Martell GNK Winner 4-0

Card draw simulator
Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
None yet.

Yakhunter 331

This is the deck I took to my local summer kit tourney. It is actually a slight variation of the deck I took to Nationals and started 3-0 with until it crapped the bed and led to a few modifications.

Originally I was running with 3x Nightmares (replaced w/ House Maesters and Maester's Chain), 1x Wildfire (replaced w/ Building Orders), 1x Rattleshirts (replaced w/ extra KoS) and 1x Starfall Cav (replaced w/ third Tyene).

I had one game at Nationals in which I did not draw a single econ card and it hurt something awful. That being said, the gold curve is such that I can normally work very well with just a Roseroad/BOG in play so I knew it was a small problem. I also found I never once needed WildFire in any of my test matches/actuals. Building gives me the econ search I need if I am desperate and otherwise finds me the Ghaston or Icon Remover I always wanted. The swap in for House Maesters and the other KoS were for setup and icon spread purposes. With my previous Martell decks I've always found myself wanting 1 more pow icon on the board at all times. The Maester's Chain was my 61st card and gave me that slight amount of attachment removal in case of the mirror or NW. Is it 100% necessary? No. You could remove it or swap it for a milk, nightmares, condemned...I just liked the insurance.

The goal of the deck is simple, run plots that generally make me pick who goes first and then try to funnel my opponent's plays into the ones I want them to make via icon removal, poison and ghaston. 9/10 games I open Sneak Attack, make my opponent go first and go for Int or Mil based on board states. In games where it does not appear like that is going to work out, I gauge opponent's opening board and probably go with HoS.

Matchups at the GNK tourney were Bara/Kraken, Tyrell/Lion, Martell Fealty and Lanni/Dragon. The Tyene/Tears/Attainted train ended many lives including Tywin, Mirri, Mountain, Illyrio and Tyrion in the 9 turn slobber-knocker finale.

2 comments

Granville7482 1

This is a great deck, one Plot that i've been playing with in Martell-Sneak is Naval Superiority. Turn 1, Clear the board with Sneak. Turn 2 Opponent will often play another Kingdom Plot and WHAM no money and a bunch of challenges punch through. Turn 3 Move to Heads on Spikes routine.

Yakhunter 331

My second opponent actually brought this up half-jokingly after I hit him pretty hard in the opening turn of our game. My only problem with it is the econ hit on my own deck if turn 1 does not go to plan.