unless they control an Army character.

1 x Retaliation! Retaliation! (ASoSilen)
  • Number: 80
  • Rarity: F
  • Type: Plot
  • House: Neutral
Card text:


If you win initiative, you must choose an opponent as the first player.

1 x Rule by Decree Rule by Decree (Core)
  • Number: 206
  • Rarity: T
  • Type: Plot
  • Claim Value: 1
  • Gold Cost: 4
  • Income/Initiative: / 4
Card text:

Cannot be cancelled.
When revealed, the player with the most cards in hand chooses and discards cards from his hand until he has 4 cards in hand.

1 x The First Snow of Winter The First Snow of Winter (ODG)
  • Number: 59
  • Rarity: F
  • Type: Plot
  • House: Neutral
Card text:



When the first challenge is initiated this round, return all characters with printed cost 2 or lower to their owners' hands.

Card designed by the 2005 A Game of Thrones World Champion John M. Bruno.

1 x The Free Folk The Free Folk (BtW)
  • Number: 39
  • Rarity: F
  • Type: Agenda
  • House: Neutral
Card text:

The North. You may run any number of The North agendas. You need 2 additional power to win the game. Wildling characters you control gain stealth.

1 x The Last Giants The Last Giants (TWH)
  • Number: 79
  • Rarity: F
  • Type: Agenda
  • House: Neutral
  • STR: 0
  • Claim Value: 0
  • Gold Cost: 0
  • Traits: The North.
  • Income/Initiative: 0
Card text:

You may run any number of The North agendas. You need 2 additional power to win the game. Wildling characters you control get +1 STR.

1 x Valar Morghulis Valar Morghulis (Core)
  • Number: 201
  • Rarity: S
  • Type: Plot
  • Claim Value: 0
  • Gold Cost: 2
  • Income/Initiative: 0
Card text:

Limit 1 per plot deck.
When revealed, kill all characters in play.

 
Deck Statistics
Distribution by House
- bar 10 %  
Martell bar 34  48 %  
Martell/Targaryen bar 3 %  
Neutral bar 28  39 %  
 

Distribution by Rarity
F bar 65  92 %  
R bar 1 %  
S bar 1 %  
T bar 6 %  
 

Distribution by Type
Agenda bar 4 %  
Attachment bar 4 %  
Character bar 35  49 %  
Event bar 8 %  
House bar 1 %  
Location bar 16  23 %  
Plot bar 10 %  
 



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