


Coupled with that is his character ability, which makes him something of a tank. Ser Arthur Dayne (TWoW)- In a deck that can sometimes lack Power and Military icons, Arthur brings both. Given that Dayne (and Martell for that matter) have some great Intrigue strength, I use the Rookery to unveil another plot and then trigger the river card that came before it. Regarding the Rivers, I specifically included Rookery of the Sunspear for its plot manipulation ability. Once that goes off, I utilize all the dynamics of the River plots to keep my opponents on guard. With that in mind, I included A time for Ravens for my opening plot. In my opinion, the primary benefit of House Dayne is their interaction with Summer and their ability to place gold on character to either boost strength or save from dying. But instead of taking that particular route, I wanted to go with the somewhat overlooked Dayne family and their unique abilities. Yes, I've got a pretty nasty Sandsnake deck and am well aware of the sheer power of Martell Maesters and the flamboyant Red Viper. So it's with that in mind that I decided to try my hand at a House Dayne deck. Nothing says badass like a family who uses poison as a food additive and stretches revenge plots across generations. They're pretty much my favorite family in the books as well as the LCG.

I should probably start this out by saying that I like House Martell. There's a lot of formulaic stuff out there to choose from but I'd much rather explore the varying possibilities with Game of Thrones that make it such a good game. The main purpose of this particular blog is for me to toss out deck ideas that randomly come to me throughout the day and see if there's any potential.
