Here I am, trying to do what many have done before me. For those familiar with ASOIAF, I expect great criticism.
This set focus on the first couple of books, so we'll only have five major houses:
(W/G) Stark Snow subtype is used in many northern cards. There's no specific criteria, except flavor. Some cards use snow mana, or reference snow in some way. They have the most defenders too.
Gold counters are used mostly in other colors, but there are a few Stark cards that produce them.
(W/U) Arryn
It's one of the hardest houses to create cards for, specially because their low profile in the book series. I chose to focus on because of it's distance and alienation from the War. They have a lot of "when you attack me" triggers and defensive abilities. They stall and infiltrate with evasive weenies.
Oh, and I'm trying to put on politics on a lot of cards, so expect many cards that can benefit other players.
Arryns do that using auras, other Houses may give gold counters, life points, card-drawing, and other stuff I have figured out yet.
(B/U)Greyjoy
They are one of the toughest noble house in the Seven Kingdoms. House Greyjoy seats in the Iron Islands, and they have taken their sustenance from plunder and raiding.
House Greyjoy's has the most powerful Naval Force, so I used many artifacts with the subtype ship to represent that.
(B/R) Lannister
They are the richest noble house in the Seven Kingdoms, so their core mechanic is gold counters.
Some other colors can produce gold counters, but Lannisters do it massively. Yes, a few cards are overcosted with this in mind.
Conspire will also show up in the set, but so far, Lannister have the higher numbers of them.
(R/G) Baratheon
They are the center of power in the series, being in possession of the Iron Throne. So I focused a little on a "power matters" thing. There are three common reprints that I think made sense with this house.
No, there are no Targaryens in this set because they are not a real force in the first books, but rather a single individual.
I reused two old keywords and used two new ones:
Tactics
Tactics (You may redirect all combat damage dealt to this creature to another creature with tactics or defender you control.)
The set will have planty of defenders to work with Tactics. It's a major keyword in Starks and Arryns, but will show up in almost every color. It's the set's new combat keyword.
Clash
Clash (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
It's the set's smoothing mechanic (a mechanic to help smooth your draws in limited, like cycling or scry). It also appears across all colors, but blue houses can benefit the most because of library manipulation.
Conspire
Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)
Conspire is our spell keyword. It appears mostly in black, where it makes most sense, but it's also spread in all colors. It's mostly a top-down decision.
Gold Counters
Gain a gold counter
(Players may spend gold counters instead of life or colorless mana to casts spells.)
An idea from Wizard's Great Designer Search, I incoporate it into the set because of top-down perspective. Yes, some cards are overcosted because of them.
Snow Supertype
(S can be paid with one mana from a snow permanent.)
Snow mana is used here purely because of flavor. Some Stark cards, wildling cards and Night's Watch cards interact with snow in some way. Also, there are now snow instants and sorceries.
ASOIAF's universe is very different from our regular magic plane. There are very few supernatural / mystical creatures. So our creature types revolve mostly around humans.
Noble is a major creature type. There are many cards that care about it (both enforcing it or punishing it).
Traders, wizards, advisors, rogues, clerics, warriors, pirates and shaman are common classes. Knights, soldiers and nobles - these run aplenty.
Finally, this is the set skeleton so far:
37 White (2 Mythics, 7 Rares, 10 Uncommons, 18 Commons)
37 Blue (2 Mythics, 7 Rares, 10 Uncommons, 18 Commons)
37 Black (2 Mythics, 7 Rares, 10 Uncommons, 18 Commons)
37 Red (2 Mythics, 7 Rares, 10 Uncommons, 18 Commons)
37 Green (2 Mythics, 7 Rares, 10 Uncommons, 18 Commons)
25 Multicolor (5 Mythics, 10 Rares, 5 Uncommons, 5 Commons)
13 Artifact (0 Mythics, 3 Rares, 4 Uncommons, 5 Commons)
7 Nonbasic Lands (0 Mythics, 5 Rares, 1 Uncommons, 1 Common)
20 Basic lands This distribution is very similar to Avacyn Restored, which was the most recent set to have a somewhat-regular distribution (big set with no major multicolor, no Timeshifted in a three-set block).
Original threads: Stark, Arryn, Greyjoy, Lannister, Baratheon.
Oh, and I'm trying to put on politics on a lot of cards because Game of Thrones is much more interesting in multiplayer.
Private Mod Note
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Rollback Post to RevisionRollBack
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YOU ARE SURPRISED BY A MANTICORE! IT QUICKLY SHREDS YOUR FLESH AND DEVOURS YOU!
Brother to the Night's Watch (Common)S
Cost: 2W
Snow Creature - Human Soldier
Tactics (You may redirect all combat damage dealt to this creature to another creature with tactics or defender you control.) S, sacrifice Brother to the Night's Watch: Destroy target blocked creature.
2/1
Crossbow Infantry (Common)*
Cost: 1W
Creature - Human Soldier Archer T: Crossbow Infantry deals 1 damage to target attacking or blocking creature.
1/1
Gallantry (Common)*
Cost: 1W
Instant
Target blocking creature gets +4/+4 until end of turn.
Draw a card.
Gift from the Smith (Common)
Cost: W
Enchantment - Aura
Enchant creature
Equipped creature has "T: Add 2 to your mana pool. Spend this mana only to cast artifact spells, or to activate abilities of artifacts"
Guest Right (Common)
Cost: 1W
Sorcery
Target player skips his or her next combat step. Prevent all combat damage that would be deal to that player until his or her next turn.
Knightly Valor (Common)*
Cost: 4W
Enchantment - Aura
Enchant creature
When Knightly Valor enters the battlefield, put a 2/2 white Knight creature token with vigilance onto the battlefield.
Enchanted creature gets +2/+2 and has vigilance.
Northern Healer (Common)(G/W)
Cost: 1W
Snow Creature - Human Cleric S,T: Gain 2 life.
1/2
Northern Wind (Common)(W/G)
Cost: 1W
Snow Instant
Tap up to two nonsnow creatures.
If S was spent to cast Northern Wind, those creatures don't untap on their controller's next untap step.
Seasoned Shieldfighter (Common)
Cost: 1W
Creature - Human Soldier
Defender 1W: Seasoned Shieldfighter gets +1/+1 until end of turn.
1/3
Sky Cell (Common)(W/U)
Cost: 2W
Enchantment - Aura
Enchant creature
Enchanted creature can't attack or block.
At the beginning of enchanted creature's controller's upkeep, that player clashes with one of his opponents. If he doesn't win, he or she sacrifices that creature. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Stark Loyalist (Common)(W/G)
Cost: 2WW
Creature - Human Soldier
3/4
Vale Knight (Common) (W/U)
Cost: 1W
Creature - Human Noble Knight
As an additional cost to cast Vale Knight, pay 2 life.
Tactics (You may redirect all combat damage dealt to this creature to another creature with tactics or defender you control.)
2/2
Vale Septon (Common)(W/U)
Cost: 2W
Creature - Human Cleric T: Prevent the next 1 damage that would be dealt to target creature or player this turn.
1/3
White Harbor Swordfighter (Common)(W/G)
Cost: 1W
Creature - Human Soldier
When White Harbor Swordfighter enters the battlefield, clash with an opponent. If you win, put a +1/+1 counter on it. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
1/2
White Raven (Common)
Cost: 1W
Snow Creature - Bird
Flying
When White Raven deals combat damage to a player, you may untap target creature.
1/1
Winter Provisions (Common)
Cost: 1W
Snow Sorcery
Target player gains 4 life.
If S was spent to cast Winter Provisions, that player gain 8 life instead.
Discredit (Uncommon)
Cost: 2W
Instant
Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)
Counter target spell unless it's controller pays 2.
Landed Knight (Uncommon)
Cost: 2W
Creature - Human Knight
Landed Knight gets +1/+1 and has vigilance and first strike as long as you control a noble creature.
2/2
Nameday Celebration (Uncommon)
Cost: 3W
Sorcery
Search your library for a creature card with converted mana cost 2 or less and put it onto the battlefield with a +1/+1 counter on it.
Night's Watch Steward (Uncommon)
Cost: 3W
Creature - Human Advisor
As an additional cost to cast Night's Watch Steward, pay 2 life.
Other creatures you control get +1/+1 as long as Night's Watch Steward is untapped.
2/3
Northern Justice (Uncommon) (W/G)
Cost: W
Snow Sorcery
As an additional cost to cast Northern Justice tap an untapped creature you control.
Exile target creature.
Road to the Eyrie (Uncommon) (W/U)
Cost: 1W
Enchantment
When Road to the Eyrie enters the battlefield, target player skips his or her next combat step.
Creatures can't attack you unless their controller pays 1 for each creature he or she controls that's attacking you.
Seasoned Goldcloak (Uncommon)
Cost: 2W
Creature - Human Soldier
If a noble creature you control would be dealt damage, you may prevent 1 of that damage.
2/2
Stark Bodyguard (Uncommon) (W/G)
Cost: 2WW
Creature - Human Soldier
Flash, Tactics (You may redirect all combat damage dealt to this creature to another creature with tactics or defender you control.)
Whenever Stark Bodyguard is dealt damage, you gain that much life.
2/3
Vale Rookery (Uncommon) (W/U)
Cost: 3W
Enchantment
Whenever a creature deals combat damage to you, you may put a 1/1 black bird creature token with flying onto the battlefield.
Sacrifice two bird creatures: Put a 2/2 white knight creature token with vigilance onto the battlefield.
Winterfell Elite (Uncommon)(W/G)
Cost: WW
Creature - Human Soldier
First Strike, Tactics (You may redirect all combat damage dealt to this creature to another creature with tactics or defender you control.)
2/2
Bend the Knee (Rare)
Cost: 1W
Sorcery
Conspire
Gain control of target creature an opponent controls. That creature gains defender.
Kingsguard Veteran (Rare)
Cost: 1WW
Creature - Human Knight
Tactics, Vigilance
Other creatures you control with tactics get +1/+1 and have vigilance.
2/2
Marriage Contract (Rare)
Cost: 2WW
Enchantment - Aura
Enchant creature
Enchanted creature is a noble in addition to it's other types.
Creatures you control can't attack enchanted creature's controller.
Creatures enchanted creature's controller controls can't attack you.
Sword of Heroes (Rare)
Cost: 1W
Legendary Enchantment - Aura
Enchant creature
As an additional cost to cast Sword of Heroes, pay 2 life.
Enchanted creature gets +X/+X, where X is it's converted mana cost.
Sacrifice an island: Return Sword of Heroes from your graveyard to your hand.
Sworn Oath (Rare)
Cost: XW
Sorcery
Search your library for an enchantment card with converted mana cost X or less, exile it and shuffle your library. You may cast that card without paying it's mana cost this turn.
Tales of the Long Night (Rare)
Cost: 2WW
Sorcery
Each player sacrifices all but one creature.
If you control a noble creature, put a 2/2 white knight creature token with vigilance onto the battlefield.
Unexpected Retaliation (Rare)
Cost: 2WW
Instant
Until end of turn, whenever a creature would deal damage to you, it deals damage to itself instead.
Barristan the Bold (Mythic)
Cost: 2WW
Legendary Creature - Human Knight
First Strike, Vigilance W, discard a card: Prevent all damage a source of your choice would deal to you or to target noble creature this turn.
3/3
Arryn Minstrel (Common)(W/U)
Cost: U
Creature - Human Rogue 2U,T: Target creature is unblockable this turn.
1/1
Citadel's Apprentice (Common)
Cost: 1U
Creature - Human Wizard T: Draw a card, then discard a card.
0/3
Curfew (Common)*
Cost: U
Instant
Each player returns a creature he or she controls to its owner's hand.
Death Portent (Common) (U/B)
Cost: 2U
Enchantment - Aura
Enchant creature
When Death Portent becomes attached to a creature, clash with an opponent. If you win, tap enchanted creature. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Enchanted creature doesn't untap during its controller's untap step.
Gulltown Sailor (Common)(W/U)
Cost: 2U
Creature - Human Pirate
Whenever Gulltown Sailor attacks, you may look at the top two cards of your library. If you do, put one of those cards on the bottom of your library.
2/1
Inspiration (Common)*
Cost: 3U
Instant
Target player draws two cards.
Ironborn Merchant (Common)(U/B)
Cost: 2U
Creature - Human Trader
When Ironborn Merchant enters the battlefield, clash with an opponent. If you win, gain two gold counters. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
1/4
Ironborn Sailor (Common) (U/B)
Cost: 1U
Creature - Human Pirate
Ironborn Sailor gets +1/+1 and has islandwalk as long as you control a ship.
1/3
Memory Lapse (Common)*
Cost: 1U
Instant
Counter target spell. If that spell is countered this way, put it on top of its owner's library instead of into that player's graveyard.
Outwit (Common) *
Cost: U
Instant
Counter target spell that targets a player.
Peek (Common) *
Cost: U
Instant
Look at target player's hand.
Draw a card.
Priest of the Drowned God (Common)(U/B)
Cost: 1UU
Creature - Human Cleric
When Priest of the Drowned God enters the battlefield, clash with an opponent. If you win, return target creature to it's owner's hand (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
2/1
Pyke Fencer (Common)(U/B)
Cost: 1U
Creature - Human Pirate
Flash
When Pyke Fencer enters the battlefield, you may tap target creature.
2/1
Raven Keeper (Common)
Cost: 3U
Creature - Human Wizard
Defender
When Raven Keeper enters the battlefield, put two 1/1 black bird creature tokens with flying onto the battlefield.
1/2
Stealer of Secrets (Common)*
Cost: 2U
Creature - Human Rogue
Whenever Stealer of Secrets deals combat damage to an opponent, draw a card.
2/2
Tides of Harlaw (Common)(U/B)
Cost: 1U
Enchantment - Aura
Enchant land
Enchanted land is an Island.
When enchanted land becomes tapped, it's controller puts the top two cards from his or her library into his or her graveyard.
Totally Lost (Common)*
Cost: 4U
Instant
Put target nonland permanent on top of it's owner's library.
Valyrian Kraken (Common)
Cost: 4UU
Creature - Kraken
Defender
Valyrian Kraken can attack as though it didn't have defender as long as there's five or more islands on the battlefield. 2U: Tap target creature.
5/5
Arryn Diplomat (Uncommon)(W/U)
Cost: 2U
Creature - Human Advisor T: Target non-noble creature attacks this turn if able. T: Target non-noble creature blocks this turn if able.
1/1
Braavosi Banker (Uncommon)
Cost: 1U
Creature - Human Advisor
Defender T: Target player gains a gold counter. (Players may spend gold counters instead of life or colorless mana to casts spells.)
1/2
False Siege (Uncommon)
Cost: 1U
Sorcery
Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)
Return target creature to it's owner's hand.
Guided by the Wanderers (Uncommon)
Cost: 1U
Sorcery
Untap all ships you control.
Draw a card.
Harlaw Scholar (Uncommon)(U/B)
Cost: 2UU
Creature - Human Wizard
As an additional cost to cast Harlaw Scholar, pay 2 life. ,T: Draw two cards.
2/2
Lysene Plunderer (Uncommon)
Cost: 3U
Creature - Human Pirate
When Lysene Plunderer enters the battlefield, clash with an opponent. If you win, put a +1/+1 counter on it and it's unblockable. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
2/2
Maester's Path (Uncommon)
Cost: 2U
Enchantment - Aura
Enchant creature
Enchanted creature is 0/3 and has "T: Draw a card, then discard a card."
Master of Coin (Uncommon)
Cost: 1U
Enchantment - Aura
Enchant creature
Enchanted creature has hexproof and is a noble in addition to it's other types.
At the beginning of enchanted creature's controller's upkeep, that player may gain a gold counter. (Players may spend gold counters instead of life or colorless mana to casts spells.)
Master of Whispers (Uncommon)
Cost: 3U
Enchantment - Aura
Enchant creature
Enchanted creature is unblockable and is a noble in addition to it's other types.
When enchanted creature deals combat damage to an opponent, you may draw a card.
Master of Ships (Uncommon)
Cost: 2U
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+1 for each island you control and is a noble in addition to it's other types.
Ship spells you cast cost 1 less to cast.
Archmaester (Rare)
Cost: 3UU
Creature - Human Wizard Advisor
Play with the top card of your library revealed.
You may play the top card of your library without paying it's mana cost as long as it has the same name as a card in your graveyard. T: Draw a card, then discard a card.
2/4
Citadel's Seneschal (Rare)
Cost: 1U
Creature - Human Advisor
Flash 2U: Return any number of creatures you control to their owner's hands.
1/2
Drowning Ritual (Rare)(U/B)
Cost: XU
Sorcery
As an additional cost to cast Drowning Ritual, sacrifice a creature.
Target player draws X cards.
Ironborn Captain (Rare)(U/B)
Cost: 2UU
Creature - Human Pirate
Protection from knights and soldiers
Tap an untapped ship you control: Ironborn Captain gets +1/+1 and is unblockable this turn.
Sacrifice a swamp: Regenerate Ironborn Captain.
3/2
Long-Term Planning (Rare)
Cost: XUU
Enchantment
Long-Term Planning enters the battlefield with X time counters on it.
At the beginning of your upkeep, you may put a time counter on it.
Sacrifice Long-Term Planning: Draw cards equal to the number of time counters on it. Activate this ability only during your upkeep.
Maritime Smuggling (Rare)
Cost: 1UU
Enchantment XU: Creatures you control with power X or less can only be blocked by creatures with defender this turn.
Noble Disguise (Rare)
Cost: 1U
Instant
Exile target noble creature. Target non-noble creature you control becomes a copy of that creature.
Lord Varys, The Spider (Mythic)
Cost: 1UU
Legendary Creature - Human Advisor
Hexproof U,T: Target opponent reveals the top three cards from his or her library and puts them back in any order. Name a card. That player exiles the top card of his or her library. If it's the named card, gain control of target creature.
1/2
Bolton Swordsman (Common)
Cost: 2B
Creature - Human Soldier
As an additional cost to cast Bolton Swordsman, pay 2 life.
3/3
Dark Wings, Dark Words (Common)
Cost: 3B
Sorcery
Put two 1/1 black bird creature tokens with flying onto the battlefield.
Draw a card.
Disturbing Plot (Common)
Cost: 1B
Sorcery
Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)
Return target creature card from a graveyard to its owner's hand.
Finger Dance (Common)(U/B)
Cost: B
Sorcery
Target creature gets -1/-1 until end of turn.
Clash with an opponent. If you win, draw a card. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.).
Flea Bottom Innkeeper (Common)
Cost: 1B
Creature - Human Trader
Defender
As an additional cost to cast Flea Bottom Innkeeper, pay 2 life.
1/4
Follower of the Old Way (Common)(U/B)
Cost: 2BB
Creature - Human Pirate
When Follower of the Old Way enters the battlefield, clash with an opponent. If you win, target creature gets -2/-2 until end of turn. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
2/2
Fugitive Maegi (Common)
Cost: 1B
Creature - Human Shaman
As an additional cost to cast Fugitive Maegi, pay 2 life.
When Fugitive Maegi enters the battlefield, you may return creature card from your graveyard to your hand.
1/3
Gruesome Deformity (Common)*
Cost: B
Enchantment - Aura
Enchant creature
Enchanted creature has intimidate.
Ironborn Bastard (Common)(U/B)
Cost: 1B
Creature - Human Pirate
1/2
Lannister House Guard (Common)(B/R)
Cost: 3BB
Creature - Human Soldier 1: Lannister House guard gets -1/-1 and gains intimidate until end of turn.
4/3
Lannister Loyalist (Common)(B/R)
Cost: B
Creature - Human Soldier
As long as you have three or more gold counters, Lannister Loyalist gets +2/+2 and has haste.
1/1
Pay the Iron Price (Common)(U/B)
Cost: 2B
Instant
Destroy target non-noble creature.
Clash with an opponent. If you win, that creature's controller discards a card. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Sellsword Guard (Common)
Cost: 1B
Creature - Human Soldier
Defender
Bastard Guard gets +1/+1 for each gold counter you have.
2/1
Silent Sister (Common)
Cost: 2B
Creature - Human Cleric 2: Exile target creature card in a graveyard. Gain 1 life.
0/2
Snow Wight (Common)
Cost: 1B
Snow Creature - Zombie 1S: Snow Wight gains intimidate until end of turn.
2/1
Tooth Miner (Common)(B/R)
Cost: B
Creature - Human Trader T: Gain a gold counter (Players may spend gold counters instead of life or colorless mana to casts spells.)
1/1
Whisper Campaign (Common)
Cost: 1B
Sorcery
Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)
Target opponent discards a card at random.
White Walker Marauder (Common)
Cost: 1BB
Snow Creature - Zombie 1S: Put White Walker Marauder from your graveyard on top of your library.
3/2
Corpse Traders (Uncommon)*
Cost: 3B
Creature - Human Rogue 2B, sacrifice a creature: Target opponent reveals his or her hand. You choose a card from it. That player discards that card. Activate this ability only any time you could cast a sorcery.
3/3
Faceless Men Initiate (Uncommon)
Cost: 1B
Creature - Human Assassin Cleric
As an additional cost to cast Faceless Men Initiate, pay 2 life.
Lifelink, Deathtouch
2/2
Infiltrated Fool (Uncommon)
Cost: B
Creature - Human Rogue B,T, sacrifice Infiltrated Fool: Destroy target noble creature.
1/1
Legacy of the Grey King (Uncommon)(U/B)
Cost: B
Enchantment - Aura
Enchant creature
Enchanted creature has deathtouch.
When enchanted creature dies, you may clash with an opponent. If you, return Legacy of the Grey King to it's owner's hand. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Kingslayer's Edict (Uncommon)(B/R)
Cost: 3B
Sorcery
Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)
Target player sacrifices a creature. If that creature is a noble, draw a card.
Kingswood Sellsword (Uncommon)
Cost: 2B
Creature - Human Mercenary
Haste
At the beginning of your upkeep, if a player has more gold counters than each other player, the player with the most gold counters untaps Kingswood Sellsword and gains control of it.
2/3
Paying Debts (Uncommon)(B/R)
Cost: XBB
Sorcery
As an additional cost to cast Paying Debts, pay X life.
Draw X cards.
Returned Knight (Uncommon)
Cost: 3B
Snow Creature - Zombie Knight
Lifelink, First Strike
You may cast Returned Knight from your graveyard if you spend only snow mana to cast it.
2/2
Royal Funeral (Uncommon)
Cost: 1B
Instant
Exile a noble creature card from a graveyard.
Gain life equal to the exiled card's toughness and draw a card.
Smuggled Grain (Uncommon)
Cost: 2BB
Sorcery
Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)
Target opponent loses 3 life.
Black Ear Raider (Rare)(B/R)
Cost: 2B
Creature - Human Warrior
Black Ear Raider can't block.
When Black Ear Raider dies, you may draw a card.
Sacrifice a mountain: Black Ear Raider gets +2/+0 until end of turn.
4/1
Forced March (Rare)*
Cost: XBBB
Sorcery
Destroy all creatures with converted mana cost X or less.
Frozen Nightmare (Rare)
Cost: 2BB
Snow Creature - Nightmare Horse
Intimidate
When Frozen Nightmare enters the battlefield, each opponent loses life equal to the number of snow permanents you control. You gain that much life.
4/4
Ironborn Elder (Rare)(U/B)
Cost: 1BB
Creature - Human Pirate
At the beginning of each end step, if an opponent lost life this turn, you may draw a card.
1/2
Myrish Slavemaster (Rare)
Cost: 2BB
Creature - Human Pirate 1B,T: Search target opponent's library for a creature card, put that card onto the battlefield under your control and that player shuffles his or her library. That creature fights Myrish Slavemaster.
1/4
Royal Hostage (Rare)
Cost: 1B
Enchantment - Aura
Enchant noble creature
You control enchanted creature
Enchanted creature has defender and "At the beginning of your upkeep, gain a gold counter."
When a creature controlled by enchanted creature's owner attacks you, sacrifice enchanted creature.
Secret Dealings (Rare)
Cost: BB
Enchantment
As an additional cost to cast Secret Dealings, pay 2 life. BB, discard a card: Clash with an opponent. If you win, search your library for a card and put it in your hand. Shuffle your library.
Ser Ilyn Payne (Mythic)
Cost: 2BB
Legendary Creature - Human Assassin
As an additional cost to cast Ser Ilyn Payne, pay 2 life. T: Put a bounty counter on target creature.
Pay 2 life, T: Destroy any number of target creatures with bounty targets on them.
1/4
Anarchic Vandal (Common)
Cost: 3R
Creature - Human Warrior
When Anarchic Vandal enters the battlefield, you may destroy target artifact. If you do, it gains haste and gets +1/+0 until end of turn.
2/3
Banners Raised (Common)*
Cost: R
Instant
Creatures you control get +1/+0 until end of turn.
Baratheon Bannerman (Common)(R/G)
Cost: 2R
Creature - Human Knight
Creatures with power less than Baratheon Bannerman power can't block it.
2/2
Boiling Blood (Common)*
Cost: 2R
Instant
Target creature attacks this turn if able.
Draw a card.
Clegane Warhound (Common)(B/R)
Cost: 2R
Creature - Hound
Defender
At the beginning of your upkeep you may clash with an opponent. If you win, Clegane Warhound can attack as though it didn't have defender until end of turn. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
3/3
Crimson Sellsword (Common)
Cost: 4R
Creature - Human Mercenary
First Strike
4/1
Deplete the Mines (Common)(B/R)
Cost: R
Sorcery
As an additional cost to cast Deplete the Mines, sacrifice a land.
Target player gains 3 gold counters (Players may spend gold counters instead of life or colorless mana to casts spells.)
Dragonstone Warrior (Common)(R/G)
Cost: 2RR
Creature - Human Warrior
Haste
Creatures with power less than Dragonstone Warrior's power can't block it.
2/2
Fencing Techniques (Common)
Cost: 1R
Enchantment - Aura
Flash
Enchant creature
Enchanted creature gets +1/+0 and has first strike.
Lash Out (Common) *
Cost: 1R
Instant
Lash Out deals 3 damage to target creature. Clash with an opponent. If you win, Lash Out deals 3 damage to that creature's controller. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Mugging (Common) *
Cost: R
Sorcery
Mugging deals 2 damage to target creature. That creature can't block this turn.
Pyromancer Acolyte (Common)
Cost: 2R
Creature - Human Wizard R,T: Pyromancer Acolyte deals damage equal to it's power to target creature.
1/2
Soul's Fire (Common)*
Cost: 2R
Instant
Target creature you control on the battlefield deals damage equal to its power to target creature or player.
Stone Crow Clansman (Common)
Cost: 2R
Creature - Human Barbarian
3/2
Storm Bastard (Common)(R/G)
Cost: 1R
Creature - Human Rogue
Discard a card, T: Gain a gold counter (Players may spend gold counters instead of life or colorless mana to casts spells.)
2/1
Unplanned Treason (Common)
Cost: 3R
Sorcery
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
Gain a gold counter (Players may spend gold counters instead of life or colorless mana to casts spells.)
Wandering Bard (Common)
Cost: R
Creature - Human Rogue 1R: Wandering Bard can only be blocked by creatures with defender this turn.
1/1
Wild Guess (Common)*
Cost: RR
Sorcery
As an additional cost to cast Wild Guess, discard a card.
Draw two cards.
A Million Gold Dragons (Uncommon)
Cost: XRR
Sorcery
A Million Gold Dragons deals X damage to target creature.
Target player gains X gold counters (Players may spend gold counters instead of life or colorless mana to casts spells.)
Dondarion Blademaster (Uncommon)
Cost: 3R
Creature - Human Soldier
First Strike
Creatures with power less than Dondarion Blademaster's power can't block it.
3/1
Future in the Flames (Uncommon)
Cost: 1R
Enchantment XR: Reveal the top card of your library. If it's converted mana cost is X or less, you may put it in your hand. If it's a land card, sacrifice Future in the Flames. 2RR: Shuffle your library.
Hand of the King (Uncommon)
Cost: 3R
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+2 and is a noble in addition to it's other types.
Creatures with power less than enchanted creature's power can't block it.
House Clegane Outlaw (Uncommon)(B/R)
Cost: 4R
Creature - Human Warrior
Intimidate
Sacrice House Clegane Outlaw: Target player gains a gold counter. (Players may spend gold counters instead of life or colorless mana to casts spells.)
3/2
House Payne Enforcer (Uncommon)
Cost: 1R
Creature - Human Warrior
Defender, Haste T: Flip a coin. If you win, gain a gold counter. If you lose, another target player gains a gold counter (Players may spend gold counters instead of life or colorless mana to casts spells.)
2/1
Pillage (Uncommon)*
Cost: 1RR
Sorcery
Destroy target artifact or land.
Pyromancer's Wildfire (Uncommon)
Cost: 1RR
Instant
Pyromancer's Wildfire deals 2 damage to each creature and each player. Clash with an opponent. If you win, repeat this process. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Red Priest of R'hllor (Uncommon)
Cost: 2R
Creature - Human Cleric
Sacrifice a creature, T: Red Priest of R'hllor deals 2 damage to target creature or player. If the sacrificed creature wasn't a noble, Red Priest of R'hllor doesn't untap on your next untap step.
1/1
Smuggler's Assault (Uncommon)
Cost: 1R
Sorcery
Destroy target artifact. If that artifact is a ship, put two 1/1 red Rogue creature tokens with haste onto the battlefield.
Axe for Hire (Rare)
Cost: 2RR
Creature - Human Mercenary
Haste, Trample
At the beginning of each of your upkeeps, if a player has more gold counters than each other player, the player with the most gold counters untaps Axe for Hire and gains control of it.
4/4
Grande Melee (Rare)
Cost: 2RR
Enchantment 2: Target creature you control fights target creature you don't control. Any player may activate this ability. 2, sacrifice a forest: Target creature you control deals damage equal to it's power to target creature you don't control.
Hated Turncloack (Rare)
Cost: R
Creature - Human Rogue
Protection from nobles
When Hated Turncloak enters the battlefield, clash with an opponent. If you win, that player loses all gold counters and you gain that many gold counters.
1/1
Inspired by R'hllor (Rare)
Cost: 2RR
Sorcery
Until end of turn, creatures you control gain haste and get +X/+0, where X is the greatest power among creatures you control.
Lannisport Conscripts (Rare)(B/R)
Cost: 4RR
Creature - Human Warrior
Haste, Trample
Whenever Lannisport Conscripts attacks, it gets +X/+0 until end of turn, where X is the number of gold counters you have.
3/3
Merciless Assault (Rare)
Cost: 3RR
Sorcery
Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.
Until end of turn, creatures you control have trample and "Whenever this creature deals damage to an opponent, gain a gold counter"
Overconfident Knight (Rare)
Cost: 1RR
Creature - Human Knight
First Strike, Haste
Overconfident Knight attacks each turn if able.
3/2
Sandor Clegane, the Hound (Mythic)
Cost: 4RR
Creature - Human Warrior
Trample
Whenever Sandor Clegane, the Hound deals combat damage to a player, choose one - put a +1/+1 counter on it; or destroy target artifact; or Sandor Clegane fights target knight creature.
6/6
Band of Zorses (Common)
Cost: 4G
Creature - Horse
3/5
Carved Weirwood (Common)(W/G)
Cost: G
Snow Creature - Plant
Defender T: Add G to your mana pool.
0/2
Defend the Hearth (Common)*
Cost: 1G
Sorcery
Prevent all combat damage that would be dealt to players this turn.
Dreadfort Merchant (Common)
Cost: 2G
Creature - Human Trader
Whenever a land enters the battlefield under your control you may gain a gold counter. (Players may spend gold counters instead of life or colorless mana to casts spells.)
1/1
Free Folk Spearwife (Common)
Cost: G
Snow Creature - Human Warrior
Tactics (You may redirect all combat damage dealt to this creature to another creature with tactics or defender you control.) 1S: Untap Free Folk Spearwife.
1/1
Greenseer's Blessing (Common)
Cost: 1G
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+1 and has "T: Add GG to your mana pool."
Jouster's Insight (Common)
Cost: 1G
Instant
Target creature gets +3/+3 until end of turn.
Clash with an opponent. If you win, untap that creature and it gains trample until end of turn (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Keep the Old Gods (Common)
Cost: 2GG
Instant
Destroy target artifact or enchantment.
Draw a card.
Kingswood Boar (Common)(R/G)
Cost: 3G
Creature - Boar
Trample
When Kingswood Boar enters the battlefield, clash with an opponent. If you win, put a +1/+1 counter on it. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
4/1
Last Days of Summer (Common)
Cost: 2G
Sorcery
Search your library for a basic land card and put that card onto the battlefield tapped. Then shuffle your library.
Gain a gold counter (Players may spend gold counters instead of life or colorless mana to casts spells.)
Prosperous Season (Common)
Cost: 3G
Sorcery
Any number of target players each gain 6 life.
Any number of target players each draws a card.
Skagosi Raid (Common)
Cost: 2GG
Snow Sorcery
As an additional cost to cast Skagosi Raiders, sacrifice a creature.
Put four snow 1/1 green warrior creature tokens onto the battlefield.
Stark Footman (Common)(W/G)
Cost: 3G
Creature - Human Soldier
Tactics (You may redirect all combat damage dealt to this creature to another creature with tactics or defender you control.)
3/3
Stormlands Stag (Common)(R/G)
Cost: 2G
Creature - Elk 1, sacrifice Stormlands Stag: Put two +1/+1 counters on target creature.
2/2
Thenn's Tracker (Common)
Cost: 2G
Snow Creature - Human Scout
When Thenn's Tracker enters the battlefield, you may have target snow creature you control fight target creature an opponent controls.
2/1
Wandering Wolf (Common)*
Cost: 1G
Creature - Wolf
Creatures with power less than Wandering Wolf's power can't block it.
2/1
Wildling Raiders (Common)
Cost: 4GG
Snow Creature - Human Barbarian 1S: Wildling Raiders gains trample until end of turn.
6/4
Wolfswood Ranger (Common)(W/G)
Cost: 2G
Creature - Human Scout
Forestwalk
When Wolfswood Ranger enters the battlefield, you may search your library for a basic land card, reveal it, and put it into your hand. If you do, shuffle your library.
1/3
Adult Shadowcat (Uncommon)
Cost: 3GG
Snow Creature - Cat 1S: Adult Shadowcat gains hexproof until end of turn.
6/3
Display of Strenth (Uncommon)
Cost: 1G
Enchantment
Whenever you clash and win, creatures you control get +1/+1 until end of turn.
Giant Ice Spider (Uncommon)
Cost: 3G
Snow Creature - Spider
Reach 1S: Giant Ice Spider gains deathtouch until end of turn.
2/4
Hedge Knight (Uncommon)
Cost: 1GG
Creature - Human Knight
Forestwalk, Tactics (You may redirect all combat damage dealt to this creature to another creature with tactics or defender you control.) 2GG: Hedge Knight gets +2/+2 until end of turn. Activate this ability only once each turn.
2/2
Not Today (Uncommon)
Cost: G
Instant
Regenerate target creature.
Clash with an opponent. If you win, gain life equal to that creature's power. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Riding Mammoth (Uncommon)
Cost: 2GG
Snow Creature - Elephant
Riding Mammoth enters the battlefield with two +1/+1 counters on it if you spend only snow mana to cast it.
4/4
Skinchanging Gift (Uncommon)
Cost: 2G
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+2. 1G: Enchanted creature gains vigilance, reach, deathtouch, trample or hexproof until end of turn. Activate this ability only once each turn.
Stark Bannerman (Uncommon)(W/G)
Cost: G
Creature - Human Noble Soldier
Tactics (You may redirect all combat damage dealt to this creature to another creature with tactics or defender you control.) 3G: Regenerate Stark Bannerman.
1/1
Storm's End Elite (Uncommon)(R/G)
Cost: 4G
Creature - Human Soldier
Creatures with power less than Storm's End Elite's power can't block it.
4/2
Wildling Warg (Uncommon)
Cost: 2G
Snow Creature - Human Druid 1S,T: Target creature gets +2/+2 until end of turn.
2/2
Children of the Forest (Rare)
Cost: G
Snow Creature - Faerie T: Choose a player. That player adds one mana of any color he or she chooses to his or her mana pool.
1/1
Northern Cavalry (Rare)
Cost: 3GG
Creature - Human Knight
Tactics, Vigilance
Sacrifice a plains: Northern Cavalry gets +1/+1 and gains first strike until end of turn.
4/4
Northern Giant (Rare)
Cost: 2GG
Snow Creature - Giant Warrior
Trample 1S: Northern Giant gets +3/+3 until end of turn. Activate this ability only once each turn. Northern Giant doesn't untap on your next untap step.
4/4
Savage Summoning (Rare)*
Cost: G
Instant
Savage Summoning can't be countered.
The next creature card you cast this turn can be cast as though it had flash. That spell can't be countered. That creature enters the battlefield with an additional +1/+1 counter on it.
Skagosi Unicorn (Rare)
Cost: 3GG
Creature - Unicorn
Hexproof
Whenever an opponent draws a card, put a +1/+1 counter on Skagosi Unicorn.
When Skagosi Unicorn dies, you may draw a card for each +1/+1 counter on it.
2/2
View Beyond the Wall (Rare)
Cost: 2G
Snow Sorcery
Search your graveyard or library for a snow card, reveal it and put it in your hand.
Wildling Encampment (Rare)
Cost: 2G
Snow Enchantment 1S: Put a snow 1/1 green warrior creature token onto the battlefield. 1S: Creatures you control get +1/+1 until end of turn.
Ghost, the Direwolf (Mythic)
Cost: 1GG
Legendary Creature - Wolf
Flash, Hexproof, Forestwalk G, sacrifice a forest: Regenerate Ghost.
3/3
Corbray Infiltrator (Common)
Cost: 1(W/U)(W/U)
Creature - Human Rogue
Corbray Infiltrator can only be blocked by nobles and knights.
2/2
Iron Plunder (Common)
Cost: (U/B)(U/B)
Instant
Remove all counters from target creature or player.
Draw a card.
Kingsroad Bandit (Common)
Cost: 1(B/R)
Creature - Human Rogue
Intimidate
When Kingsroad Bandit deals combat damage to an opponent, he or she loses a gold counter and you gain a gold counter. (Players may spend gold counters instead of life or colorless mana to casts spells.)
1/1
Stormland Destrier (Common)
Cost: 1(R/G)(R/G)
Creature - Horse
Haste T: Until end of turn, target attacking creature can only be blocked by creatures with defender. Stormland Destrier doesn't untap on it's controller's next turn.
1/3
Winterfell Lancer (Common)
Cost: 2(G/W)(G/W)
Creature - Human Soldier
Tactics (You may redirect all combat damage dealt to this creature to another creature with tactics or defender you control.)
1/5
Baratheon Trumpeter (Uncommon)
Cost: (R/G)
Creature - Human Warrior ,T: Target attacking creature gets +2/+0 until end of turn. Baratheon Hornblower doesn't untap on your next untap step.
2/1
Damphair's Drowned (Uncommon)
Cost: 2(U/B)(U/B)
Creature - Human Cleric
Sacrifice a creature: Look at the top four cards of your library. You may reveal a card with the same name as the sacrificed creature. If you do, put it onto the battlefield tapped. Put the other cards on top of your library in any order.
2/4
Lord Declarant (Uncommon)
Cost: 2(W/U)(W/U)
Creature - Human Noble
Flash
Whenever a noble permanent you control becomes the target of a spell or ability an opponent controls, you may put a 2/2 white knight creature token with vigilance onto the battlefield.
3/3
Manticore Poison (Uncommon)
Cost: 1(B/R)(B/R)
Instant
Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)
Target player loses 3 life and you lose 1 life.
Northern Direwolf (Uncommon)
Cost: (G/W)(G/W)
Snow Creature - Wolf
You may cast Northern Direwolf as though it had flash if you spend only snow mana to cast it.
3/3
Kingsmoot (Rare)
Cost: 2UB
Sorcery
Each player gains five gold counters.
Each player may bid gold. You start the bidding with a bid of any number. In turn order, each player may top the high bid. The bidding ends if the high bid stands. The high bidder loses gold equal to the high bid and draws five cards.
Rains of Castamere (Rare)
Cost: RB
Sorcery
Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)
Destroy target creature unless it's controller sacrifices a land.
Raise the Baseborn (Rare)
Cost: WG
Enchantment - Aura
Flash
Enchant creature
Enchanted creature gets +2/+2, has hexproof and is a noble in addition to it's other types.
If you would gain a gold counter, instead put two +1/+1 counters on enchanted creature.
Sack of King's Landing (Rare)
Cost: X1RG
Sorcery
Sack of Kings Landing deals X damage to each creature target opponent controls.
Whenever a creature dealt damage by Sack of King's Landing this turn dies, you may gain a gold counter.
Trial of the Seven (Rare)
Cost: 4WU
Enchantment
Whenever a creature enters the battlefield under your control, you may exile it. If you do, put a champion counter on Trial of the Seven.
When there are seven or more champion counters on trial of the seven, sacrifice it. If you do, put all other creatures on top of their owner's libraries and return the exiled creatures to the battlefield tapped under your control.
Balon Greyjoy, King of Salt and Rock (Mythic)
Cost: 3UB
Legendary Creature - Human Noble
Whenever a creature you control attacks, put the top card of your library in your graveyard.
Whenever a creature you control deals combat damage to an opponent, you may draw a card.
3/4
Eddard Stark, Warden of the North (Mythic)
Cost: 1GW
Legendary Creature - Human Noble
Sacrifice Eddard Stark: Regenerate each other creature target player controls. ,T: Other creatures target player controls get +1/+1 and have vigilance until end of turn.
2/4
Petyr Baelish, Lord Protector of the Vale (Mythic)
Cost: 2WU
Legendary Creature - Human Noble
When a permanent an opponent controls deals damage to you, you may gain a gold counter. If you don't, return that permanent to it's owner's hand.
2/3
Robert Baratheon the First of His Name (Mythic)
Cost: 3RG
Legendary Creature - Human Noble
Trample 3, sacrifice a land: Put a +1/+1 counter on target creature.
5/5
Tywin Lannister, Shield of Lannisport (Mythic)
Cost: 4RB
Legendary Creature - Human Noble
As an additional cost to cast Tywin Lannister, Shield of Lannisport, pay 2 life.
Pay 1 life: Tywin Lannister, Shield of Lannisport gains deathtouch, lifelink, first strike or haste until end of turn.
4/4
Bastard Sword (Common)
Cost: 1
Artifact - Equipment
When Bastard Sword enters the battlefield, you may clash with an opponent. If you win, you may attach it to target creature you control. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Equipped creature gets +2/+1.
Equip 3
City Watch's Cudgel (Common)
Cost: 3
Artifact - Equipment
Equipped creature gets +1/+0 and has intimidate.
Equip 2
Damaged Warship (Common)
Cost: 3
Artifact - Ship T: Damaged Warship deals 1 damage to target creature. Clash with an opponent. If you win, sacrifice Damaged Warship and it deals 2 damage to that creature's controller. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Harlaw Longship (Common)
Cost: 2
Artifact - Ship T: Target land becomes an Island until end of turn.
Traveler's Lantern (Common)
Cost: 2
Artifact T: Add 1 to your mana pool. ,T, sacrifice Traveler's Lantern: Search your library for a basic land card, reveal it and put it in your hand. Shuffle your library.
Dragonglass Spear (Uncommon)
Cost: 2
Artifact - Equipment
Equipped creature gets +1/+1, has first strike and "If a creature dealt damage by equipped creature this turn would die, exile it instead."
Equip 2
Iron Fleet Dromond (Uncommon)
Cost: 6
Artifact - Ship T: Until end of turn, whenever a creature you control deals damage to an opponent, you may gain a gold counter. (Players may spend gold counters instead of life or colorless mana to casts spells.)
Maester's Chain (Uncommon)
Cost: 2
Artifact - Equipment
Equipped creature has hexproof and "Pay 1 life, 1: Untap this creature"
Equip 2
Raven Cage (Uncommon)
Cost: 2
Artifact
Raven Cage enters the battlefield tapped. X,T, sacrifice Raven Cage: Put X 1/1 black bird creature tokens with flying onto the battlefield.
War Galley (Uncommon)
Cost: 4
Artifact - Ship T: Until end of turn, creatures you control get +1/+0 and are unblockable as long as defending player controls an Island.
Baratheon Warhammer (Rare)
Cost: 5
Legendary Artifact - Equipment
Equipped creature gets +2/+2 and it's activated abilities cost 1 less to activate.
Whenever equipped creature attacks, you may have it fight target creature.
Equip 2
Iron Victory (Rare)
Cost: 5
Legendary Artifact - Ship ,T: Creatures you control get +1/+0 until end of turn. ,T: Search your library for a ship card, reveal it and put it in your hand. Shuffle your library. ,T: Untap each other ship you control.
Unknown Shores (Common)*
Land T: Add 1 to your mana pool. ,T: Add one mana of any color to your mana pool.
Casterly Rock (Rare) Legendary Land
Casterly Rock enters the battlefield tapped T: Add B or R to your mana pool. BR, discard Casterly Rock: Target creature gets +3/-3 until end of turn.
Dragonstone (Rare) Legendary Land
Dragonstone enters the battlefield tapped T: Add R or G to your mana pool. RG, discard Dragonstone: Look at the top five cards of your library. You may reveal a creature card among them, put it in your hand, and the rest in your graveyard.
Northern Wall (Rare)
Legendary Snow Land T: Add 1 to your mana pool. 1, tap two untapped creatures you control, T: Put a 0/5 Wall creature token with defender onto the battlefield.
Pyke (Rare) Legendary Land
Pyke enters the battlefield tapped T: Add U or B to your mana pool. UB, discard Pyke: Target creature is unblockable this turn.
The Eyrie (Rare) Legendary Land
The Eyrie enters the battlefield tapped T: Add W or U to your mana pool. WU, discard The Eyrie: Draw a card for each creature attacking you.
Winterfell (Rare) Legendary Land
Winterfell enters the battlefield tapped T: Add W or G to your mana pool. GW, discard Winterfell: Untap all creatures you control. Those creatures get +1/+1 until end of turn.
Overall, it seems well designed, but a couple of points:
Tactics is the sort of thing you need to playtest before having any idea if it's a good mechanic.
Conspire is kinda of a meh, not sure why you'd want to bring it back. I like its name, though, since it's flavourfully connected to the games for the throne. Hmm...maybe create another mechanic called "intrigue" or "plot" that's more interesting than conspire.
I believe Maro said clash is a terrible mechanic.
My problem with gold counters is that they lead to colour pie weirdness like blue doing mana acceleration (your Braavosi banker) or life payments popping up in unconventional colours.
With the larger than average amount of legendary creatures this set wants, you may want to consider a legendary sub-sub-theme at uncommon or rare.
Snow mana is cool, but maybe you could use it to represent the White Walkers rather than just the North? They are important to the plot and need some shtick to feel unique. I'm not sure. Or perhaps use double-faced cards that transform between Summer and Winter, since the seasons are a big theme in ASOIAF. You know, fire and ice and all that. Instead of sun/moon, the DFCs could use flame/snowflake symbols instead. Or maybe not.
Now, for the houses:
The Starks are probably mono-white, but I agree you can add green due to their connection to the forest and stuff like that.
Greyjoys have a similar thing; they are mono-black but can be be BU due to their water connection.
At first the Baratheons at RG felt kinda weird, but it actually makes sense. Robert obviously was red, and while Stannis could be interpreted as being white because he's lawful and dutiful, the whole reason he wants the throne is because it's his destiny as the true heir, which is very green. But they can also be RW if needed.
I don't know why you want to use the Arryns. They are really minor players that almost do nothing. The Tyrells would be much better, since they are actually plotting and doing stuff. They could probably fit as WU, but I feel they are more GU.
No idea why you're pegging the Lannisters as BR; the only red they have is in their house's colour. They are much, much more WB.
The Targaryens, however, are very much BR. Oh, and at some point you need to make a Targaryen card named "Greatness or Madness" involving coin flip.
Conspire is kinda of a meh, not sure why you'd want to bring it back. I like its name, though, since it's flavourfully connected to the games for the throne. Hmm...maybe create another mechanic called "intrigue" or "plot" that's more interesting than conspire.
I like the mechanic. It's not exactly powerful, but it's flavor fits the set perfectly and it's very balanced.
My problem with gold counters is that they lead to colour pie weirdness like blue doing mana acceleration (your Braavosi banker) or life payments popping up in unconventional colours.
Yes, I'm aware it's a color-bleed. But so is New Phyrexia. The set's mechanics have to bend a little to acomodade for AGOT's storyline.
Snow mana is cool, but maybe you could use it to represent the White Walkers rather than just the North? They are important to the plot and need some shtick to feel unique. I'm not sure. Or perhaps use double-faced cards that transform between Summer and Winter, since the seasons are a big theme in ASOIAF. You know, fire and ice and all that. Instead of sun/moon, the DFCs could use flame/snowflake symbols instead. Or maybe not.
I hate DFCs. But I think you have a valid point. Maybe put Snow mana only on black cards representing the others and their servants? The problem is that I don't intend to have a lot of Others in this set because I'm focusing on the first couple books (the same reason we don't have dothraki, Targaryen and other folk from Essos).
As for the other Houses, I had to do a little color-bending. You see, ASoIaF is a very complex series, and most characters are multi-dimensional. You can't say Greyjoys are all (R/U) or black, or any color for that matter. Most characters encompass all colors in their personality.
At first the Baratheons at RG felt kinda weird, but it actually makes sense. Robert obviously was red, and while Stannis could be interpreted as being white because he's lawful and dutiful, the whole reason he wants the throne is because it's his destiny as the true heir, which is very green. But they can also be RW if needed.
I'm not showing Stannis in this set, since he's not involved in the first books. Their (G/R)-ness comes from the Stormlands folk, not from Dragonstone.
I don't know why you want to use the Arryns. They are really minor players that almost do nothing. The Tyrells would be much better, since they are actually plotting and doing stuff. They could probably fit as WU, but I feel they are more GU.
Yes, but the Tyrells also don't show up on the first book. For the record, I also see them as (G/U) or even (G/B) (beautiful and lethal).
No idea why you're pegging the Lannisters as BR; the only red they have is in their house's colour. They are much, much more WB.
Now I disagree. Lannisters are the most complex house to color. Both Cersei and Jaime are driven by their pride and passions (Jaime for Cersei, and Cersei for her children). Their motivations change throughout the series but the house as a whole feels very (B/R) to me.
The Targaryens, however, are very much BR. Oh, and at some point you need to make a Targaryen card named "Greatness or Madness" involving coin flip.
Targaryens will not be a faction for now. There's only one Targaryen, and although her motivations are (R/W), she's associated with the dothraki, who feel very (G/R).
Once I complete the set, I intend on making another one, covering the following books and expanding onto other houses. So far here's what I've got: (U/R): The Frey, led by the the old Walder Frey who plans on conquering Westeros by getting every women pregnant. (U/G): Tully or Riverrun (a city by a river in the middle of the forst, can't get much more (G/U)). Their motives are good, but they don't feel W to me. (G/B): Tyrell. As I mentioned, deadly and beautiful. (R/W): Targaryen means vengeance. And dragons. (B/W): Martell. I know, (B/W) looks like weird combination for this house that dwells in a arid place called Sunspear. But they have a long-term vengeance plot to win the Throne, and this feels very(B/W) to me. As much as the setting feels (R/W), I think I can adapt it a little.
But Tywin himself is :symwb:. He wants his family to remain a great and powerful house, but not because he cares for his children (like, say, Ned does), but simply because he realizes it's the only way his own name will live forever. Yes, he's proud, but this doesn't make him red; all colours have emotions associated with them. I'd argue he achieves black goals via white means.
And since Tywin is the head of the Lannisters and the one who commands them, this sets the tone for the rest of the house.
But it's true that Jaime is undeniably red (though I think Cersei is monoblack; black characters are allowed to love and care for their family). And Tyrion is blue. So you have a problem of Tywin's children not exactly doing what he wants. Oh well, I'm sure they will all end happy together without any major family drama or patricide.
The Freys seem forced as but I don't see what other House could get this colour pair, so I guess it's ok.
Anyhow, shouldn't House Tully appear in the beginning as well? They do show up during the first book. Maybe swap them with Arryn? After all, the Vale storyline becomes a lot more important during the fourth book. I'm not sure, just an idea. And purely from the storyline you would also need to add the Boltons but there's no colour pair remaining...so, yeah, no idea how to do this.
The immediate problem with tactics is that it requires another creature with tactics or defender for it to do something, otherwise it's useless. This was the biggest redflag to me when reading it.
I'm not sure why you think pride is such a black red thing. Look at all the cards that have ever made reference to it. Flavor text or card name etc. mostly white. So is taking care of your own, so is hubris, most stories about hubris sound like they are about a sorta white or red type of character and I should say glorious ness and over concern with the appearance of things is very very white.
Not to mention vengeance type spells that punish players for messing with your toys. Obsession with tradition, station, order, status quo and above all judgement are all characteristics that are as white as they come. White can be bad guys. It tends to look like the crushing house system. When the lannisters do something really awesome it might involve colour bleed a little but that's more to do with competence and experience than core values and no colour combination really suffices to encapsulate the house and each individual that belongs.
Like the constant influx of letters to many important characters. How many houses and groups should have access to tidings I wonder.
Aria is a stark right? That selfish little murderess has never seemed a bit like her father.
The people coming out of these houses are really diverse and very few of them are encapsulated by one guild in their motions.
I really can't imagine Tywin paying life for anything or stannis being anything other than white despite how diverse his entourage feels to me or victarion even resembling euron or theons colour pie.
I think the only real black red cards seen in the series have been mad people or people with mental problem like the whole lysa business or Ramsay.
Do you really feel like a Rakdos cackler type guy would put in the effort to get people framed for adultery or even karavec would go about writing letters to neuter a rebellion and restore the kings peace? God no! They do things like try to buy off a marauding horde with their sister and then demand a crown. Or like buy an army and then use it to kill every literate person in miles around, especially the guy who sold it to you. Or maybe they would just try to bite people's faces off during a fight.
Joff is only truly wild and violently sadistic in the show. He seems like he's all talk more or less in the books. Sure he has people strike Sansa but he doesn't really do much but can you really imagine any other lannisters acting that way? He's a bit of an outlier.
Also aren't dothraki a horde of marauding murderous rapists and slavers?
Really nice job. Will you put the book character as creature legends ?
A advice: you shouldn't cage the houses in color combinations. It's a top-down set, there's no need to organize colors. Imo the best approach is give each character a fitting color and ability and let color similarities do the job.
If you want for Lanisters play with Lanister and that sort of stuff, you don't have to use colors, you can use mtg archetypes. You can make Lanister cards better for control, Stark cards sort of beat-down aggro, etc.. You don't have to use colors to separate factions, you can use mtg archetypes and synergy.
Welp, it's been almost a month, but a couple of comments on card design/flavor:
Iron Plunder - ouch. At worst it's Think Twice without flashback, at best it completely shuts down a tactic AND cantrips. At CMC 2 and common. I'd suggest either raising up the cost or making the effect appear at uncommon with different card design. Or if you want to stick it at common, have it remove a set number of gold counters instead of all.
Petyr Baelish - There is no way, absolutely no way, that Littlefinger should punch harder than Ned Stark. Just.... no.
Robert Baratheon - see, this is witty, because it reflects (1) Robert's prowess in battle and (2) the fact that his being king has screwed Westeros over. Good one, but I'd say the second ability could revolve around short-term gain than putting counters (like pump effects/combat abilities).
Sack of King's Landing - it was the Lannisters who were behind this, so I don't know why this is R/G.
Bend the Knee/Royal Hostage - smart way to depict these kinds of happenings on a card.
--
A suggestion for card design: have you considered uncommon Legends? Yes, I know, Kamigawa didn't really make that work, but given how A Song of Ice & Fire is based heavily on a handful of people it could flesh out your story a little bit more. I wouldn't recommend a lot, just a couple (maybe one for each House/color pair at least). Would help House Arryn especially, you could stick someone like Vardis Egan there and help flesh the Vale out a little bit more.
Some people could definitely fit into that kind of card - people that don't feel epic enough yet are still there doing something. Bronn, for example, could make a good uncommon Legendary (have him work with gold counters, of course).
And I really just want to see a Hodor card. Legendary Creature - Hodor would be perfect for uncommon.
You might run into problems with the other houses if you do intend to continue this, though. House Frey, for example - I really don't see how populating the world with your litter is U/R. Though I suppose Walder would make a good, cunning blue card (still feels more U/B though). Come to think of it, it's quite hard to give that color pair an identity in this lore....
Casterly Rock is the biggest Lannister city (or at least mentioned the most in the books) also its THE gold related city in Westeros. You are missing out on a golden(!) opportunity by making Lannisport the Lannister land.
Casterly Rock FTW
Example:
Casterly Rock
Legendary Land
Sacrifice a creature: Untap ~, and get a gold counter. (You may spend a gold counter to add 1 to your mana pool.)
1, T: add B or R to your mana pool.
A Lannister's words are as good as gold.
Private Mod Note
():
Rollback Post to RevisionRollBack
I petition for a new pack structure: 1 Mythic Rare 3 Rares 5 Uncommons 7 Commons 1 Token/B. Land
But I also propose even distribution of number of cards in each rarity: Large set: 60 c, 60 u, 60 r, 60 m.
Probabilities of particular cards: Common 7/60, Uncommon 1/12, Rare 1/20, Mythic 1/60.
I just wanted to add that Conspire and Clash are only as good as the cards you put them on, so stuff like Giantbaiting and Traitor's Roar, Pollen Lullaby, Spring Cleaning and such. In other words it cannot be overcosted and the second copy or the clash should produce something worthwhile.
This set focus on the first couple of books, so we'll only have five major houses:
(W/G) Stark
Snow subtype is used in many northern cards. There's no specific criteria, except flavor. Some cards use snow mana, or reference snow in some way. They have the most defenders too.
Gold counters are used mostly in other colors, but there are a few Stark cards that produce them.
(W/U) Arryn
It's one of the hardest houses to create cards for, specially because their low profile in the book series. I chose to focus on because of it's distance and alienation from the War. They have a lot of "when you attack me" triggers and defensive abilities. They stall and infiltrate with evasive weenies.
Oh, and I'm trying to put on politics on a lot of cards, so expect many cards that can benefit other players.
Arryns do that using auras, other Houses may give gold counters, life points, card-drawing, and other stuff I have figured out yet.
(B/U) Greyjoy
They are one of the toughest noble house in the Seven Kingdoms. House Greyjoy seats in the Iron Islands, and they have taken their sustenance from plunder and raiding.
House Greyjoy's has the most powerful Naval Force, so I used many artifacts with the subtype ship to represent that.
(B/R) Lannister
They are the richest noble house in the Seven Kingdoms, so their core mechanic is gold counters.
Some other colors can produce gold counters, but Lannisters do it massively. Yes, a few cards are overcosted with this in mind.
Conspire will also show up in the set, but so far, Lannister have the higher numbers of them.
(R/G) Baratheon
They are the center of power in the series, being in possession of the Iron Throne. So I focused a little on a "power matters" thing. There are three common reprints that I think made sense with this house.
No, there are no Targaryens in this set because they are not a real force in the first books, but rather a single individual.
Tactics
Clash
Conspire
Gold Counters
(Players may spend gold counters instead of life or colorless mana to casts spells.)
Snow Supertype
ASOIAF's universe is very different from our regular magic plane. There are very few supernatural / mystical creatures. So our creature types revolve mostly around humans.
Noble is a major creature type. There are many cards that care about it (both enforcing it or punishing it).
Traders, wizards, advisors, rogues, clerics, warriors, pirates and shaman are common classes. Knights, soldiers and nobles - these run aplenty.
Finally, this is the set skeleton so far:
37 White (2 Mythics, 7 Rares, 10 Uncommons, 18 Commons)
37 Blue (2 Mythics, 7 Rares, 10 Uncommons, 18 Commons)
37 Black (2 Mythics, 7 Rares, 10 Uncommons, 18 Commons)
37 Red (2 Mythics, 7 Rares, 10 Uncommons, 18 Commons)
37 Green (2 Mythics, 7 Rares, 10 Uncommons, 18 Commons)
25 Multicolor (5 Mythics, 10 Rares, 5 Uncommons, 5 Commons)
13 Artifact (0 Mythics, 3 Rares, 4 Uncommons, 5 Commons)
7 Nonbasic Lands (0 Mythics, 5 Rares, 1 Uncommons, 1 Common)
20 Basic lands
This distribution is very similar to Avacyn Restored, which was the most recent set to have a somewhat-regular distribution (big set with no major multicolor, no Timeshifted in a three-set block).
Original threads: Stark, Arryn, Greyjoy, Lannister, Baratheon.
Oh, and I'm trying to put on politics on a lot of cards because Game of Thrones is much more interesting in multiplayer.
(W/U) - Uses Arryn Watermark
(W/G) - Uses Stark Watermark
S - Night's Watch Watermark
Cost: WW
Creature - Horse
2/3
Cost: 3W
Creature - Human Soldier
Defender, Flash
2/4
Cost: 2W
Snow Creature - Human Soldier
Tactics (You may redirect all combat damage dealt to this creature to another creature with tactics or defender you control.)
S, sacrifice Brother to the Night's Watch: Destroy target blocked creature.
2/1
Cost: 1W
Creature - Human Soldier Archer
T: Crossbow Infantry deals 1 damage to target attacking or blocking creature.
1/1
Cost: 1W
Instant
Target blocking creature gets +4/+4 until end of turn.
Draw a card.
Cost: W
Enchantment - Aura
Enchant creature
Equipped creature has "T: Add 2 to your mana pool. Spend this mana only to cast artifact spells, or to activate abilities of artifacts"
Cost: 1W
Sorcery
Target player skips his or her next combat step. Prevent all combat damage that would be deal to that player until his or her next turn.
Cost: 4W
Enchantment - Aura
Enchant creature
When Knightly Valor enters the battlefield, put a 2/2 white Knight creature token with vigilance onto the battlefield.
Enchanted creature gets +2/+2 and has vigilance.
Cost: 1W
Snow Creature - Human Cleric
S,T: Gain 2 life.
1/2
Cost: 1W
Snow Instant
Tap up to two nonsnow creatures.
If S was spent to cast Northern Wind, those creatures don't untap on their controller's next untap step.
Cost: 1W
Creature - Human Soldier
Defender
1W: Seasoned Shieldfighter gets +1/+1 until end of turn.
1/3
Cost: 2W
Enchantment - Aura
Enchant creature
Enchanted creature can't attack or block.
At the beginning of enchanted creature's controller's upkeep, that player clashes with one of his opponents. If he doesn't win, he or she sacrifices that creature. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Cost: 2WW
Creature - Human Soldier
3/4
Cost: 1W
Creature - Human Noble Knight
As an additional cost to cast Vale Knight, pay 2 life.
Tactics (You may redirect all combat damage dealt to this creature to another creature with tactics or defender you control.)
2/2
Cost: 2W
Creature - Human Cleric
T: Prevent the next 1 damage that would be dealt to target creature or player this turn.
1/3
Cost: 1W
Creature - Human Soldier
When White Harbor Swordfighter enters the battlefield, clash with an opponent. If you win, put a +1/+1 counter on it. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
1/2
Cost: 1W
Snow Creature - Bird
Flying
When White Raven deals combat damage to a player, you may untap target creature.
1/1
Cost: 1W
Snow Sorcery
Target player gains 4 life.
If S was spent to cast Winter Provisions, that player gain 8 life instead.
Cost: 2W
Instant
Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)
Counter target spell unless it's controller pays 2.
Cost: 2W
Creature - Human Knight
Landed Knight gets +1/+1 and has vigilance and first strike as long as you control a noble creature.
2/2
Cost: 3W
Sorcery
Search your library for a creature card with converted mana cost 2 or less and put it onto the battlefield with a +1/+1 counter on it.
Cost: 3W
Creature - Human Advisor
As an additional cost to cast Night's Watch Steward, pay 2 life.
Other creatures you control get +1/+1 as long as Night's Watch Steward is untapped.
2/3
Cost: W
Snow Sorcery
As an additional cost to cast Northern Justice tap an untapped creature you control.
Exile target creature.
Cost: 1W
Enchantment
When Road to the Eyrie enters the battlefield, target player skips his or her next combat step.
Creatures can't attack you unless their controller pays 1 for each creature he or she controls that's attacking you.
Cost: 2W
Creature - Human Soldier
If a noble creature you control would be dealt damage, you may prevent 1 of that damage.
2/2
Cost: 2WW
Creature - Human Soldier
Flash, Tactics (You may redirect all combat damage dealt to this creature to another creature with tactics or defender you control.)
Whenever Stark Bodyguard is dealt damage, you gain that much life.
2/3
Cost: 3W
Enchantment
Whenever a creature deals combat damage to you, you may put a 1/1 black bird creature token with flying onto the battlefield.
Sacrifice two bird creatures: Put a 2/2 white knight creature token with vigilance onto the battlefield.
Cost: WW
Creature - Human Soldier
First Strike, Tactics (You may redirect all combat damage dealt to this creature to another creature with tactics or defender you control.)
2/2
Cost: 1W
Sorcery
Conspire
Gain control of target creature an opponent controls. That creature gains defender.
Cost: 1WW
Creature - Human Knight
Tactics, Vigilance
Other creatures you control with tactics get +1/+1 and have vigilance.
2/2
Cost: 2WW
Enchantment - Aura
Enchant creature
Enchanted creature is a noble in addition to it's other types.
Creatures you control can't attack enchanted creature's controller.
Creatures enchanted creature's controller controls can't attack you.
Cost: 1W
Legendary Enchantment - Aura
Enchant creature
As an additional cost to cast Sword of Heroes, pay 2 life.
Enchanted creature gets +X/+X, where X is it's converted mana cost.
Sacrifice an island: Return Sword of Heroes from your graveyard to your hand.
Cost: XW
Sorcery
Search your library for an enchantment card with converted mana cost X or less, exile it and shuffle your library. You may cast that card without paying it's mana cost this turn.
Cost: 2WW
Sorcery
Each player sacrifices all but one creature.
If you control a noble creature, put a 2/2 white knight creature token with vigilance onto the battlefield.
Cost: 2WW
Instant
Until end of turn, whenever a creature would deal damage to you, it deals damage to itself instead.
Cost: 2WW
Legendary Creature - Human Knight
First Strike, Vigilance
W, discard a card: Prevent all damage a source of your choice would deal to you or to target noble creature this turn.
3/3
(U/B) - Uses Greyjoy Watermark
* Denotes reprint
Cost: U
Creature - Human Rogue
2U,T: Target creature is unblockable this turn.
1/1
Cost: 1U
Creature - Human Wizard
T: Draw a card, then discard a card.
0/3
Cost: U
Instant
Each player returns a creature he or she controls to its owner's hand.
Cost: 2U
Enchantment - Aura
Enchant creature
When Death Portent becomes attached to a creature, clash with an opponent. If you win, tap enchanted creature. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Enchanted creature doesn't untap during its controller's untap step.
Cost: 2U
Creature - Human Pirate
Whenever Gulltown Sailor attacks, you may look at the top two cards of your library. If you do, put one of those cards on the bottom of your library.
2/1
Cost: 3U
Instant
Target player draws two cards.
Cost: 2U
Creature - Human Trader
When Ironborn Merchant enters the battlefield, clash with an opponent. If you win, gain two gold counters. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
1/4
Cost: 1U
Creature - Human Pirate
Ironborn Sailor gets +1/+1 and has islandwalk as long as you control a ship.
1/3
Cost: 1U
Instant
Counter target spell. If that spell is countered this way, put it on top of its owner's library instead of into that player's graveyard.
Cost: U
Instant
Counter target spell that targets a player.
Cost: U
Instant
Look at target player's hand.
Draw a card.
Cost: 1UU
Creature - Human Cleric
When Priest of the Drowned God enters the battlefield, clash with an opponent. If you win, return target creature to it's owner's hand (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
2/1
Cost: 1U
Creature - Human Pirate
Flash
When Pyke Fencer enters the battlefield, you may tap target creature.
2/1
Cost: 3U
Creature - Human Wizard
Defender
When Raven Keeper enters the battlefield, put two 1/1 black bird creature tokens with flying onto the battlefield.
1/2
Cost: 2U
Creature - Human Rogue
Whenever Stealer of Secrets deals combat damage to an opponent, draw a card.
2/2
Cost: 1U
Enchantment - Aura
Enchant land
Enchanted land is an Island.
When enchanted land becomes tapped, it's controller puts the top two cards from his or her library into his or her graveyard.
Cost: 4U
Instant
Put target nonland permanent on top of it's owner's library.
Cost: 4UU
Creature - Kraken
Defender
Valyrian Kraken can attack as though it didn't have defender as long as there's five or more islands on the battlefield.
2U: Tap target creature.
5/5
Cost: 2U
Creature - Human Advisor
T: Target non-noble creature attacks this turn if able.
T: Target non-noble creature blocks this turn if able.
1/1
Cost: 1U
Creature - Human Advisor
Defender
T: Target player gains a gold counter. (Players may spend gold counters instead of life or colorless mana to casts spells.)
1/2
Cost: 1U
Sorcery
Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)
Return target creature to it's owner's hand.
Cost: 1U
Sorcery
Untap all ships you control.
Draw a card.
Cost: 2UU
Creature - Human Wizard
As an additional cost to cast Harlaw Scholar, pay 2 life.
,T: Draw two cards.
2/2
Cost: 3U
Creature - Human Pirate
When Lysene Plunderer enters the battlefield, clash with an opponent. If you win, put a +1/+1 counter on it and it's unblockable. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
2/2
Cost: 2U
Enchantment - Aura
Enchant creature
Enchanted creature is 0/3 and has "T: Draw a card, then discard a card."
Cost: 1U
Enchantment - Aura
Enchant creature
Enchanted creature has hexproof and is a noble in addition to it's other types.
At the beginning of enchanted creature's controller's upkeep, that player may gain a gold counter. (Players may spend gold counters instead of life or colorless mana to casts spells.)
Cost: 3U
Enchantment - Aura
Enchant creature
Enchanted creature is unblockable and is a noble in addition to it's other types.
When enchanted creature deals combat damage to an opponent, you may draw a card.
Cost: 2U
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+1 for each island you control and is a noble in addition to it's other types.
Ship spells you cast cost 1 less to cast.
Cost: 3UU
Creature - Human Wizard Advisor
Play with the top card of your library revealed.
You may play the top card of your library without paying it's mana cost as long as it has the same name as a card in your graveyard.
T: Draw a card, then discard a card.
2/4
Cost: 1U
Creature - Human Advisor
Flash
2U: Return any number of creatures you control to their owner's hands.
1/2
Cost: XU
Sorcery
As an additional cost to cast Drowning Ritual, sacrifice a creature.
Target player draws X cards.
Cost: 2UU
Creature - Human Pirate
Protection from knights and soldiers
Tap an untapped ship you control: Ironborn Captain gets +1/+1 and is unblockable this turn.
Sacrifice a swamp: Regenerate Ironborn Captain.
3/2
Cost: XUU
Enchantment
Long-Term Planning enters the battlefield with X time counters on it.
At the beginning of your upkeep, you may put a time counter on it.
Sacrifice Long-Term Planning: Draw cards equal to the number of time counters on it. Activate this ability only during your upkeep.
Cost: 1UU
Enchantment
XU: Creatures you control with power X or less can only be blocked by creatures with defender this turn.
Cost: 1U
Instant
Exile target noble creature. Target non-noble creature you control becomes a copy of that creature.
Cost: 1UU
Legendary Creature - Human Advisor
Hexproof
U,T: Target opponent reveals the top three cards from his or her library and puts them back in any order. Name a card. That player exiles the top card of his or her library. If it's the named card, gain control of target creature.
1/2
(B/R) - Uses Greyjoy Watermark
* Denotes reprint
Cost: 2B
Creature - Human Soldier
As an additional cost to cast Bolton Swordsman, pay 2 life.
3/3
Cost: 3B
Sorcery
Put two 1/1 black bird creature tokens with flying onto the battlefield.
Draw a card.
Cost: 1B
Sorcery
Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)
Return target creature card from a graveyard to its owner's hand.
Cost: B
Sorcery
Target creature gets -1/-1 until end of turn.
Clash with an opponent. If you win, draw a card. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.).
Cost: 1B
Creature - Human Trader
Defender
As an additional cost to cast Flea Bottom Innkeeper, pay 2 life.
1/4
Cost: 2BB
Creature - Human Pirate
When Follower of the Old Way enters the battlefield, clash with an opponent. If you win, target creature gets -2/-2 until end of turn. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
2/2
Cost: 1B
Creature - Human Shaman
As an additional cost to cast Fugitive Maegi, pay 2 life.
When Fugitive Maegi enters the battlefield, you may return creature card from your graveyard to your hand.
1/3
Cost: B
Enchantment - Aura
Enchant creature
Enchanted creature has intimidate.
Cost: 1B
Creature - Human Pirate
1/2
Cost: 3BB
Creature - Human Soldier
1: Lannister House guard gets -1/-1 and gains intimidate until end of turn.
4/3
Cost: B
Creature - Human Soldier
As long as you have three or more gold counters, Lannister Loyalist gets +2/+2 and has haste.
1/1
Cost: 2B
Instant
Destroy target non-noble creature.
Clash with an opponent. If you win, that creature's controller discards a card. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Cost: 1B
Creature - Human Soldier
Defender
Bastard Guard gets +1/+1 for each gold counter you have.
2/1
Cost: 2B
Creature - Human Cleric
2: Exile target creature card in a graveyard. Gain 1 life.
0/2
Cost: 1B
Snow Creature - Zombie
1S: Snow Wight gains intimidate until end of turn.
2/1
Cost: B
Creature - Human Trader
T: Gain a gold counter (Players may spend gold counters instead of life or colorless mana to casts spells.)
1/1
Cost: 1B
Sorcery
Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)
Target opponent discards a card at random.
Cost: 1BB
Snow Creature - Zombie
1S: Put White Walker Marauder from your graveyard on top of your library.
3/2
Cost: 3B
Creature - Human Rogue
2B, sacrifice a creature: Target opponent reveals his or her hand. You choose a card from it. That player discards that card. Activate this ability only any time you could cast a sorcery.
3/3
Cost: 1B
Creature - Human Assassin Cleric
As an additional cost to cast Faceless Men Initiate, pay 2 life.
Lifelink, Deathtouch
2/2
Cost: B
Creature - Human Rogue
B,T, sacrifice Infiltrated Fool: Destroy target noble creature.
1/1
Cost: B
Enchantment - Aura
Enchant creature
Enchanted creature has deathtouch.
When enchanted creature dies, you may clash with an opponent. If you, return Legacy of the Grey King to it's owner's hand. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Cost: 3B
Sorcery
Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)
Target player sacrifices a creature. If that creature is a noble, draw a card.
Cost: 2B
Creature - Human Mercenary
Haste
At the beginning of your upkeep, if a player has more gold counters than each other player, the player with the most gold counters untaps Kingswood Sellsword and gains control of it.
2/3
Cost: 1BB
Instant
Destroy target creature.
Cost: XBB
Sorcery
As an additional cost to cast Paying Debts, pay X life.
Draw X cards.
Cost: 3B
Snow Creature - Zombie Knight
Lifelink, First Strike
You may cast Returned Knight from your graveyard if you spend only snow mana to cast it.
2/2
Cost: 1B
Instant
Exile a noble creature card from a graveyard.
Gain life equal to the exiled card's toughness and draw a card.
Cost: 2BB
Sorcery
Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)
Target opponent loses 3 life.
Cost: 2B
Creature - Human Warrior
Black Ear Raider can't block.
When Black Ear Raider dies, you may draw a card.
Sacrifice a mountain: Black Ear Raider gets +2/+0 until end of turn.
4/1
Cost: XBBB
Sorcery
Destroy all creatures with converted mana cost X or less.
Cost: 2BB
Snow Creature - Nightmare Horse
Intimidate
When Frozen Nightmare enters the battlefield, each opponent loses life equal to the number of snow permanents you control. You gain that much life.
4/4
Cost: 1BB
Creature - Human Pirate
At the beginning of each end step, if an opponent lost life this turn, you may draw a card.
1/2
Cost: 2BB
Creature - Human Pirate
1B,T: Search target opponent's library for a creature card, put that card onto the battlefield under your control and that player shuffles his or her library. That creature fights Myrish Slavemaster.
1/4
Cost: 1B
Enchantment - Aura
Enchant noble creature
You control enchanted creature
Enchanted creature has defender and "At the beginning of your upkeep, gain a gold counter."
When a creature controlled by enchanted creature's owner attacks you, sacrifice enchanted creature.
Cost: BB
Enchantment
As an additional cost to cast Secret Dealings, pay 2 life.
BB, discard a card: Clash with an opponent. If you win, search your library for a card and put it in your hand. Shuffle your library.
Cost: 2BB
Legendary Creature - Human Assassin
As an additional cost to cast Ser Ilyn Payne, pay 2 life.
T: Put a bounty counter on target creature.
Pay 2 life, T: Destroy any number of target creatures with bounty targets on them.
1/4
(R/G) - Uses Baratheon Watermark
* Denotes reprint
Cost: 3R
Creature - Human Warrior
When Anarchic Vandal enters the battlefield, you may destroy target artifact. If you do, it gains haste and gets +1/+0 until end of turn.
2/3
Cost: R
Instant
Creatures you control get +1/+0 until end of turn.
Cost: 2R
Creature - Human Knight
Creatures with power less than Baratheon Bannerman power can't block it.
2/2
Cost: 2R
Instant
Target creature attacks this turn if able.
Draw a card.
Cost: 2R
Creature - Hound
Defender
At the beginning of your upkeep you may clash with an opponent. If you win, Clegane Warhound can attack as though it didn't have defender until end of turn. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
3/3
Cost: 4R
Creature - Human Mercenary
First Strike
4/1
Cost: R
Sorcery
As an additional cost to cast Deplete the Mines, sacrifice a land.
Target player gains 3 gold counters (Players may spend gold counters instead of life or colorless mana to casts spells.)
Cost: 2RR
Creature - Human Warrior
Haste
Creatures with power less than Dragonstone Warrior's power can't block it.
2/2
Cost: 1R
Enchantment - Aura
Flash
Enchant creature
Enchanted creature gets +1/+0 and has first strike.
Cost: 1R
Instant
Lash Out deals 3 damage to target creature. Clash with an opponent. If you win, Lash Out deals 3 damage to that creature's controller. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Cost: R
Sorcery
Mugging deals 2 damage to target creature. That creature can't block this turn.
Cost: 2R
Creature - Human Wizard
R,T: Pyromancer Acolyte deals damage equal to it's power to target creature.
1/2
Cost: 2R
Instant
Target creature you control on the battlefield deals damage equal to its power to target creature or player.
Cost: 2R
Creature - Human Barbarian
3/2
Cost: 1R
Creature - Human Rogue
Discard a card, T: Gain a gold counter (Players may spend gold counters instead of life or colorless mana to casts spells.)
2/1
Cost: 3R
Sorcery
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
Gain a gold counter (Players may spend gold counters instead of life or colorless mana to casts spells.)
Cost: R
Creature - Human Rogue
1R: Wandering Bard can only be blocked by creatures with defender this turn.
1/1
Cost: RR
Sorcery
As an additional cost to cast Wild Guess, discard a card.
Draw two cards.
Cost: XRR
Sorcery
A Million Gold Dragons deals X damage to target creature.
Target player gains X gold counters (Players may spend gold counters instead of life or colorless mana to casts spells.)
Cost: 3R
Creature - Human Soldier
First Strike
Creatures with power less than Dondarion Blademaster's power can't block it.
3/1
Cost: 1R
Enchantment
XR: Reveal the top card of your library. If it's converted mana cost is X or less, you may put it in your hand. If it's a land card, sacrifice Future in the Flames.
2RR: Shuffle your library.
Cost: 3R
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+2 and is a noble in addition to it's other types.
Creatures with power less than enchanted creature's power can't block it.
Cost: 4R
Creature - Human Warrior
Intimidate
Sacrice House Clegane Outlaw: Target player gains a gold counter. (Players may spend gold counters instead of life or colorless mana to casts spells.)
3/2
Cost: 1R
Creature - Human Warrior
Defender, Haste
T: Flip a coin. If you win, gain a gold counter. If you lose, another target player gains a gold counter (Players may spend gold counters instead of life or colorless mana to casts spells.)
2/1
Cost: 1RR
Sorcery
Destroy target artifact or land.
Cost: 1RR
Instant
Pyromancer's Wildfire deals 2 damage to each creature and each player. Clash with an opponent. If you win, repeat this process. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Cost: 2R
Creature - Human Cleric
Sacrifice a creature, T: Red Priest of R'hllor deals 2 damage to target creature or player. If the sacrificed creature wasn't a noble, Red Priest of R'hllor doesn't untap on your next untap step.
1/1
Cost: 1R
Sorcery
Destroy target artifact. If that artifact is a ship, put two 1/1 red Rogue creature tokens with haste onto the battlefield.
Cost: 2RR
Creature - Human Mercenary
Haste, Trample
At the beginning of each of your upkeeps, if a player has more gold counters than each other player, the player with the most gold counters untaps Axe for Hire and gains control of it.
4/4
Cost: 2RR
Enchantment
2: Target creature you control fights target creature you don't control. Any player may activate this ability.
2, sacrifice a forest: Target creature you control deals damage equal to it's power to target creature you don't control.
Cost: R
Creature - Human Rogue
Protection from nobles
When Hated Turncloak enters the battlefield, clash with an opponent. If you win, that player loses all gold counters and you gain that many gold counters.
1/1
Cost: 2RR
Sorcery
Until end of turn, creatures you control gain haste and get +X/+0, where X is the greatest power among creatures you control.
Cost: 4RR
Creature - Human Warrior
Haste, Trample
Whenever Lannisport Conscripts attacks, it gets +X/+0 until end of turn, where X is the number of gold counters you have.
3/3
Cost: 3RR
Sorcery
Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.
Until end of turn, creatures you control have trample and "Whenever this creature deals damage to an opponent, gain a gold counter"
Cost: 1RR
Creature - Human Knight
First Strike, Haste
Overconfident Knight attacks each turn if able.
3/2
Cost: 4RR
Creature - Human Warrior
Trample
Whenever Sandor Clegane, the Hound deals combat damage to a player, choose one - put a +1/+1 counter on it; or destroy target artifact; or Sandor Clegane fights target knight creature.
6/6
(W/G) - Uses Stark Watermark
* Denotes reprint
Cost: 4G
Creature - Horse
3/5
Cost: G
Snow Creature - Plant
Defender
T: Add G to your mana pool.
0/2
Cost: 1G
Sorcery
Prevent all combat damage that would be dealt to players this turn.
Cost: 2G
Creature - Human Trader
Whenever a land enters the battlefield under your control you may gain a gold counter. (Players may spend gold counters instead of life or colorless mana to casts spells.)
1/1
Cost: G
Snow Creature - Human Warrior
Tactics (You may redirect all combat damage dealt to this creature to another creature with tactics or defender you control.)
1S: Untap Free Folk Spearwife.
1/1
Cost: 1G
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+1 and has "T: Add GG to your mana pool."
Cost: 1G
Instant
Target creature gets +3/+3 until end of turn.
Clash with an opponent. If you win, untap that creature and it gains trample until end of turn (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Cost: 2GG
Instant
Destroy target artifact or enchantment.
Draw a card.
Cost: 3G
Creature - Boar
Trample
When Kingswood Boar enters the battlefield, clash with an opponent. If you win, put a +1/+1 counter on it. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
4/1
Cost: 2G
Sorcery
Search your library for a basic land card and put that card onto the battlefield tapped. Then shuffle your library.
Gain a gold counter (Players may spend gold counters instead of life or colorless mana to casts spells.)
Cost: 3G
Sorcery
Any number of target players each gain 6 life.
Any number of target players each draws a card.
Cost: 2GG
Snow Sorcery
As an additional cost to cast Skagosi Raiders, sacrifice a creature.
Put four snow 1/1 green warrior creature tokens onto the battlefield.
Cost: 3G
Creature - Human Soldier
Tactics (You may redirect all combat damage dealt to this creature to another creature with tactics or defender you control.)
3/3
Cost: 2G
Creature - Elk
1, sacrifice Stormlands Stag: Put two +1/+1 counters on target creature.
2/2
Cost: 2G
Snow Creature - Human Scout
When Thenn's Tracker enters the battlefield, you may have target snow creature you control fight target creature an opponent controls.
2/1
Cost: 1G
Creature - Wolf
Creatures with power less than Wandering Wolf's power can't block it.
2/1
Cost: 4GG
Snow Creature - Human Barbarian
1S: Wildling Raiders gains trample until end of turn.
6/4
Cost: 2G
Creature - Human Scout
Forestwalk
When Wolfswood Ranger enters the battlefield, you may search your library for a basic land card, reveal it, and put it into your hand. If you do, shuffle your library.
1/3
Cost: 3GG
Snow Creature - Cat
1S: Adult Shadowcat gains hexproof until end of turn.
6/3
Cost: 1G
Enchantment
Whenever you clash and win, creatures you control get +1/+1 until end of turn.
Cost: 3G
Snow Creature - Spider
Reach
1S: Giant Ice Spider gains deathtouch until end of turn.
2/4
Cost: 1GG
Creature - Human Knight
Forestwalk, Tactics (You may redirect all combat damage dealt to this creature to another creature with tactics or defender you control.)
2GG: Hedge Knight gets +2/+2 until end of turn. Activate this ability only once each turn.
2/2
Cost: G
Instant
Regenerate target creature.
Clash with an opponent. If you win, gain life equal to that creature's power. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Cost: 2GG
Snow Creature - Elephant
Riding Mammoth enters the battlefield with two +1/+1 counters on it if you spend only snow mana to cast it.
4/4
Cost: 2G
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+2.
1G: Enchanted creature gains vigilance, reach, deathtouch, trample or hexproof until end of turn. Activate this ability only once each turn.
Cost: G
Creature - Human Noble Soldier
Tactics (You may redirect all combat damage dealt to this creature to another creature with tactics or defender you control.)
3G: Regenerate Stark Bannerman.
1/1
Cost: 4G
Creature - Human Soldier
Creatures with power less than Storm's End Elite's power can't block it.
4/2
Cost: 2G
Snow Creature - Human Druid
1S,T: Target creature gets +2/+2 until end of turn.
2/2
Cost: G
Snow Creature - Faerie
T: Choose a player. That player adds one mana of any color he or she chooses to his or her mana pool.
1/1
Cost: 3GG
Creature - Human Knight
Tactics, Vigilance
Sacrifice a plains: Northern Cavalry gets +1/+1 and gains first strike until end of turn.
4/4
Cost: 2GG
Snow Creature - Giant Warrior
Trample
1S: Northern Giant gets +3/+3 until end of turn. Activate this ability only once each turn. Northern Giant doesn't untap on your next untap step.
4/4
Cost: G
Instant
Savage Summoning can't be countered.
The next creature card you cast this turn can be cast as though it had flash. That spell can't be countered. That creature enters the battlefield with an additional +1/+1 counter on it.
Cost: 3GG
Creature - Unicorn
Hexproof
Whenever an opponent draws a card, put a +1/+1 counter on Skagosi Unicorn.
When Skagosi Unicorn dies, you may draw a card for each +1/+1 counter on it.
2/2
Cost: 2G
Snow Sorcery
Search your graveyard or library for a snow card, reveal it and put it in your hand.
Cost: 2G
Snow Enchantment
1S: Put a snow 1/1 green warrior creature token onto the battlefield.
1S: Creatures you control get +1/+1 until end of turn.
Cost: 1GG
Legendary Creature - Wolf
Flash, Hexproof, Forestwalk
G, sacrifice a forest: Regenerate Ghost.
3/3
Cost: 1(W/U)(W/U)
Creature - Human Rogue
Corbray Infiltrator can only be blocked by nobles and knights.
2/2
Cost: (U/B)(U/B)
Instant
Remove all counters from target creature or player.
Draw a card.
Cost: 1(B/R)
Creature - Human Rogue
Intimidate
When Kingsroad Bandit deals combat damage to an opponent, he or she loses a gold counter and you gain a gold counter. (Players may spend gold counters instead of life or colorless mana to casts spells.)
1/1
Cost: 1(R/G)(R/G)
Creature - Horse
Haste
T: Until end of turn, target attacking creature can only be blocked by creatures with defender. Stormland Destrier doesn't untap on it's controller's next turn.
1/3
Cost: 2(G/W)(G/W)
Creature - Human Soldier
Tactics (You may redirect all combat damage dealt to this creature to another creature with tactics or defender you control.)
1/5
Cost: (R/G)
Creature - Human Warrior
,T: Target attacking creature gets +2/+0 until end of turn. Baratheon Hornblower doesn't untap on your next untap step.
2/1
Cost: 2(U/B)(U/B)
Creature - Human Cleric
Sacrifice a creature: Look at the top four cards of your library. You may reveal a card with the same name as the sacrificed creature. If you do, put it onto the battlefield tapped. Put the other cards on top of your library in any order.
2/4
Cost: 2(W/U)(W/U)
Creature - Human Noble
Flash
Whenever a noble permanent you control becomes the target of a spell or ability an opponent controls, you may put a 2/2 white knight creature token with vigilance onto the battlefield.
3/3
Cost: 1(B/R)(B/R)
Instant
Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)
Target player loses 3 life and you lose 1 life.
Cost: (G/W)(G/W)
Snow Creature - Wolf
You may cast Northern Direwolf as though it had flash if you spend only snow mana to cast it.
3/3
Cost: 2UB
Sorcery
Each player gains five gold counters.
Each player may bid gold. You start the bidding with a bid of any number. In turn order, each player may top the high bid. The bidding ends if the high bid stands. The high bidder loses gold equal to the high bid and draws five cards.
Cost: RB
Sorcery
Conspire (As you cast this spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose a new target for the copy.)
Destroy target creature unless it's controller sacrifices a land.
Cost: WG
Enchantment - Aura
Flash
Enchant creature
Enchanted creature gets +2/+2, has hexproof and is a noble in addition to it's other types.
If you would gain a gold counter, instead put two +1/+1 counters on enchanted creature.
Cost: X1RG
Sorcery
Sack of Kings Landing deals X damage to each creature target opponent controls.
Whenever a creature dealt damage by Sack of King's Landing this turn dies, you may gain a gold counter.
Cost: 4WU
Enchantment
Whenever a creature enters the battlefield under your control, you may exile it. If you do, put a champion counter on Trial of the Seven.
When there are seven or more champion counters on trial of the seven, sacrifice it. If you do, put all other creatures on top of their owner's libraries and return the exiled creatures to the battlefield tapped under your control.
Cost: 3UB
Legendary Creature - Human Noble
Whenever a creature you control attacks, put the top card of your library in your graveyard.
Whenever a creature you control deals combat damage to an opponent, you may draw a card.
3/4
Cost: 1GW
Legendary Creature - Human Noble
Sacrifice Eddard Stark: Regenerate each other creature target player controls.
,T: Other creatures target player controls get +1/+1 and have vigilance until end of turn.
2/4
Cost: 2WU
Legendary Creature - Human Noble
When a permanent an opponent controls deals damage to you, you may gain a gold counter. If you don't, return that permanent to it's owner's hand.
2/3
Cost: 3RG
Legendary Creature - Human Noble
Trample
3, sacrifice a land: Put a +1/+1 counter on target creature.
5/5
Cost: 4RB
Legendary Creature - Human Noble
As an additional cost to cast Tywin Lannister, Shield of Lannisport, pay 2 life.
Pay 1 life: Tywin Lannister, Shield of Lannisport gains deathtouch, lifelink, first strike or haste until end of turn.
4/4
Cost: 1
Artifact - Equipment
When Bastard Sword enters the battlefield, you may clash with an opponent. If you win, you may attach it to target creature you control. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Equipped creature gets +2/+1.
Equip 3
Cost: 3
Artifact - Equipment
Equipped creature gets +1/+0 and has intimidate.
Equip 2
Cost: 3
Artifact - Ship
T: Damaged Warship deals 1 damage to target creature. Clash with an opponent. If you win, sacrifice Damaged Warship and it deals 2 damage to that creature's controller. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
Cost: 2
Artifact - Ship
T: Target land becomes an Island until end of turn.
Cost: 2
Artifact
T: Add 1 to your mana pool.
,T, sacrifice Traveler's Lantern: Search your library for a basic land card, reveal it and put it in your hand. Shuffle your library.
Cost: 2
Artifact - Equipment
Equipped creature gets +1/+1, has first strike and "If a creature dealt damage by equipped creature this turn would die, exile it instead."
Equip 2
Cost: 6
Artifact - Ship
T: Until end of turn, whenever a creature you control deals damage to an opponent, you may gain a gold counter. (Players may spend gold counters instead of life or colorless mana to casts spells.)
Cost: 2
Artifact - Equipment
Equipped creature has hexproof and "Pay 1 life, 1: Untap this creature"
Equip 2
Cost: 2
Artifact
Raven Cage enters the battlefield tapped.
X,T, sacrifice Raven Cage: Put X 1/1 black bird creature tokens with flying onto the battlefield.
Cost: 4
Artifact - Ship
T: Until end of turn, creatures you control get +1/+0 and are unblockable as long as defending player controls an Island.
Cost: 5
Legendary Artifact - Equipment
Equipped creature gets +2/+2 and it's activated abilities cost 1 less to activate.
Whenever equipped creature attacks, you may have it fight target creature.
Equip 2
Cost: 5
Legendary Artifact - Ship
,T: Creatures you control get +1/+0 until end of turn.
,T: Search your library for a ship card, reveal it and put it in your hand. Shuffle your library.
,T: Untap each other ship you control.
Land
T: Add 1 to your mana pool.
,T: Add one mana of any color to your mana pool.
Legendary Land
Casterly Rock enters the battlefield tapped
T: Add B or R to your mana pool.
BR, discard Casterly Rock: Target creature gets +3/-3 until end of turn.
Legendary Land
Dragonstone enters the battlefield tapped
T: Add R or G to your mana pool.
RG, discard Dragonstone: Look at the top five cards of your library. You may reveal a creature card among them, put it in your hand, and the rest in your graveyard.
Legendary Snow Land
T: Add 1 to your mana pool.
1, tap two untapped creatures you control, T: Put a 0/5 Wall creature token with defender onto the battlefield.
Legendary Land
Pyke enters the battlefield tapped
T: Add U or B to your mana pool.
UB, discard Pyke: Target creature is unblockable this turn.
Legendary Land
The Eyrie enters the battlefield tapped
T: Add W or U to your mana pool.
WU, discard The Eyrie: Draw a card for each creature attacking you.
Legendary Land
Winterfell enters the battlefield tapped
T: Add W or G to your mana pool.
GW, discard Winterfell: Untap all creatures you control. Those creatures get +1/+1 until end of turn.
Tactics is the sort of thing you need to playtest before having any idea if it's a good mechanic.
Conspire is kinda of a meh, not sure why you'd want to bring it back. I like its name, though, since it's flavourfully connected to the games for the throne. Hmm...maybe create another mechanic called "intrigue" or "plot" that's more interesting than conspire.
I believe Maro said clash is a terrible mechanic.
My problem with gold counters is that they lead to colour pie weirdness like blue doing mana acceleration (your Braavosi banker) or life payments popping up in unconventional colours.
With the larger than average amount of legendary creatures this set wants, you may want to consider a legendary sub-sub-theme at uncommon or rare.
Snow mana is cool, but maybe you could use it to represent the White Walkers rather than just the North? They are important to the plot and need some shtick to feel unique. I'm not sure. Or perhaps use double-faced cards that transform between Summer and Winter, since the seasons are a big theme in ASOIAF. You know, fire and ice and all that. Instead of sun/moon, the DFCs could use flame/snowflake symbols instead. Or maybe not.
Now, for the houses:
The Starks are probably mono-white, but I agree you can add green due to their connection to the forest and stuff like that.
Greyjoys have a similar thing; they are mono-black but can be be BU due to their water connection.
At first the Baratheons at RG felt kinda weird, but it actually makes sense. Robert obviously was red, and while Stannis could be interpreted as being white because he's lawful and dutiful, the whole reason he wants the throne is because it's his destiny as the true heir, which is very green. But they can also be RW if needed.
I don't know why you want to use the Arryns. They are really minor players that almost do nothing. The Tyrells would be much better, since they are actually plotting and doing stuff. They could probably fit as WU, but I feel they are more GU.
No idea why you're pegging the Lannisters as BR; the only red they have is in their house's colour. They are much, much more WB.
The Targaryens, however, are very much BR. Oh, and at some point you need to make a Targaryen card named "Greatness or Madness" involving coin flip.
Yes, it's a good point. Do you see any inherent problems with it?
I like the mechanic. It's not exactly powerful, but it's flavor fits the set perfectly and it's very balanced.
Yes, he doesn't like clash. I like the how it can convey a military/monetary/power conflict. It also works as as smoothing mechanic.
Yes, I'm aware it's a color-bleed. But so is New Phyrexia. The set's mechanics have to bend a little to acomodade for AGOT's storyline.
Most of the legendaries are nobles. I intend of having a noble subtheme across all colors.
I hate DFCs. But I think you have a valid point. Maybe put Snow mana only on black cards representing the others and their servants? The problem is that I don't intend to have a lot of Others in this set because I'm focusing on the first couple books (the same reason we don't have dothraki, Targaryen and other folk from Essos).
As for the other Houses, I had to do a little color-bending. You see, ASoIaF is a very complex series, and most characters are multi-dimensional. You can't say Greyjoys are all (R/U) or black, or any color for that matter. Most characters encompass all colors in their personality.
Yes, Starks are the easiest house to fit in a color-pair.
The way I see it, Greyjoys are also a bit of red. But let them be (U/B) for the sake of symmetry.
I'm not showing Stannis in this set, since he's not involved in the first books. Their (G/R)-ness comes from the Stormlands folk, not from Dragonstone.
Yes, but the Tyrells also don't show up on the first book. For the record, I also see them as (G/U) or even (G/B) (beautiful and lethal).
Now I disagree. Lannisters are the most complex house to color. Both Cersei and Jaime are driven by their pride and passions (Jaime for Cersei, and Cersei for her children). Their motivations change throughout the series but the house as a whole feels very (B/R) to me.
Targaryens will not be a faction for now. There's only one Targaryen, and although her motivations are (R/W), she's associated with the dothraki, who feel very (G/R).
Once I complete the set, I intend on making another one, covering the following books and expanding onto other houses. So far here's what I've got:
(U/R): The Frey, led by the the old Walder Frey who plans on conquering Westeros by getting every women pregnant.
(U/G): Tully or Riverrun (a city by a river in the middle of the forst, can't get much more (G/U)). Their motives are good, but they don't feel W to me.
(G/B): Tyrell. As I mentioned, deadly and beautiful.
(R/W): Targaryen means vengeance. And dragons.
(B/W): Martell. I know, (B/W) looks like weird combination for this house that dwells in a arid place called Sunspear. But they have a long-term vengeance plot to win the Throne, and this feels very (B/W) to me. As much as the setting feels (R/W), I think I can adapt it a little.
And since Tywin is the head of the Lannisters and the one who commands them, this sets the tone for the rest of the house.
But it's true that Jaime is undeniably red (though I think Cersei is monoblack; black characters are allowed to love and care for their family). And Tyrion is blue. So you have a problem of Tywin's children not exactly doing what he wants. Oh well, I'm sure they will all end happy together without any major family drama or patricide.
The Freys seem forced as but I don't see what other House could get this colour pair, so I guess it's ok.
Anyhow, shouldn't House Tully appear in the beginning as well? They do show up during the first book. Maybe swap them with Arryn? After all, the Vale storyline becomes a lot more important during the fourth book. I'm not sure, just an idea. And purely from the storyline you would also need to add the Boltons but there's no colour pair remaining...so, yeah, no idea how to do this.
The immediate problem with tactics is that it requires another creature with tactics or defender for it to do something, otherwise it's useless. This was the biggest redflag to me when reading it.
Not to mention vengeance type spells that punish players for messing with your toys. Obsession with tradition, station, order, status quo and above all judgement are all characteristics that are as white as they come. White can be bad guys. It tends to look like the crushing house system. When the lannisters do something really awesome it might involve colour bleed a little but that's more to do with competence and experience than core values and no colour combination really suffices to encapsulate the house and each individual that belongs.
Like the constant influx of letters to many important characters. How many houses and groups should have access to tidings I wonder.
Aria is a stark right? That selfish little murderess has never seemed a bit like her father.
The people coming out of these houses are really diverse and very few of them are encapsulated by one guild in their motions.
I really can't imagine Tywin paying life for anything or stannis being anything other than white despite how diverse his entourage feels to me or victarion even resembling euron or theons colour pie.
I think the only real black red cards seen in the series have been mad people or people with mental problem like the whole lysa business or Ramsay.
Do you really feel like a Rakdos cackler type guy would put in the effort to get people framed for adultery or even karavec would go about writing letters to neuter a rebellion and restore the kings peace? God no! They do things like try to buy off a marauding horde with their sister and then demand a crown. Or like buy an army and then use it to kill every literate person in miles around, especially the guy who sold it to you. Or maybe they would just try to bite people's faces off during a fight.
Joff is only truly wild and violently sadistic in the show. He seems like he's all talk more or less in the books. Sure he has people strike Sansa but he doesn't really do much but can you really imagine any other lannisters acting that way? He's a bit of an outlier.
Also aren't dothraki a horde of marauding murderous rapists and slavers?
Cube talk, design community and much much more!
A advice: you shouldn't cage the houses in color combinations. It's a top-down set, there's no need to organize colors. Imo the best approach is give each character a fitting color and ability and let color similarities do the job.
If you want for Lanisters play with Lanister and that sort of stuff, you don't have to use colors, you can use mtg archetypes. You can make Lanister cards better for control, Stark cards sort of beat-down aggro, etc.. You don't have to use colors to separate factions, you can use mtg archetypes and synergy.
BGU Control
R Aggro
Standard - For Fun
BG Auras
I intend to finish R this weekend.
Iron Plunder - ouch. At worst it's Think Twice without flashback, at best it completely shuts down a tactic AND cantrips. At CMC 2 and common. I'd suggest either raising up the cost or making the effect appear at uncommon with different card design. Or if you want to stick it at common, have it remove a set number of gold counters instead of all.
Petyr Baelish - There is no way, absolutely no way, that Littlefinger should punch harder than Ned Stark. Just.... no.
Robert Baratheon - see, this is witty, because it reflects (1) Robert's prowess in battle and (2) the fact that his being king has screwed Westeros over. Good one, but I'd say the second ability could revolve around short-term gain than putting counters (like pump effects/combat abilities).
Sack of King's Landing - it was the Lannisters who were behind this, so I don't know why this is R/G.
Bend the Knee/Royal Hostage - smart way to depict these kinds of happenings on a card.
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A suggestion for card design: have you considered uncommon Legends? Yes, I know, Kamigawa didn't really make that work, but given how A Song of Ice & Fire is based heavily on a handful of people it could flesh out your story a little bit more. I wouldn't recommend a lot, just a couple (maybe one for each House/color pair at least). Would help House Arryn especially, you could stick someone like Vardis Egan there and help flesh the Vale out a little bit more.
Some people could definitely fit into that kind of card - people that don't feel epic enough yet are still there doing something. Bronn, for example, could make a good uncommon Legendary (have him work with gold counters, of course).
And I really just want to see a Hodor card. Legendary Creature - Hodor would be perfect for uncommon.
You might run into problems with the other houses if you do intend to continue this, though. House Frey, for example - I really don't see how populating the world with your litter is U/R. Though I suppose Walder would make a good, cunning blue card (still feels more U/B though). Come to think of it, it's quite hard to give that color pair an identity in this lore....
I'll start compiling flavor text in the following days/weeks, and finally update the preconstructed decks!
Red and green were missing last time, I hope it's good now!
Casterly Rock FTW
Example:
Casterly Rock
Legendary Land
Sacrifice a creature: Untap ~, and get a gold counter. (You may spend a gold counter to add 1 to your mana pool.)
1, T: add B or R to your mana pool.
A Lannister's words are as good as gold.
But I also propose even distribution of number of cards in each rarity: Large set: 60 c, 60 u, 60 r, 60 m.
Probabilities of particular cards: Common 7/60, Uncommon 1/12, Rare 1/20, Mythic 1/60.
Any critiques about the other cards, though?
I think the color identities of the houses are spot on.
I don't like snow mana, clash, or tactics.
But I also propose even distribution of number of cards in each rarity: Large set: 60 c, 60 u, 60 r, 60 m.
Probabilities of particular cards: Common 7/60, Uncommon 1/12, Rare 1/20, Mythic 1/60.
You cannot outrun the beast within.
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