Brienne of Tarth is such an interesting card, but one that feels a huge amount of pressure from the classic “the other version is so good” Thrones dilemma. She comes in at the always-desirable 2-cost, and her 3STR with a single icon is fair, especially with the War crest. Mono icons are becoming more and more interesting due to the “cannot defend with more than one icon” weenies from the last cycle, so in certain metas it could certainly act as a boon. She brings both the Rainbow Guard (a theme gaining synergy this cycle) and Lady trait to the table, and is “considered to have the Knight trait”, which as far as I can tell just means that the trait is more vulnerable to Meera and other “except traits” blanking effects. So far, so good.
Thrones is all about characters that bring more than stats to the table, so it all really comes down to her Limited Response. It sports a similar effect to classic “cannot trigger effects” Brienne, but restricts the scope to events while widening the duration to the entire round and the trigger to “kneel” instead of “attack”. In exchange for the drastically wider effect, it has a conditional counter built in, one that is pretty easy for an opponent to satisfy most of the time. Where this ability shines is in the first turn of the game, before any power has been accumulated, and in heavy control matches that don’t win challenges and amass power until they’ve wiped the board. Holding back in order to Bleeds? Brienne stops it completely. Running a burn deck that needs its events to gain the advantage? It will never happen if you’re powerless. Fall behind in a back and forth style game? Brienne’s first challenge or even a random Marshalling kneel effect will keep your game-turning events from being played.
Good enough to replace classic Brienne? Tough call. If nothing else, she’s wayyyy more fun in Melee!
Offer a Peach throws more bizarre power grab events into the game, and I’m not sure it will find a place in any kind of standard Baratheon deck. The conditions are steep – winning Dominance, having standing characters, and having at least 3 plots in your used pile – and the payoff is a bit of a whimper in all but the most ideal circumstances. We can solve the first condition easily enough with The Iron Throne, Vigilant, or any other basic Bara plays, and the second condition is similarly solved. The third is a bit more awkward. My initial reaction is Power of Faith, but I’m not sure it’s worth delaying your Power of Faith until the fourth or fifth turn. And again, what’s the payoff here? A few extra power? When will that be worth replacing more critical events, like Confession or Nightmares? It’s a rush effect that can’t be played early game…unless…
It’s everyone’s favorite solution to lackluster cards – break them with Maesters! Plot cycle until you’re getting 5-6 power from the event, hope it doesn’t get cancelled, and vastly accelerate your win condition. Is it possible? Is it worth it? I’m afraid I just don’t have the answer.
Regardless, don’t miss the farewell tour of First Edition by skipping out on this final cycle! A Deadly Game will be sent out to subscribers as soon as it arrives, and will also be available on our store at that time. Enjoy it while it lasts!]]>
The Repair Krew starts with a pretty standard stat line. As a utility piece, the most important asset is Health, and 3 Health for 3 Cost is acceptable. A single command icon keeps him relevant beyond his ability, and the 2 Strength is an unexpectedly nice option to have, even if it will only be used in a pinch.
With cards like this, though, we all know that the ability is make or break, and what we have here is an incredibly useful and forward-looking effect that means the Repair Krew is likely to stay relevant for many metas to come. Using any “exhaust” ability more than once is always the kind of thing that can create crushing synergies and combos, and we’ve seen this demonstrated over and over in many of the other LCGs. That the Repair Krew brings this ability to the table in a straightforward package capable of sitting on far planets, triggering itself, and winning command struggles means it’s a card for Ork players to consistently keep an eye on. Its current synergy with Kraktoof Hall and even Tellyporta Pad should excite every Ork player.
The Ammo Depot continues the Ork utility push with a unique opportunity for card draw. Keeping your hand full of shields, units, and tide-turning events is critical in Conquest, and decks with cheaper units and lower command ratios often burn through their cards after the first few turns. The Ammo Depot changes this math, and allows Ork players (as well as Astra and Chaos allies) to play to lower curves and implement more sustainable “rush” strategies. Even without this kind of focused build, Ammo Depot is a valuable asset given that its cost of 1 and non-limited status allow it to successfully delay your true intentions during the Deployment phase. When used in multiples, or when backed up by the Repair Krew, expect Ork deployments with low quantity hands that simply keep churning. That its action is universal instead of limited to a particular phase is simply icing on the cake, as a hand recently depleted of shields during a critical conflict can begin to replenish itself.
Both the Repair Krew and Ammo Depot help to fill out the fundamentals for the Orks, and both Astra and Chaos should look to the latter for new strategies.
Gift of the Ethereals will ship to our subscribers as soon as it is released, and will be available on our store at that time. Don’t miss it!]]>
Get Those Sweet War Tokens!
A mirror of the first Top 4 match, Pat McGregor seeks to overcome Cato Sicarius with Packmaster Kith. Will we see a repeat of the Dark Eldar rout, or will Davis be overwhelmed by Kymerae?
After an arduous journey through the Top 16, Davis and Jeremy clash in the final game. This time, it’s Space Marine civil war!]]>
Fetch is a new way to indirectly “punish” an opponent for cheatin’. If your opponent cheats, you can boot and make a pull. Assuming a success, you can take a card in your draw hand (the shootout / lowball hand) and put it into your play hand! This is crazy!
Let’s make it even crazier, though. Let’s say you’re using The Fourth Ring, so that Fetch also triggers your outfit ability. You can now discard a card to draw one and gain a ghost rock. But wait, there’s more! If you trigger it during a shootout, you suffer 3 less casualties. WHAT?!?! Ok, but at least it’s going to cost some ghost rock, right? Right!? Actually, no, it doesn’t. You get all of this for the low, low cost of zero ghost rock!
With a Hex value of 5, Fetch is tied as the easiest Hex in the game. Current Hex decks are typically built around high values (think 10s or higher) to make sure they succeed at their Hex pulls. In this case, the Hex value is so low that we might very well start seeing some ‘looser’ Hex-based decks, where the values in the deck could shift as low as 5 or 6, opening up entirely new deck archetypes.
In any deck with a Huckster, Fetch is going to allow you to get the cards you want and, more interestingly, create high risk shootouts that are unlikely to cost you much of anything. Of course, you can’t trigger this until your opponent cheats, but it sure does make sending that lone Huckster into the saloon an attractive proposition, particularly if your deck is tight (focused on three to five values). Imagine a lone Huckster walking into Charlie’s Place and calling out the entire bar…
This card is a major addition to the Hex lineup and is one that could really push The Fourth Ring well beyond the top. What do you think, is this enough to make The Fourth Ring king of the hill? Are we going to start seeing Hexes from outfits other than The Fourth Ring?
It’s safe to say, we’re pretty amped about the next Saddlebag! Be sure to pre-order Double Dealin’ so you’re guaranteed a copy when it’s released or sign up for a subscription and never deal with keeping up with releases again!]]>
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At first glance, this is a gadget anyone could love! Lowering your opponent’s bullets in a shootout is always a welcome effect, while forcing your opponent into specific casualties can be truly terrifying, if not outright game-winning. The coup de grace is that you get two extra bullets from the gadget itself, increasing the odds significantly of winning those important shootouts! Icing on the proverbial sarsaparilla-flavored cake.
I can’t stress enough how important lowering your opponent’s bullet rating can be. One less card, especially on a stud, seriously affects the odds of those important shootouts. Just imagine those games when one extra card drawn gave you the flush instead of a busted hand. Between the bullet bonus and the shootout action you are dramatically increasing your odds, and given that Doomtown is all about changing the landscape until you have the best odds of winning, the Holy Wheel Gun seems like quite a bargain.
The Holy Wheel Gun also hedges the bets a bit against overwhelming Abominations. If, in the future, Abomination-driven decks are terrorizing the meta, the Holy Wheel Gun can enter the fray as a great equalizer. Seeding cards like this in the game now is a good thing, as it allows for players to always have the tools available to keep the meta fluid and interesting.
Finally, in comparison to gadgets of the past, this one is tied for the lowest difficulty to invent. That’s good news for all the Mad Scientists in the game. The only issue is that you’ll generally want the Wheel Gun on a stud, to maximize its punishing power. While trading this away to your heavy hitters is a strong option, it’d be even nicer if there was a Mad Scientist who might want to hold onto it for himself…
So that’s what’s happening around town right now! Be sure to pre-order Double Dealin’ soon so you’re guaranteed a copy when it’s released, or sign up for a subscription and never deal with keeping up with releases again!]]>
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