|A Game of Thrones LCG | Published 13 May 2010|
Hello and Welcome Back, Loyal A Game of Thrones Fans!
This week's card preview is short, but hopefully sweet. The A King in the North Chapter pack will be rolling out soon, and we hope the cards featured below, among the others that will be coming out with this pack, will add some fun and options to your decks. The theme of this week's spoilers is cheap, that is, cards that cost one gold.
There are plenty of reasons to love cheap cards - large setup drops, for one - but in an environment where Winter's White Raven (The Winds of Winter, F24) looms dangerously over one's income, whether you're playing for or against the season changes, having cheap cards becomes even more valuable. There is plenty of incentive for players to run Winter decks (Winter Marauders, Ranger of Winter, Deep Freeze, Frozen Sea, etc.), but with some low-cost help, the cold won't kill you.
R'hllor's Blessing gives Baratheon a nice little strength boost, but it also has the advantage of occupying zero deck space, assuming you have an eligible character to play it on. Drawing the right card at the right time can make all the difference in a game, so it's nice to have a card that helps with that, especially in a House that is less well-known for its draw power.
Climbing Spikes will give those of you running Wildling decks some nice location control, especially if you've got enough Wildlings in play to make this attachment difficult to get rid of. Of course, this may give your opponent's even more incentive to kill off your characters, but hopefully you've got the Wildling assault going strong when this attachment rolls out.
Finally, House Targaryen gets some low-cost Stealth with the help of one of its signature representatives, a Dragon, in the form of the White Hatchling. This card is nice on offense with its Stealth, as well as its Trait that opens up nice effects with cards like Dragon Bite (Ancient Enemies, F38) and Dragon Attack (A Change of Seasons, F56). It is also nice on defense, with its two icons for Military and Power challenges, uncommon among 1-gold characters.
So that wraps it up for this week's spoilers. Hopefully you've got enough loose change rattling around in your pockets for these cards to find their way into your decks and into play. Until next time!
Based on George R.R. Martin's bestselling fantasy epic A Song of Ice and Fire, A Game of Thrones: The Card Game, playable by 2-4 players, brings the beloved heroes, villains, locations, and events of the world of Westeros to life through innovative game mechanics and the highly strategic game play. The Living Card Game format allows players to customize their gaming experience with monthly Chapter Pack expansions to the core game.
I understand what you're saying ktom (i.e. Dragon's Tail really only provides you with +1 draw and your opponent +2 draw) but what stood out to me in the article was, "Drawing the right card at the right time can make all the difference in a game, so it's nice to have a card that helps with that, especially in a House that is less well-known for its draw power."
When I read that, it seems as if the article is suggesting that this card is suppose to help with draw when it clearly doesn't. You have to pay one gold (or use a reducer) to draw that "right card at the right time." A "right" card that you would have drawn otherwise if you didn't include this "zero deck space" occupier. Unless you want to pseudo-reduce your minimum deck size from 60 to 59, 58, or 57, this card doesn't help with drawing that "right card". If the article mentioned this in conjunction to what I quoted above then fine, but it didn't.
The attachment itself simply provides +2 strength for one gold, which is "meh" IMO. I don't think +2 strength does much for Bara, it's nice but nothing special. I rather use another zero deck space occupier such as Court Advisor. (An intrigue Icon on my Robert or Stannis seems much more useful than +2 strength; especially if they have Vigilant.) In the end it obviously comes down to deckbuild (i.e. Fiery Followers + R'hllor's Blessing); I just didn't like how the article pushed the attachment as a draw card when it really isn't.
The comment to pay attention to with this card is "occupies zero deck space.". The attachment replaces itself in your hand when you play it, so when you draw it - assuming you can play it - you are not giving up all the other cards you could have drawn instead. When you play it, you will still have the same number of cards, and potentially the same number of options, in your hand.
Draw engines get you deeper into your deck, pulling the strategic options out. This card doesn't do that, but by replacing itself by allowing you to draw a card when it is played, it allows you to maintain the number of tactical options available to you in the given moment. Don't think of this card as a "draw" effect. It's a STR boost/buff effect that also happens to create stasis in your hand size. Not quite the same.
The Hatchlings are cool/interesting. I guess there will be one more for the last dragon. Climbing spikes should work well for Wildling themed decks. R'llor's Blessing is meh. Bara needs a fuel engine (i.e. GTM, LIV, KL), not one timers like this. I rather run Court Advisor over R'hllor's Blessing.