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The castle was a modest holding a half day's ride south of the Trident. The royal party had made themselves the uninvited guests of its lord, Ser Raymun Darry, while the hunt for Arya and the butcher's boy was conducted on both sides of the river. They were not welcome visitors. Ser Raymun lived under the king's peace, but his family had fought beneath Rhaegar's dragon banners at the Trident, and his three older brothers had died there, a truth neither Robert nor Ser Raymun had forgotten. With king's men, Darry men, Lannister men, and Stark men all crammed into a castle far too small for them, tensions burned hot and heavy.Our staff has put together a first blush analysis of the newly released “The King’s Peace” chapter pack. Cards are listed in numeric order and scored on a scale ranging from one through five, with five being the best possible score. We have 5 reviewers this time around, so the maximum overall score is 25 points.You may notice a few familiar faces missing in action. We’ve decided to rotate reviewers to accommodate everyone who wants to participate, while also slimming the article to a more reasonable length.Also, credit to Four the Watch on Boardgamegeek for the card images. Now onto the reviews, starting with....Barnie25 - 3 out of 5Rodrick’s exactly what Stark needs: a Loyal character (cost reduced by Fealty) that draws more cards. However, he’s vulnerable to Dracarys at this cost/strength ratio, and only triggers under relatively narrow circumstances (military challenge with unique Stark characters). Overall, count me in.emptyrepublic - 4 out of 5A strong card for either Joust or Melee given that he can give himself insight at a minimum (Summer and Luwin give it to other characters). Otherwise, his stats versus cost are reasonable. Ser Rodrick and Arya should tag team well.OKTarg - 4 out of 5Draw in a draw-poor house seems good, especially in a house with good, low-cost MIL challenge pushers like duped Arya. I feel like he may be a half-gold too expensive for his STR but the draw will often change a game.Q&TR Curmudgeons (WWDrakey, Ire and JCWamma) - 3 out of 5Let’s take an objective look - without other Stark uniques in the challenge, he’s a Doran with 1 more STR (and without the STR buff), but with a much more limited Insight. So, his actual value *has* to come from the over-committed military attacks. That makes him decent, albeit single-minded… and military denial tech (In the Name of your King!, Nymeria, Brothel Madame…) makes him disproportionately sad. As does any Control limited to 4 STR, for good measure. Still, with Valar confirmed down the road, there will be a time for him to shine - it’s just not yet.Redviper187 - 4 out of 5Rodrick brings draw to a faction that desperately needs it. Even if you only attack with him and a unique Direwolf you can draw two cards which can be huge. Since the draw is via insight you won’t get to do it until the end of your challenge which means no top decking PttS, but other than that he’s fabulous and would be a 5 if he weren’t so Dracarys-able. He’s also less good as a comeback card than he is as a push your advantage card because he requires multiple characters going in one challenge to get the same amount of draw as, say the Red Keep.Barnie25 - 3 out of 5Tutor effects are always good. Wolf Dreams makes Summer a much better recursion card and finding Grey Wind can be great in some match-ups, like against Lannister to eat Pycelle and Brothel Madame. Solid card but not interesting yet.emptyrepublic - 3 out of 5Perfectly good tutor effect for Stark decks that are leaning on Wolf support. Kneeling the faction card is annoying as it works against Fealty and locks out other things for an effect that isn’t super strong.OKTarg - 3 out of 5Perhaps I’m under-rating this, since at times it will be super good (such as searching for Grey Wind when you have Robb out) but 1 for 1 search needs a high quality payoff for a non-setup, Faction-Kneel-eating card. It’s good and I’m glad it exists but it’s not making me play Stark or anything.Q&TR Curmudgeons - 4 out of 5A Combo-enabler if there ever was one. Wait, wasn’t Stark all about those little intricate synergies? Grey Wind all day long - works for us.Redviper187 - 3 out of 5Really solid Stark card, it can let you go find a chud, a bomb, or even an attachment depending on what you need. Unfortunately it’s best home at the moment is Stark fealty so you might have some competition for that house card kneel. I could see some kind of Stark Rose wolf-attack build that would like this a lot.Barnie25 - 4 out of 5Ser Hobber makes Lady-centered strategies a lot more consistent. He’s a solid role player with good traits, so expect him to be seen in many Rose banner decks.emptyrepublic - 4 out of 5I would expect one copy in most Rose Banner packages. He’s a decent Knight on his own, so after he’s found Margery for you he’s good for the new Knight-related toys as well.OKTarg - 4 out of 5Hobber is only as good as the Lady you’re finding, so he’s probably the best Targaryen card in the pack! In Tyrell, he’s good for finding Margaery or Olenna, and would be likely 3 stars on that basis. Though, he does work well with Sansa’s Rose. I could also see this with Stark to pluck Arya or Sansa.Q&TR Curmudgeons - 3 out of 55 cost for a search effect that can only search for what, a couple of cards in a deck? If you need a specific Lady (Daenerys?) it has a pretty obvious use, but Slobber's too expensive to be a mere deck-thinner, and not strong enough otherwise.Redviper187 - 3 out of 5He’s a little expensive for what he does, unless you played a very high gold plot or have a lot of economy on the board, it’s gonna be a struggle to play whatever Lady you found after dropping 5 for Hobber, which means there is a whole turn of potential intrigue claim and card effect discards to get her out of you hand. As a body he is fine but nothing to write home about, and the Knight trait is positive but he’s in the same cost-slot as Knight of Flowers.Barnie25 - 5 out of 5This card is amazing! It combines so elegantly with Jousting Contest. Against any faction but Stark, Martell and Tyrell, this card helps you almost always to win a challenge unopposed if you attack alone with a small character (Arbor Knight). Winning challenges was never so easy! Cheap, Efficient and Versatile makes a winning formula.emptyrepublic - 5 out of 5So many possibilities! Normally there’s value in “chump-blocking” with a single defender, but not any more, and with Knight of Flowers your opponent is only allowed to declare a single defender, chud or not. Remove big bodies like Eddard and Mormont. Areo Hotah’s similar ability is good even though it only triggers once (or maybe twice) a game; this one works every round.OKTarg - 5 out of 5Yeah, a perfect 5 is way too high…..until you start auto-winning with Knight of Flowers, sending in Arbor Knights they have to over-defend against, triggering Sansa’s Rose with a smile, taking advantage of the Lords of the Crossing penalty, etc., etc…...Q&TR Curmudgeons - 5 out of 5Oh god, JC, no, stop that! Come down from there! You can ride the nice horsey later, we need to write the review now, remember? That’s not even the head, that’s the tail! Ehh… Seems this is indeed a 5. Maybe a 5+, judging by the rosy colour it put on JCs cheeks. The kind of flexibility and play options that 2nd Edition desperately needs, while being usable as a comeback-enabling mechanic that still needs work and thought to get it done.Redviper187 - 5 out of 5The best card Tyrell has gotten thus far.This card is just stupid good, forcing someone to over commit hard for a challenge is just madness. Throw this together with Raiding Longship and watch your opponent collapse in tears.Barnie25 - 3 out of 5His effect is solid, but if you can’t ambush him then he becomes quite expensive and unimpressive. He shores up a weakness NW didn’t have.. but will improve as the pool expands.emptyrepublic - 4 out of 5I’m “overrating” him for melee because if you are using the Wall you need to be able to oppose every challenge coming your way and giving low STR chumps who normally don’t have a military icon cannot be underrated.The effect will also get better with time as Night’s Watch gets more characters.OKTarg - 2 out of 5I don’t play much Night’s Watch, but it seems like he’s very expensive for what he adds. It doesn’t seem like MIL defense is a weakness, and he shores that up for a very steep fee. I’ll look elsewhere for now.Q&TR Curmudgeons - 3 out of 5Having your Ravens actually pull their weight in Challenges is not nothing. And against an opponent foolish enough to walk into it, 4 gold for a surprise 4 STR bicon is solid too. Good luck finding such an opponent though.Redviper187 - 3 out of 5He’s a solid body for Night’s Watch, effectively a 4 for 4 bicon isn’t bad, giving characters icons is also good. The fact that the icon he gives is military is thoroughly less than ideal (although very Nedly) as it is the most common icon among the Night’s Watch.Barnie25 - 3 out of 5Practice Blade is really generic, which for an attachment can be a good thing. You can have multiples out at the same time, but the extra military icon isn’t that needed in NW.emptyrepublic - 4 out of 5I like it. It’s efficient for setup, not unique and confers decent benefits. The military icon isn’t super necessary as Night’s Watch isn’t lacking in military and Alliser oddly enough overlaps with this effect as well. Regardless, I think it’s worth it now for Jon, Sam, Unsworn Apprentice and Yoren. Value of the card will improve as the Night’s Watch bench deepens.OKTarg - 4 out of 5Four makes it seem like I think this will change up NW, which it won’t--I’m grading on efficiency here. For one gold, you’ll improve your setups and spread some icons around. For two gold, you get a small challenge buff. It’s cost-effective, but does it really fill a NW need?Q&TR Curmudgeons - 4 out of 5NW was missing an in-Faction method for surprise meddling with Challenge math, and in close games 1 STR is all that it takes to either defend something successfully or enable/stop a win by 5. With the early Ranger (and thus Military icon) dominated cardpool it’s not immediately that exciting, but if we start getting Builder / Steward centric decks, this should find a natural home there.Redviper187 - 3 out of 5This card is ok, again, the icon it’s giving is not the one Night’s Watch wants to give and the strength pump is very slight. It’s solid for set-up but I don’t see many Watch decks finding the room for it.Barnie25 - 5 out of 5I’m a Bara player and seeing this card makes my heart warm and fuzzy. Why? Because Bara didn’t have enough draw, that’s why. A solid body that can draw you cards barring you win the challenge Bara is the best at winning? Yes thanks you. This card will be a fixture of many Bara decks to come for a long time I think.emptyrepublic - 4 out of 5He’s similar to Sam in Night’s Watch right? A body that you thrown in with another character (who does the winning) in order to get the insight. At the price point it’s a good deal and the downside is very easy to work around.OKTarg - 5 out of 5This card rules. Bara has a bit of a ‘win more’ theme going on, and Moon Boy helps you most when you’re already ahead (not ideal), but cheap Insight….yes please.Q&TR Curmudgeons - 4 out of 5In many ways a weenie that thinks a bit too much of himself (doesn’t want to participate when losing, only P icon)... and with a drawback that may seem like nothing, but in practice will likely prove otherwise. Good, and will make a lot of decks… but definitely not Jorah or Wendamyr -level good.Redviper187 - 5 out of 5A solid card for Baratheon. With the Red Keep’s strength bonus and targeted kneel working together, it shouldn’t be difficult to get this guy to payoff.Barnie25 - 3 out of 5Here’s an interesting plot. I like it most in the late game where the power swing can make a difference, but zero initiative and average-to-low gold make this a plot with bad stats, so I don’t foresee it leaving the binder often.emptyrepublic - 4 out of 5It’s subpar in joust but strong in Melee. Best in mid to late game when you are wanting to solidify your position and control the tempo against you. Given that faction card kneeling seems to be the primary mechanism to control powerful effects it will become an actual cost that players need to weigh.OKTarg - 2 out of 5Bara is a gold-hungry house, and the four gold here is just not enough. You usually don’t worry too much about the challenges once you’re up and running, so I prefer to play plots that get me there economically. It’s certainly not horrible on its face; I just don’t think it slots into current decks.Q&TR Curmudgeons - 2 out of 5Not a bad card, and can even do good work in Melee, but those stats are godawful.Redviper187 - 2 out of 5Yet another card that tells me Bara is supposed to be the Anti-Greyjoy house. Fending off the Seastone chair and/or nullifying a power challenge could be very impactful, against anyone else though, it seems pretty meh. Might be a solid deterrent in Melee, probably gets better with more Faction card kneel effects.Barnie25 - 4 out of 5I am being both controversial and optimistic here but the stats on this guy are off the charts. That Put to the Sword is looking quite tasty right now and Lannister is probably the only faction that can reasonably play a second 7 coster. This card suits my tempo playstyle, it either allows you to commit less characters to the challenge or really push the military challenge if you need. My perception of Gregor’s value may be skewed because I run icon-granting attachments in my decks. Tyrell Lion aggro has found its 7 coster in Gregor. He gives them a large beatstick with renown that can help them push challenges.emptyrepublic - 2 out of 5I may eat my words later, but for now I think he’s a splashy card that will rarely, if ever, get used. In melee his reaction is more useful because the “then” effect doesn’t specify the scope so you can kill another player’s character if the defending player doesn’t have a valid target (or nothing interesting). Even then it’s largely based on luck and your willingness to play an expensive character that can be easily controlled by Nymeria.OKTarg - 2 out of 55/5 if we’re scoring on “fun factor”, and you can 100% bet that I’ll build a janky Tickler/Gregor/Hear Me Roar/Never Bet Against My Family/Bear and Maiden Fair deck. His best use is pushing Put to the Sword, and in a house with Tywin and the Hound, that isn’t difficult anyways. Gregor’s fantastic with Icon-granting attachments, or with Martell for Viper shenanigans, but since both of those are inefficient anyway, I’ll look elsewhere for tournaments.Q&TR Curmudgeons - 3 out of 5Gregor is both better and worse than many players want to think. Worse, in that he’s more about that weird stat-line than the ability. Better? In that with the way STR matters in 2.0, the aforementioned statline (10 STR monocon, renown) is actually pretty decent, and one of the best enablers for Put to the Sword (and Torch) in the environment. If we ever get deck-stacking the effect could actually be pretty potent.Redviper187 - 3 out of 5Gregor only earns a 3 to satisfy my inner Shagga. He’s a super fun card that’s flashy as hell, but he probably doesn’t belong in most competitive Lannister decks. Maybe Banner of the Wolf. Maybe.Barnie25 1 out of 5I don’t understand why they print this garbage. It has some niche interactions that might be good later once we have synergistic characters and frankly more characters in general, and then it’s probably still subpar.emptyrepublic - 1 out of 5Ugh, maybe there’s a time you want to use this? There aren’t many Lannister events yet, but this doesn’t surpass any of them. Barring some bizarre future combo this card only gets worse with time as the event pool fills up with better effects.OKTarg - 1 out of 5Free characters are great, but not being sure which character, if any, you’ll get? Much less so. Now, if we get a lot of “enters play” effects like Greenblood Trader, we’ll reconsider.Q&TR Curmudgeons - 3 out of 5Play your first copy and miss finding any uniques. Draw 2 more copies, have a little cry inside, and pray that you have a card such as Summons that shuffles your deck. That said, in good ole’ Aggro, a surprise body is beefy, especially if it’s a Hound, Gregor or a Tywin. It’s also a card that we may look back on as a powerful combo piece in the future...Redviper187 - 1 out of 5Finally a bad Lannister card! I’ve been waiting for one of these since the Core set. Maybe if we see some characters with good put into play effects, or maybe in the janky Gregor, Tickler, Bear and the Maiden Fair deck.Barnie25 - 5 out of 5How I loved creatures that destroyed lands when they entered play in MTG. This character will get the same love as all those before. Now I just need to find a way to cycle this body into something more useful after he has done its job, like protecting the Red Keep. Yeah, I will love this card.emptyrepublic - 5 out of 5I’m keen to see how much Banner of the Kraken surges now. In first edition, some players happily paid the out of house penalty (2 gold) for Newly Made Lord and his effect. At least his Reaction can be cancelled by Treachery; the previous incarnation was an uncancellable passive effect. Good now. Good forever.OKTarg - 5 out of 5Greyjoy is literally the worst. I do not like them at all. Free and easy location control is the worst. Marrying the two? Ugh.Q&TR Curmudgeons - 5 out of 5Hilariously, despite the rating, we can’t be sure if this is the best GJ card of the pack or not. The Kraken just became a serious contender in the Banner race, as this does much more for the Banner (offering other Factions location Control) than for GJ as a main faction (as GJ already had it with We Do Not Sow). With economy being limited the Lord lacks the easy utility he had in first edition, but his hard-countering of Baratheon makes up for that somewhat.Redviper187 - 5 out of 5Oh Newly Made Lord, you beautiful bastard. There’s nothing like some good ol’ point and click location removal. Good luck opposing challenges with your Red Keep in the discard pile, Bara!Barnie25 - 5 out of 5This is the perfect tempo card, either you go second, drop this after they are done marshalling and have a much better board state to attack or you go first make their biggest pain go away, stealth the rest and be happy. Its non-loyal which makes it perfect for a banner package out of Greyjoy. The investment is low and unlike other similar tech, this card isn’t constricted to having to go first or working only once.emptyrepublic - 3 out of 5What a gut punch to Night’s Watch which is perhaps the only faction that is the most bothered by this. There are a few specific characters in other factions that this would be nice on but I don’t see this attachment seeing a huge amount of play unless/until Night’s Watch becomes Lannister level popular.OKTarg - 3 out of 5This seems sneaky. It doesn’t seem like a bomb, but it’s almost like a perma-stealth on one of your guys. I know I’d love to drop this on Tywin, for example. And non-terminal? It could actually end up being better than my rating here.Q&TR Curmudgeons - 5 out of 5Forget that silly over-complicated Raiding Longship. When it comes to screwing over problem defenders all game long, look no further. It’s even a weapon, so it can be extra annoying to defensive characters like Left, Right or the Night’s Watch cards. That attachment control thing may just have become critical. Ire thinks that the way this new version works in practice, is that the defending character is too excited to go and test their new fishing tackle out - after all, that’s also what the art hints at!Redviper187 - 4 out of 5Together with Raiding Longship it’s gonna be a real pain to oppose challenges against Greyjoy. Slap Fishing Net on anybody with an attachment or stealth and slip past the rest. Deck space will be tight but I imagine plenty of GJ decks will find room.Barnie25 - 3 out of 5There are some nice interactions out there with this card but it’s still niche. The body is mediocre but at least its non-loyal. Overall this card has decent upside and despite its mediocre body it probably slots into some decks like a Lannister Targ intrigue deck.emptyrepublic - 2 out of 5I think I’m being nice with a 2 and that’s only because your chances of actually using the ability are significantly higher in melee but even then not sure if she’s worth the deck space.OKTarg- 2 out of 5How is she good? Well, Dothraki will be a good trait, but the Dothraki Sea isn’t doing me any favors right now. A low cost INT icon for setup isn’t awful, but not good enough on its own. I think it’s a sleeper for hand-control decks, but that’s not a Targ thing. Yeah, let’s just go with Bad for right now.Q&TR Curmudgeons - 3 out of 5On face value, you start thinking her ability is too random to ever really pull weight, and turn to just looking at her decent stats. However, that’s assuming a regular deck, with a regular approach… and overlooks that she’s clearly a covert combo-piece. For example, combining her in a Bara Banner of the Dragon with Seen in Flames changes the way you look at the ability quite a bit. And after all’s said and done, those stats ain’t bad for Targ.Redviper187 - 2 out of 5She earns a sneaky 2 largely because of her stats. 2 gold for 2 strength on Targ’s weakest icon isn’t bad. Her effect, on the other hand, is bad. Unless you’re playing Lanni you will very rarely use this effect, and even when you do it’s not that great. Unless they draw another copy of that card, you knelt Dothraki Crone for zero effect.Barnie25 - 3 out of 5In a more power-gain orientated Targ deck, Silver Steed can make waves. Targ already works well with 2 claim plots thanks to Khal Drogo, and this card only solidifies that. Imagine making 5 challenges at 2 claim!emptyrepublic - 2 out of 5Potential for future combo decks? I’m not sure really. I don’t see it being a major force in either Joust or Melee. It’s not loyal so maybe it makes its way into a janky Bara/Banner Targ deck? Right now I’m just not seeing an ideal use.OKTarg - 2 out of 5I think it will be OK. But I really want it to be better than OK. I wish it stood the attached character when it sacrificed itself, but perhaps that’s wishful thinking. I stand by my judgment that the Redwyne twin is the best Targ card in the pack.Q&TR Curmudgeons - 3 out of 5Silver Steed is like a more conditional Longclaw, for 1 less gold and with an extra Challenge baked in. Pretty good… for Melee that is. In Joust however, meshes somewhat clunkily with the apparent Dothraki strategy, nor does Dany really need it.Redviper187 - 2 out of 5For now, the only reasonable targets are Daenerys (who can already gain renown) and Rakharo (who is currently sub-par). It improves if we get cheap Dothraki with power icons, or maybe a future version of Daenerys will have synergy with the Silver Steed.Barnie25 - 4 out of 5Icon control, non-terminal and cheap. You can use it to further choke your opponent or shore up your intrigue hole in a banner deck. Cheap, efficient and versatile. What's not to like?emptyrepublic - 4 out of 5Negative non-terminal attachments are something I like very much (despite being ho-hum on Fishing Net). The obvious combo, like with Nymeria, is to remove an intrigue icon from Tywin, Dany, or anyone with Little Bird so they become vulnerable to Tears of Lys. Otherwise, it’s good just to breakdown intrigue based decks or make it easier to push through Martell’s intrigue-based wins with Doran’s Game.OKTarg - 4 out of 5Non-terminal ways to poke holes in Lannister’s defenses seem like a good thing. Running 2 of these with Nymeria and 3x Tears seems like a good thing. Let’s do this!Q&TR Curmudgeons - 4 out of 5Oh dear, Drakey’s whiskers seem to be shaking furiously. That... usually means that games will start dragging to time, as he finds exciting new ways of stopping opponents from actually playing the game! …while he of course can’t figure out a method that would actually make Martell win it’s games (instead of just “not losing”). In fact, as this enables pushing of Doran’s Game… we may even be wrong about that! Also, we’ll restate the comment on attachment control becoming a thing. It earns one point less than Fishing Net due to the lack of that Weapon trait, which means NW becomes more of a problem for Martell.Redviper187 - 4 out of 5This card seems really fun. Non-terminal means it will be a real pain in the ass and make attachment hate more important. Combined with Nymeria, Caleotte, and Confinement, it looks like a Martell icon removal module makes for a solid Banner choice.Barnie25 - 1 out of 5The Boneway seems so useless. It forces you to play on the losing end of the board to bank on power gain from a card that can be cancelled and NML’ed. No thank you. It’s not terrible but it’s just too janky to be even considered for a competitive deck.emptyrepublic - 2 out of 5It’s decent in Melee to deter attacks. However, the timing is horrible given Newly Made Lord arrives concurrently. This location may not survive to maturity, although Gaston and Sunspear are tempting targets for location control as well, so Greyjoy can’t smash them all.OKTarg - 2 out of 5The ‘lose lose lose, burst to a win’ deck seems super fun. I also think it’s not there yet (but I only have to squint a little to see the frame coming together), and the Boneway doesn’t quite help me get there. That deck needs Valar to reset the board mid-game.Q&TR Curmudgeons - 1 out of 5And we got so far without giving the lowest score! Sigh. If possible, this card may be worse than Brandon’s Gift, since it’s harder to realize that it’s utter jank… and will thus likely pollute Martell decks for a while, before people catch on.Redviper187 - 3 out of 5I like this card because it is kind of a “fire and forget” power gain. You put this on the table and you don’t have to do anything to use it (other than actually remembering to trigger it - maybe easier said than done). You can just let it sit there and rack up power while you continue to do your thing, and then barring cancel you get some power. Six tokens seems like one too many for my taste but what do I know, if there is any vengeance token manipulation I’ll be psyched.Barnie25 - 4 out of 5Solid stats, upside and can take attachments? Like I said before cheap, efficient and versatile, count me in. This makes going mono faction much more appealing for the houses that were missing the low drops to properly make it work.emptyrepublic - 4 out of 5He’s a reasonable low-cost chud for many decks that need help filling out the bottom of their cost-curve. There are eleven other Knight characters in the game, and most of them are pretty good, so Hedge Knight will be active often. He’s good value.OKTarg 3 out of 5He’s fine, and good with the new plot and in a Tyrell Knight deck, I suppose. This is what neutrals should be IMO--solid filler but rarely your BEST choice.Q&TR Curmudgeons - 4 out of 5Solid stats bro.Redviper187 - 4 out of 5Efficient stats are exactly what you want in a low cost card, and he’s neutral so any deck can use him (but in-faction cost-reducers don’t work of course). Mono-faction decks with other Knights will be stoked.Barnie25 - 4 out 5Strength buffs are really important in this game because of burn. Going from 5 to 6 strength is a big step, and an increase from 4 to 5 takes character from “vulnerable” to “somewhat secure”. The trait manipulation makes for interesting situations too.emptyrepublic - 3 out of 5It’s useful when you need to give someone the Knight trait for that Knight theme deck you know you are going to make real soon. Otherwise it shouldn’t be overriding deck space for other things that you should be putting in.OKtarg - 3 out of 5As the others have said, the minor STR boost is nice, and the interaction with the Knight plot may be even better. I'll be happy to fiddle around with it for sure!Q&TR Curmudgeons - 3 out of 5Queen of Thorns loves being both a Lady and a Knight, and then giving herself a rose to congratulate herself on her own marvelousness. As a side benefit, it bumps someone out of reach of Control effects like Confinement. Shame we can’t make Knights out of Wolves or Dragons though.Redviper187 - 3 out of 5Solid support card for knight themed decks. It’s best home is probably Tyrell as they have the most Knight synergy. If you’re running mono-faction Tyrell you might struggle to find enough of your Knights and this could help ease variance. Bonus points if you play Knight on Randyll while he’s already kneeling from Melisandre of Filthy Accusations to stand him back up.Barnie25 - 5 out of 5Even if it wasn’t for the renown this plot would still be good. Being immune to events on your closing turn is so key, making sure all that renown is safe from burn / bounce or kill is really useful. When First Snow comes out it will be interesting how many small knights you can keep on the board but for now this plot and the renown it gives them is really strong. Renown is by far the most important keyword in the game.emptyrepublic - 4 out of 5I don’t think we are quite there yet for full on Knight decks, but in decks heavier on Knights it could work as a closer. Given that there is very little in the way of immunity at the moment this is a critical plot for decks built around key Knight characters susceptible to control/kill (think Knight of Flowers and Tears of Lys/Confiscation). The renown makes even the lowly Hedge Knight a force that could help quickly close a game.OKTarg - 4 out of 5Renown is VERY strong, and in decks that field multiple Knights this makes an amazing “closer”. The gold is low, but I love that high initiative. From a design standpoint, I like plots like this that are great in a few decks and not good in others, since it adds diversity to the game.Q&TR Curmudgeons - 5 out of 5A clear “finisher” plot, somewhat akin to Rise of the Kraken. Time this right with a board full of cheap Knights and the sky’s the limit. Against an opponent without a Wildfire? Play at your leisure. Against opponents with Wildfire? That timing gets a lot harder. Still, having a turn (or two) without needing to fear Dracarys! burning your Knight’s ain’t nothing, and the high initiative helps push a Melee win.Redviper187 - 4 out of 5Solid card when paired with Hedge Knight. It’s not for every deck, but helps Knight decks finish faster.Barnie25 - 4 out of 5You need an even icon spread for this Agenda to work, so it doesn’t slot everywhere. In a tempo-orientated build, this agenda gives a way to introduce more power into the game so you can close faster. Just throw one or two challenges to make sure you win the one you need, grab renown, grab power and be happy. I am interested to see how this works in a more controlling build, it’s not my playstyle but if you build your deck correctly, it might work.emptyrepublic - 3 out of 5If you can consistently play third or fourth during a Melee game, then this could be fun. I have some concerns when playing against Targ (you don’t want to help them burn you). The major annoyance though is there is no benefit until you initiate a third challenge. Factions that can double up on a specific challenge type could possibly do interesting things. The deciding factor will be whether the opportunity cost of Banner agendas and Fealty is too high.OKTarg - 3 out of 5Not every deck will want this, and Crossing decks will probably be pretty sad to see Targ on the other side of the table, but I think it is interesting and will be fun to fiddle around with. First suspect: A Martell deck that wants to chump the first few challenges and then crush you with the third one. Second Suspect: A Tyrell knight deck with Mares in Heat for the first challenge and Mander Triggers and Power Claim on the third one.Q&TR Curmudgeons - 3 out of 5A difficult Agenda to rate, as it’s the first of it’s kind in many ways. On the one hand, the final STR buff can help push big Challenges through and even play around Targaryen (a matchup where careful play with the Agenda is critical)… on the other, the Agenda becomes nothing but a ball and chain against Baratheon or Martell Control. Not a slot-in Agenda for current No Agenda decks, nor something that will do big things for the meta… but it will bring out some interesting new decks on the sly. If the “doing it wrong” offensive NW deck without The Wall (but possibly with Jon Snow) needed an Agenda, this might be it.Redviper187 - 4 out of 5Agendas are really hard to rate but I’m giving this one a four because it opens up the door for a whole new kind of deck and really expands our options. This agenda seems to work best for rush style decks and really helps them close out games, at the moment Tyrell, Martell, and Lannister should be able to really capitalize on this bad boy and make some pretty quick (or in Martell’s case, delayed and then quick) power rush decks. I don’t think the Targ matchup will be too much of an issue as long as you don’t do anything dumb, e.g. throwing Knight of Flowers into your first challenge of the phase. And that last +2 strength actually helps against Targ67.8% (339 out of 500 possible points)Newly Made Lord (100%)Mare in Heat (100%)Moon Boy (92%)I Never Bet Against My Family (28%)The Boneway (36%)Silver Steed (48%)Crone of Vaes Dothrak (48%)Let us know in the comments how you feel about the cards in this pack, and we’ll see you again next month to review No Middle Ground!