Builder.
No attachments except Weapon.
Reduce the cost to marshal Grizzled Miner by 1 for each attachment and location you control (to a minimum of 1).
Link: Decklists

Army. Guard. House Arryn.
No attachments except Weapon.
Reduce the cost to marshal Gulltown City Guard by 1 for each City plot card in your used pile (to a minimum of 1).
Link: Decklists

Builder.
No attachments except Weapon.
Action: Kneel a location or attachment to choose a character. Until the end of the phase, that character gets +1 STR.
Link: Decklists

Builder.
No attachments except Weapon.
Action: Kneel X locations and/or attachments to choose a character. Until the end of the phase, that character gets +X STR. (Limit twice per phase.)
Link: Decklists

Brotherhood. R'hllor.
Bestow (2). No attachments except Warhorse.
Action: During a challenge in which you control a participating non-loyal character, discard 1 gold from Harwin to choose a character you control with 2 or more keywords and have it participate in the challenge on your side. (Limit once per phase.)
Link: Decklists

Ally. Ranger.
No attachments except Weapon.
Haunted Forest Scout cannot be declared as a defender.
While you control 3 or more Ranger characters, Haunted Forest Scout does not kneel when declared as an attacker.
Link: Decklists

Commander. Companion.
No attachments except Weapon.
Reaction: After you win a challenge in which Hero is participating, if you have fewer cards in hand than the losing opponent, choose and stand an Army character or Grey Worm. (Limit twice per phase.)
Link: Decklists

Bastard. Steward.
No attachments except Weapon.
While Jon Snow is standing, he is considered to be participating in each challenge in which you control another attacking character.
Link: Decklists

Bastard.
No attachments except Direwolf.
Interrupt: When claim is applied for a challenge, either: standing characters, or kneeling characters must be chosen for claim during this challenge, if able.
Card design by 2019 Melee World Champion, Richard Walker.
Link: Decklists

Army.
Assault. No attachments except Direwolf.
While you control a King character, King Robb’s Bannermen may target an additional location using assault.
Link: Decklists

Army. Knight.
No attachments except Weapon.
While there are 3 or more plot cards in your used pile, Knights of the Sun gains renown.
Link: Decklists


Steward.
No attachments except Weapon.
Action: Kneel Left Hand Lew to choose and stand a character owned by an opponent.
Link: Decklists

Ranger.
No attachments except Weapon.
Forced Interrupt: When the challenges phase ends, if you control no other Ranger characters, sacrifice Lost Ranger.
Link: Decklists

Maester. Steward.
No attachments except Item.
Interrupt: When the challenges phase ends, choose an opponent and a challenge type that has not been initiated against you this phase. That player must satisfy the claim of that challenge type as if you were the winning opponent.
Link: Decklists

Giant. Wildling.
Renown. No attachments except Weapon.
Forced Reaction: After you win a challenge in which Mag the Mighty is participating, choose and kill a character you control. Then, the losing opponent chooses and kills a character he or she controls.
Link: Decklists

Ally. Ranger.
No attachments except Weapon.
While there is a card in shadows, Naive Scout cannot be declared as a defender.
Link: Decklists

Ranger.
No attachments except Weapon.
Action: Discard 1 card from your hand to gain 1 gold. (Limit once per phase.)
Link: Decklists

Steward.
No attachments except Weapon.
While Owen the Oaf is participating in a challenge, each character with more than 1 challenge icon does not contribute its STR to the challenge.
Link: Decklists

Ranger.
No attachments except Weapon.
Reaction: After you win a challenge in which Pyp is attacking, choose another attacking character. That character gains insight until the end of the phase.
Link: Decklists
