The reason to play House Tyrell. Allows insane conquests in final rounds, but even suboptimal use changes the game (darting to Stoney Sept, faster cycling, options are endless). Playing him on offense is pure joy.
2. Gregor Clegane
Vulgar display of power. Not as gamebreaking as Loras is, but once in a blue moon you'll hack two knights or more. He also works great in defense and as a deterrent. It's difficult to trick your opponent though.
- gap -
3. Victarion Greyjoy
Fantastic at reclaiming seas, even with a single ship. Useless when GJ's fleet is attacked, which happens quite often. In any case, he greatly affects the way your neighbours manage sea areas.
- gap -
4. Robb Stark
His skill kicks in fairly often, but it takes a coordinated effort to actually make it shine. Situational card, but fun to use.
5. Renly Baratheon
Would be much better if provided a single muster point in embattled area after victory (spawning ships in ESS/Narrow Sea). Upgrading just one footman rarely makes a difference...
6. Areo Hotah
...but still comes ahead of a 3 card with fortification. Renly provides a modest power pumping, while Areo is almost a blank - it becomes handy only if you miscalculated or got screwed with TOBs.