Iconic Thieves V2.0

Card draw simulator
Odds: 0% – 0% – 0% more
Derived from
Iconic Theives 0 0 0 1.0
Inspiration for
None yet.

CMonster907 21

After play testing with the original deck, it never lost. The only game where it looked like losing might happen was over an hour long slug fest where we ran out of time before a winner was determined. That said, I had some bad luck drawing what I needed that game. Also, never had a problem with econ in any game. So, to add a little more closing power I thought it might be possible to remove some of the excessive econ. Replaced one Kingsroad and one Roseroad with 2 copies of Shadowblack lane. Then I cut 1 copy of Arianne, 1 copy of Ddornish Paramour, and 1 copy of Obara to add 3 Doran's game. This should give it some serious power to close out the game, especially one turn 6 or 7. I was also considering Building Orders as a plot to add. I would say that Counting Coppers, the Long Plan, and Trading with the Pentoshi are to good to pass up for this deck. A Noble Cause and Calling the Banners are part of why the econ of this deck is so smooth so I'd have a tough time ditching either of them. That leaves Calm Over Westeros and Marched to the Wall. Again, tough plots to let go of, but might be something to play around with.

2 comments

jpurquico 1

Hi! Beginner here trying to main a Martell, Fealty deck. I also like to keep Doran's Game even if other people take it out. However, I thought by plot 7 the used pile would have reset to zero? So, I always try to do Doran's Game by plot 6. It would be nice though to get that one extra

CMonster907 21

After you get to the 7th plot there is a reset but that 7th plot ends up getting pinned to the used plots and you get the first 6 back. Trying to hit Doran's Game around turns 5-7 is really the goal here. I understand why people don't like Doran's Game, early game its not really useful and then it only becomes conditionally useful. That said, a big int challenge with the Viper and Doran's Game can gain lots of power really fast in the later rounds.

This is a bit of an older deck as well, before any of the icon removal attachments came out. At this point I'd probably change quite a bit, First Snow of Winter and additional target kill really hurt where this deck shined. The biggest strength was popping Varys and then flooding out recovery faster than your opponent. Much harder to do that now.

At the end of the day though, Martell Fealty is about the long game. Make sure to have the pieces to stall their initial advances and then take big swings at the end.