Icon Sunstroke V2

Card draw simulator
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Icon Sunstroke 0 0 5 1.0
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MargareyWillHaveMyBabies! 1

The icon removal aspect of Martell is a powerful one, but rather than just Nymeria Sand, I also wanted to munchkin the attachment icon removal cards as well. Given that they aren't Terminal, they can keep coming back to annoying the opponent making mono-con's useless and irritating the hell out of others. Confinement was tempting, but I can't find room for it as I'd rather have constant/permanent removal of icons rather than just a temporary measure. Milk of the Poppy adds insult to injury against any annoying characters.

Military is not the Sun's strong suit, but with Tyene Sand and Tears of Lys about there are other ways of killing off characters especially when Attainted has done it's work. If a character manages to become too much for me to handle, then Ghaston Grey is there to deal with them, usually the tri-con's or high cost characters.

I think the economy is solid enough, you got the basics and Fealty so even The Red Viper can come out to play. His Viper Eyes compounds intrigue challenges further and allows for hand knowledge to be gained from the opponent as well as removing problematic cards.

I know that Weapons at the Door could be annoying, but no-one outside of Greyjoy uses that and even then not every Greyjoy player does. Worse comes to worse, there's always Wildfire Assault

This is now the second version of the deck after going 3-1 at a casual tournament. My thoughts are:

Setup is a little risky - I find myself commonly with "chuds" on setup as the only big bomb character I have is The Red Viper. One of my chuds is wasted on the setup as well (Greenblood Trader). Not sure how to amend this. Personally Greenblood didn't really help to a great extent.

The attachments are great, yes there were times I ended up with a hand full of them after they'd been played and characters had died, but having lots of copies ensures I get hold of them without a Building Orders.

The plot deck seems solid enough though games were ending after Turn 5 regularly and by that time I'm forced to play some plots I don't want to play like Wildfire or a late Confiscation with no opposing target. Marched to the Wall did some good though with a Greenblood Trader for something more juicy on their side.

I hate anything with the word "no attachment" on it so I hate Targ............I hate Targ anyway.

Tyene is awesome when she gets going and intrigue icons are strong in this deck.

Economy for the most part seemed pretty solid.

My loss was against Martell/Targ (have a guess what Targ cards were used!!!) and down to a mix of bad luck draw (didn't draw ANY icon removal cards for 4 solid turns how does that even work?) and a single Varys ruining my day on a turn when I had a ton of gold from Calling the Banners that I couldn't use.

Rattleshirt Raiders never did anything. Granted they rarely saw play either but there was never any attachments to get rid of that my Confiscation didn't already take care of. Are they still needed?

Ghaston is awesome, nuff said.

Quentyn had one good use at one point, but otherwise didn't really do much.

Initiative for at least half the game, if not more is typically won by me allowing me to go second every single time.

Any other ways to improve it?? As considering this started off as a 10 minute Jank Build it did surprising well under my piloting. Characters became useless so fast with multiple attachments being played on one turn. It played hell with Tyrell/Lion and even Nights Watch to an extent though I had to be really crafty to get past Alliser Thorne and Aemon with a Maester Chain.

2 comments

billbaillie152 1

Aemon can't have a Maester Chain so you may have found that easier.

MargareyWillHaveMyBabies! 1

Well, well, well. You are indeed correct. Ah well, still won! Though technically my cunning plan involved removing his intrigue icon and getting him teared, which technically wouldn't have been allowed as I couldn't attach the intrigue removal card to him.................oh well one mistake for a mistake - cancels each other out!