Link: Decklists

House Clegane. Kingsguard.
No attachments except Weapon.
Reaction: After The Hound enters play, choose a Knight character without attachments and return it to its owner's hand.
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House Harlaw. Knight.
No attachments except Weapon.
While The Knight is attacking alone, he gains stealth and renown.
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The Seven.
No attachments except The Seven.
Reaction: After a character enters play under an opponent's control, if another character entered play under that player's control this phase, The Most Devout gains 1 power. (Limit once per phase.)
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Army. Wildling.
Assault. Pillage. No attachments except Weapon.
Thenns cannot target a location using assault unless each character you declare as an attacker has the Army or Wildling trait.
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Ranger.
No attachments except Weapon.
Reaction: After you win a challenge as the defending player, gain 1 power for your faction.
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Steward.
No attachments except Weapon.
Reaction: After you check reserve, if your hand size is lower than your reserve value, draw 2 cards.
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Steward.
No attachments except Weapon.
Reaction: After you check reserve, if your hand size is lower than your reserve value, draw 1 card (draw 2 cards instead if your hand size is at least 5 lower than your reserve value.)
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Companion.
No attachments except Weapon.
Challenges Action: Unsworn Apprentice gains a challenge icon of your choice until the end of the phase. (Limit once per phase.)
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Builder.
No attachments except Weapon.
Action: Sacrifice Veteran Builder to choose and stand a location.
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Giant. Wildling.
No attachments except Weapon.
Action: Kneel Wun Wun to have him participate in a challenge in which you control a participating Wildling character.
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Builder.
Bestow (3). No attachments except Weapon.
Reaction: After a location or attachment enters play under your control, discard 1 gold from Young Builder to draw 1 card.
Link: Decklists
