Moon Boy: http://www.cardgamed...s/moon-boy-atot
Unless you only control Moon Boy and your opponent already has a sh*tload of characters out, after he played Valar in the first turn (which will force him to play it again and therefor kill all his characters), I don't see any use for this card, especially since it's cost is 3!
Except, you have to use it during/after the second turn if they Valar'd first turn, or there will be nothing in the used pile to choose from... which if that can work, it can be a way of TAoS without wasting a slot on an otherwise mediocre stat plot.
These cards all have uses in a group game, maybe not so much in a one on one match….but if you're playing GoT one on one you're doing it wrong
really? I prefer one-on-one joust games. Melees are fun and all, but it always ends up with 2 (or more, depending) players picking on one because he/she got an early ramp, or can't get good draw to get the protection they need.
I agree fully with Cellador... House Tully Septon is meh, but can work in the right deck... Secret Hideout is great if you are running a lot of stalwart, since its ability keeps your draw from getting clogged too much.
As for my least favorite... http://www.cardgamed...broken-tpol.jpg
This is by far the worst Martell event. At least the others don't make you discard your hand as a cost, even if some of them are a little mediocre outside of their proper decks, this one is downright atrocious.
If your opponent cancels it, you have no way to answer, cause your hand is already gone. Plus, you can't even use it to get Darkstar, since you're discarding "your hand" and not "x cards from your hand."