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Deck "A losing proposition"

Deck "A losing proposition"
69 Cards
created by ideosinkrasee activity icon
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Section: Draw Deck (60 cards)
1 x Areo Hoth Areo Hoth (PotS)
  • Number: 5
  • Rarity: F
  • Type: Character
  • House: Martell
  • STR: 4
  • Gold Cost: 4
  • Traits: Ally.
  • Challenge Icons: [Military] [Power]
Card text:

Response: After you lose a challenge by 4 or more total STR, kneel Areo Hotah to choose and kill 1 character.

3 x Beguiled Bodyguard Beguiled Bodyguard (SA)
  • Number: 117
  • Rarity: F
  • Type: Event
Card text:

Reinforcements.
Any Phase: Play if you have lost a power challenge this phase. Pay 1 gold to put Beguiled Bodyguard into play from your hand as a character with 3 STR, a power icon, stealth, and renown.

2 x Blood of the Viper Blood of the Viper (OSaS)
  • Number: 94
  • Rarity: F
  • Type: Attachment
  • House: Martell
  • Gold Cost: 1
  • Traits: Condition.
Card text:

House Martell character only.
Attached character gains the Sand Snake trait and 'Sand Snake characters you control get +1 STR.'

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.)

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.

3 x Desert Exiles Desert Exiles (SA)
  • Number: 112
  • Rarity: F
  • Type: Character
  • House: Martell
  • STR: 5
  • Gold Cost: 4
  • Challenge Icons: [military] [power]
Card text:

Army.
No attachments except Weapon.
Response: After a Reinforcements event card is played, draw a card.

2 x Doran Martell Doran Martell (TGM)
  • Number: 34
  • Rarity: F
  • Type: Character
  • House: Martell
  • STR: 3
  • Gold Cost: 5
  • Traits: Lord.
  • Challenge Icons: [intrigue] [power]
Card text:


No attachments. Vengeful.
Response: After you lose a challenge as the defender, each opponent must choose and discard 1 card from his or her hand.

"Vengeance... Justice... Fire and blood."

1 x Dorea Sand Dorea Sand (TftH)
  • Number: 13
  • Rarity: F
  • Type: Character
  • House: Martell
  • STR: 1
  • Gold Cost: 1
  • Traits: Bastard. Sand Snake.
  • Challenge Icons: [military]
Card text:


Response: After you lose a challenge as the defender, until the end of the phase Sand Snake characters you control gain: "This character does not kneel to attack."

"Dorea stalks about knocking oranges off the trees with her morningstar, and Elia and Obella have become the terror of the pools." - Doran Martell

3 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.

2 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 Dayne Reserves House Dayne Reserves (PotS)
  • Number: 17
  • Rarity: F
  • Type: Character
  • House: Martell
  • STR: 6
  • Gold Cost: 8
  • Traits: Army. House Dayne.
  • Challenge Icons: [Military] [Intrigue] [Power]
Card text:

House Martell only. No Attachments. If House Dayne Reserves is discarded from your hand for the claim of an intrigue challenge, put it into play instead of your discard pile. Any Phase: Kneel 1 influence to return House Dayne Reserves to its owner's hand.

1 x Lord Doran`s Chambers Lord Doran's Chambers (PotS)
  • Number: 27
  • Rarity: F
  • Type: Location
  • House: Martell
  • Gold Cost: 1
  • Traits: Dorne.
Card text:

You may choose to play Lord Doran's Chambers as an attachment to your House card.
+1 Income.
+1 Influence.

3 x Maiden of Poisons Maiden of Poisons (ODG)
  • Number: 53
  • Rarity: F
  • Type: Character
  • House: Martell
  • STR: 3
  • Gold Cost: 1
  • Traits: Bastard. Sand Snake.
  • Challenge Icons: [intrigue] [power]
Card text:


House Martell only.
Response: After you lose a challenge as the defender, choose a challenge icon. Then each opponent chooses 1 standing character he or she controls with that icon, if able. All chosen characters lose that icon until the end of the phase.
Crest: Shadow

3 x Missing Recruit Missing Recruit (SA)
  • Number: 115
  • Rarity: F
  • Type: Event
Card text:

Reinforcements.
Any Phase: Play if you have lost a military challenge this phase. Pay 1 gold to put Missing Recruit into play from your hand as a character with 3 STR, a military icon, stealth, and renown.

1 x Obella Sand Obella Sand (DB)
  • Number: 115
  • Rarity: F
  • Type: Character
  • House: Martell
  • STR: 1
  • Gold Cost: 1
  • Traits: Bastard. Sand Snake.
  • Challenge Icons: [power]
Card text:

Sand Snake characters you control gain a Power icon and vengeful.

"... Elia and Obella have become the terror of the pools." - Doran Martell

2 x Oberyn`s Guile Oberyn's Guile (MotA)
  • Number: 92
  • Rarity: F
  • Type: Attachment
  • House: Martell
  • Gold Cost: 2
  • Traits: Condition.
Card text:


Unique Martell character only.
Response: After you lose a challenge reveal the top card of your deck, then add it to your hand.

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.

2 x Outthought Outthought (ARotD)
  • Number: 113
  • Rarity: F
  • Type: Attachment
  • House: Martell
  • Gold Cost: 1
  • Traits: Condition.
Card text:


After you play Outthought, draw 1 card.
Response: After you lose a challenge, kneel attached character.

3 x Paramour Paramour (PotS)
  • Number: 12
  • Rarity: F
  • Type: Character
  • House: Martell
  • STR: 1
  • Gold Cost: 1
  • Traits: Ally.
  • Challenge Icons: [Intrigue]
3 x Red Vengeance Red Vengeance (PotS)
  • Number: 25
  • Rarity: F
  • Type: Event
  • House: Martell
Card text:

House Martell only. Response: After you lose a challenge as the defender, kneel 2 influence to cancel the claim effect of that challenge, Then, choose an opponent to staisfy the claim of that challenge as if he or she had lost the challenge as the defender.

1 x River Row River Row (QoD)
  • Number: 43
  • Rarity: F
  • Type: Location
  • House: Neutral
  • Gold Cost: 0
  • Traits: King's Landing.
Card text:

Limit 1 per deck.
River Row comes into play knelt.
Marshalling: Kneel River Row to lower the cost of the next character 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 (APS)
  • Number: 113
  • Rarity: F
  • Type: Character
  • House: Martell
  • STR: 3
  • Gold Cost: 5
  • Traits: Lord.
  • Challenge Icons: [military] [intrigue] [power]
Card text:


Stealth. Renown.
Response: After you lose a challenge, place 1 gold token from the treasury on The Red Viper.
Challenges: Discard 1 gold token from The Red Viper to stand him. Then, you may discard 1 additional gold token from him to raise the claim value on any player's revealed plot card by 1 until the end of the current challenge.
Crest: War

3 x The Viper`s Rage The Viper's Rage (TftRK)
  • Number: 76
  • Rarity: F
  • Type: Event
  • House: Martell
Card text:

House Martell only.
Response: After your lose a challenge by 4 or more total STR as the defender, all characters controlled by the attacker lose a military, an intrigue, and a power icon until the end of the phase.

3 x Tower Captain Tower Captain (GotC)
  • Number: 11
  • Rarity: F
  • Type: Character
  • House: Martell
  • STR: 1
  • Gold Cost: 1
  • Traits: Ally.
  • Challenge Icons: [military]
Card text:

+1 Influence.

He was only a captain of guards, and still a stranger to this land and its seven-faced god, even after all these years.

3 x Venomous Blade Venomous Blade (Blckwtr)
  • Number: 115
  • Rarity: F
  • Type: Attachment
  • House: Martell
Card text:

Weapon.
House Martell only.
After Venomous Blade comes out of Shadows, attach it to a character you control. Then, choose and kill an opponent's character with printed STR 2 or less.
Response: After you lose a challenge, Venomous Blade goes into Shadows.
(Shadow)

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

Limited.
+1 Income.

 
Section: Plot Deck (7 cards)
1 x City of Lies City of Lies (CSec)
  • Number: 19
  • Rarity: F
  • Type: Plot
  • Claim Value: 1
  • Gold Cost: 3
  • Income/Initiative: / 6
Card text:

City.
City. When revealed, you may put up to 2 cards with the Shadow crest into Shadows from your hand without paying any costs.

1 x Condemned by the Realm Condemned by the Realm (Core)
  • Number: 202
  • Rarity: T
  • Type: Plot
  • Claim Value: 1
  • Gold Cost: 5
  • Income/Initiative: / 3
Card text:

When revealed, choose an opponent. Then, that opponent must choose and kill a character he or she does not control, if able.

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 Take Them by Surprise Take Them by Surprise (LoW)
  • Number: 52
  • Rarity: F
  • Type: Plot
  • House: Neutral
  • Claim Value: 1
  • Income/Initiative: +5/11
Card text:

If you lose initiative, discard your hand.

1 x War of Attrition War of Attrition (MotA)
  • Number: 100
  • Rarity: F
  • Type: Plot
  • House: Neutral
Card text:



After you lose a challenge as the attacker, discard 1 card at random from the defending player's hand.

1 x Waste Their Time Waste Their Time (QoD)
  • Number: 50
  • Rarity: F
  • Type: Plot
  • House: Neutral
  • Traits: Power Struggle.
Card text:

When revealed, look at each opponent's hand. Then choose 1 card from each of those hands and shuffle it into its owner's deck.

 
Section: House and Agenda (2 cards)
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 Knights of the Hollow Hill Knights of the Hollow Hill (MotM)
  • Number: 59
  • Rarity: F
  • Type: Agenda
  • House: Neutral
Card text:


You cannot place cards during the setup phase. Other cards you control do not provide a gold bonus. Your House card gains:
+2 Income
+2 Influence
+2 Initiative

Card designed by 2009 A Game of Thrones Joust Champion, Greg Atkinson.

 
Deck Statistics
Distribution by House
- bar 10  14 %  
Martell bar 50  72 %  
Martell/Targaryen bar 3 %  
Neutral bar 10 %  
 

Distribution by Rarity
F bar 68  99 %  
T bar 1 %  
 

Distribution by Type
Agenda bar 1 %  
Attachment bar 13 %  
Character bar 27  39 %  
Event bar 14  20 %  
House bar 1 %  
Location bar 10  14 %  
Plot bar 10 %  
 



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