Winter Has Come! – Starks Season 2026 Update for ASOIAF:MTG

CMON has invited the community for the ASOIAF:TMG to take part in an open playtest for the Season 2026 rules for the game. They have released the full version of House Bolton (which we have visited many times), as well as the new Starks in all their glory. Stark, Umber, and Tully forces have been given an uplift and we will get the others later down the line. We will be diving into the Stark changes with renowned painter in the UK scene tim_paints, who has been a longtime Stark player taking them to the top of events. 

Howland Reed, and Catelyn Stark defended by Crannogman Trackers – Painted by Tim – Insta: tim_paints

Winter Is Coming

As a build up to Season 2026 for ASOIAF:TMG, CMON has invited us on the development journey by providing some playtest files for the Boltons and Starks. The aim is to play these factions and then provide feedback through a feedback form released through official channels. This should mean we get the best version of the game come the release of the update. We have already gone over the Boltons, so let’s waste no more time and dig into the Starks.

Stark Base Tactics Deck – CMON

Base Tactics Deck

Winter’s Might – No longer exists. Replaced with The Cold Wind Blows, which feels like the old Winter is Coming card since it strips the unit of being targeted by orders and tactics cards, whilst generating a token. Since it is like the old Winter is Coming, we should talk more about what is lost in Winter’s Might. The card would give Sundering, rerolls after losing a rank, and highest attack dice if you hold the combat zone. This will reduce the offensive quality in Stark’s arsenal. 

Northern Ferocity – Changed from a panic damage buffing card to all round combat buffing card. To me, this is a pretty big nerf since it only provides rerolls unless you are on your final rank in which it gives you a token. Not a massive card, but if you are stuck in the grind with an opponent it could break you out. But for sure it is a huge nerf to boosting the lethality of a Stark unit, which may be a good thing for the game. 

Devastating Impact – Changed the token generation from Panicked and Vulnerable to Weakened, and now ignores terrain penalties. It also had its trigger cleared up too. These changes are neither bad or good, the tokens would make it easier to do damage but now it gives some more survivability. The ignore terrain penalties are great for anything other than Umbers. It’s just a useful card to ensure a charge, nothing ground breaking. 

Winter is Coming – A completed rework but feels like Assault Orders. Instead of stripping a unit of Orders and Tactics Cards it now allows a council unit to replace a zone with a free melee attack which may gain sundering if you have destroyed ranks. This will be a strong card for the Starks to ensure the destruction of an enemy, and plays well with Northern Ferocity to make sure you end an opponent quickly. 

Stark Base Tactics Deck – CMON

Swift Reposition – Combine the effects so that it is not relying on the tactics board. This is a card when used on top of other movement mechanics like Tactical Reposition, Wolf’s Cunning, and Call the Advance, will make Starks the most mobile force in the game. 

Assault Orders – No longer exists. Replaced with The Pack Survives, a healing card or token removal card, that becomes stronger with every destroyed friendly unit. Assault orders moved over to Winter is Coming in some form, and this card allows you to keep units in the game that are struggling to play on lower ranks. Healing cards can make or break games, so it is a powerful addition to the faction. 

The North Remembers – No longer exists. Replaced with The North Endures, a defensive card that can block hits whilst boosting your morale. This feels like an Umber card, taking some of their themes and rolling it into a tactic. Being able to use this in a dire situation can allow you to hold on just a little longer. I can see this one being a crown jewel for some players, especially Umber lists. 

Robb Stark Tactics Cards – CMON

Robb Stark

Changes – Tactical Reposition is replaced with Wolf’s Cunning; this is almost the same except it has a different trigger and can provide a pivot.

Sudden Retreat is now Cunning Retreat trading the reroll on the retreat if it is Robb’s unit to vulnerable tokens to each unit he was engaged with. Hit and Run had a trigger change which means Relentless and Sentinel units will get to attack you before you flee, but you now get rerolls on the retreat. The terrible Superior Positioning card is replaced with Encircle the Prey, this is similar to Cunning Ploy dishing out a token and trading a unit’s action for another to have a maneuver or march. 

Robb Stark is still as strong as ever, playing around with positionging and movement. With the manueuver zone on the tactics board no longer having a retreat option, the power of Robb’s retreat may get stronger. We need to see the Reed units and attachments to know how strong Robb is now, but he is looking really good.

Grey Wing – CMON

Grey Wind

Changes – Cannot become Panicked, and passes all Panic Tests. Can now do a free Retreat or Maneuver. Morale has worsened by 1. 

Tim – Grey Wind is more powerful than ever and he provides more value since Council Units are a bit more expensive. This is the cheapest activation in the faction and is perfect for finishing off wounded enemy units. The improved mobility of the ’Direwolf’ rule is useful and will make sure this unit is always going to be where you need it with the ability to retreat and charge in the same turn.

Direwolves are back on the menu boys! They are now the most mobile unit in the game, and have become more survivable thanks to the panic changes. Grey Wind is a particular thorn that Tim lodges in my side whenever I play against his Starks. Whenever Grey Wind is on the table I have to remove him, and now this feeling is reinforced by his changes. Triple Direwolves could become the meta since Robb is pretty decent and they are super mobile. I can see Grey Wind in every list possible, as well as his siblings. The wolf pack will be a terrifying sight on the table. 

Stark Sworn Swords – CMON

Stark Sworn Swords

Changes – Morale has worsened by one to 7+. Go Down Fighting has been replaced with Take the Initiative, an ability that benefits you if they are the first battlefield unit to activate. Winter’s Bite has been replaced with Winter’s Fury, a slightly modified version which now gives a further +1 to hit on final rank rather than rerolls. However, if another friendly battlefield unit is destroyed, then this unit always uses the highest attack dice. 

Tim – This unit costs only five points, that’s definitely a reason why you might want to take it. Attachment choice: None. You have probably spent your three points elsewhere.

Stark Sworn Swords are a cheap useful tool for the roster. Whilst they brandish nothing too fancy in terms of rules, they have enough of a bite to be able to hold their own against units of a similar value. Some attachments can increase their usefulness if you are struggling for points for other options. My only criticism is for Take the Initiative. The Sword Swords rules lean into a late game boost for the unit, where they want to be reduced down in number whilst outlasting other forces, and then be the first thing to activate. It is far too many hoops to jump through to get a significant bonus and thus won’t trigger that often if ever. 

Stark Outriders – Painted by Tim – Insta: tim_paints

I do not believe anyone will be rushing to bring Sworn Swords anytime soon. The only list I could think of is the high activation Starks which uses cheap units and Direwolves to achieve an advantage in activations. However, with less free attachment points, and council units increasing in points, I don’t see that list being much of a thing anymore. Crannogman Trackers and Karstark Loyalist are also fighting for the 5pts space, and we have seen what Trackers may look like which is far better than Sworn Swords. Bolton Cutthroats from Neutrals, as well as Stormcrow Mercenaries could also be better options. 

The unit has some fun rules to help it shine, but it is in a very competitive slot for 5pts and the outlook for coming on top is not looking good. Furthermore, if you have the points, you would always pay more for another unit. It is fun, just not worthwhile. 

Stark Bowmen – CMON

Stark Bowmen

Changes – Morale has worsened by one to 7+. Final rank has increased by 1 to 5. Arrow Volley has been significantly reworked to Hunter’s Volley; still ignores line of sight but instead of a weakened token if you did any wounds, the unit becomes vulnerable after the attack. On top of this it also gained precision. Gained Suppressive Volley order where you can make aunty in long ranged vulnerable and it cannot be the target of enemy orders or tactics cards. 

Tim – This unit is a useful support unit, the ’Suppressive Volley’ order provides a much needed Vulnerable Token and could be even more powerful against enemies with defensive orders. This unit would be well placed beside some Tully Sworn Shields to protect them while the Cavaliers attack. Attachment Choice: Rob Stark. Enhanced mobility allows this unit to disengage when threatened and is a reasonable place for commander Rob to sit.

This is a massive upgrade to a unit that wasn’t seen too often for Stark players. I do believe they have a place in the faction, especially with stripping tougher targets down to size. The only negative is they are made from paper. If anything catches them, even a duel from a rival ranged unit, and these will melt. It might not be a bad shout to put a Umber Champion in with them since Resilient can block some hits to keep them alive. These will be taken far more than they were in the previous season, but the 4+ to hit and defensive stats might rule them out in the long run, so you will need to utilise your movement tricks to have them be effective. 

Stark Outriders – CMON

Stark Outriders

Changes – Morale has worsened by one to 7+. Final rank has increased by 2 to 6. Cavalry free maneuver has changed to a shift forward equal to their movement value. Ambush removed. Tactical Reposition has been reworked to trigger when an enemy unit activates, and you can target a unit in long range for a 3” shift instead of short. New order of Scout Terrain added, this gives a friendly unit reroll charges and ignore terrain penalties. 

Tim – This unit is now a purely support unit, the reduced mobility of 2026 cavalry, reduced morale and removal of ambush makes this unit very unlikely to do much on its own. The orders that this unit have benefit the other Stark units in long range, very much in keeping with the wolf-pack theme of the army. Attachment choice: None, this unit is not here to perform a combat role.

At first glance the Outriders do not feel incredible enough to warrant inclusion in any list; however, they are a great support piece for the new era of the game. Tactical Reposition is a really strong rule in the current version of the game as stated by top performing players. Now it is buffed into triggering off of a moment with few triggers, and can affect something at a longer distance. The shift may be able to patch up the shortcomings for the cavalry nerf for Tully Cavaliers whilst making sure terrain doesn’t limit them. I don’t see them holding their own in a fight, but they do multiply other units’ effectiveness. We should see them more often, if players need the buffs they provide. 

Greatjon Umber Tactics Cards – CMON

Greatjon Umber

Changes – Affiliation removed. Reckless Heroism removed. Gained Fury of House Umber which grants Critical Blow and Vicious on the charge whilst also generating a Panicked token. Berserker Tactics changes from quality of attacks to quantity. Lash Out and Last Stand change to Death before Chains and Most Fearless in the North. 

Berserker Tactics now works really well with any Umber unit, but mostly with Umber Great Axes. However, it can also work very well with Tully Cavaliers, or even Sworn Swords. I am a little scared of what it will do with something like Bog Devils or Winterfell Guard. It is a super strong card that will define how you play Greatjon. 

Umber Ravagers – Painted by Tim – Insta: tim_paints

Death Before Chains – This card provides Vicious and extra movement, whilst giving Greatjon reroll charges. The Vicious is misplaced since you would double up on this with Greatjon, Umber Champion, and Umber Ravagers. It may be a card better used on non-Umber units to give them that Umber feel? It is weird but can increase a threat range for a unit. 

Most Fearless in the North – Highest attack dice, opponents cannot spend condition tokens, and reroll attack dice. If it is Greatjon’s unit you can remove tokens. This card can be very strong in ensuring an attack. Anything that can give an Umber unit highest dice without needing to take damage to get there is a strong ability. Couple it with no weakened token being spent and rerolls, and well, you get a potent combat attack. 

Umber lists with Greatjon may have been struggling recently to be top dog (or wolf?) recently, but this could reinforce their position as the best commander for Starks. You don’t need movement tricks, or to score strategically when you can rush the opponent and kill them so effectively. The lethality of Umbers is insane as they should be, but the true balancing act is figuring out what is enough to make them strong, whilst not breaking the game. 

Umber Berserkers – CMON

Umber Berserkers

Changes – Removed Berserker’s Fervor. Gained Go Down FIghting, and Berserker’s Rage. This means they damage you as they die, whilst having a much stronger attack profile from the get go. 

Tim – Movement six and a strong attack profile makes this unit appealing in any stark army, but the reverse attack profile and ‘Go Down Fighting’ ability synergise very well with Greatjon Umbers tactics cards. Attachment Choice: Umber Champion, this attachment gives them a small damage boost and you will definitely be in a position to use resilient as this unit wants to be on low ranks.

The unkillable stats are moved to the Greataxes and in its place comes a powerful combat unit. The lack in defence could see them fall to light damage quite easily now, but you will need to contend with a horde of dice with Sundering and likely rerolls. A game against them could be all about who blinks first. An Umber Champion is ideal in this unit whilst using the North Remembers card could be crucial. 

Umber Ravagers – CMON

Umber Ravagers

Changes – Worsened morale by 1. Attack dice decreased by 1 on final rank. Cavalry free maneuver has changed to a shift forward equal to their movement value. Vicious is now innate, with the panic token on a charge rather than both from last rank. Gained the order Overrun. 

Tim – ‘Overrun’ is more powerful than ever, this unit is extremely threatening and received a defensive buff. Attachment Choice: Winterfell Guardian. This unit really wants to stay in the fight long enough to use its ‘Overrun’ order.

Tim has used two of these against me before and it was hell, now Overrun will turn the battlefield into a bigger hellscape. Umbers are looking really strong again with how powerful their aggression is. But it is not like they trade this for anything. They are still as defensive if not more so than normal stark stuff but just cost slightly more. How do you go from Outriders to Ravagers through a single point? Whilst there won’t be many tricks, you will need to be on your guard from the get go, and one Overrun into your back lines could be the end of the game. 

Umber Greataxes – CMON

Umber Greataxes

Changes – Dice change from 6/5/4 to 5/5/6. Morale worsened by 1. Removed Ferocious Assault. Executioner’s Fury reworked to Executioner’s Axe, no defensive saves instead of 6s only save, and you make the target weakened after the attack rather than only doing this if you were on the last rank. Lost Vicious. Gained the new Unyielding for better defences. 

Tim – This is a unit you would expect in a Last Hearth list, and with Greatjon Umber in this unit it does the same thing as the Umber Ravagers. Grind down the opponent and then use overrun to devastating effect.

Attachment Choice: Greatjon (Commander version) This unit benefits greatly from ‘Fury of House Umber’ and the extra dice from ‘Berzerker Tactics’ are more powerful when the opponent cannot block them with armour.

A very strong unit that shines inside of a Greatjon list. It will end up becoming tough to kill whilst dealing out a lot of wounds. Your only hope is weakened tokens and negative modifiers to hit. If you can stop the Greatjon’s card you can blunt the unit’s devastating combinations, but it may be futile. I can see Greataxes becoming a firm favourite pick going forward. They might be just a tad too strong though. Imagine them with a Umber Champion, regaining their Vicious, and now blocking hits alongside their amazing defence values. It reminds me when Hardened was really strong and you saw Mormont Veterans in Berserkers for super tough Stark lists. 

Brynden Tully Tactics Cards – CMON

Brynden Tully

Changes – Removed Affiliation, Stalwart, and Stand Your Ground! Gained Battle hardened to reduce morale damage, Hold The Line to deal out wounds to engaged enemies when Brynden activates, and Denying the Enemy’s Wish, for rerolls on defense saves if you have not yet activated. The Tactics Cards have had a total rework. 

Blackfish’s Defiance – Similar to Lash Out, this card deals out hits after an opponent has attacked for each of the defender’s ranks that are destroyed. If it is on Brynden’s unit then they have -1 to save on this. I can see this being used to counter an opponent who is happy they managed to crack the shell of a tough unit in the Blackfish’s army. But really it is just a way to deal out some extra damage where you can. I don’t see it doing too much. 

Family, Duty, Honour – The words of house Tully provide you with Sundering, Vicious, and highest attack dice if your unit was engaged at the beginning of the turn. If it targets Brynden you draw a tactics card. I can see this being a very strong card, especially combined with Winter is Coming. It is a strong card to use with Tully Sworn Shields which Brynden should be attached to. 

Tully Resolve – A healing card based on the Round number, so to be used late game mostly. If it wasn’t already hard to cut through the Tully forces, or Brynden’s unit, then having your work undone is going to crush you. I see the Blackfish becoming a huge thorn with how hard it will be to secure a kill against him. 

This is a big glow up for Brynden without being so powerful that he is taken all the time. This is the right way to fix the internal balance of the army without going overboard. The commander brings a specific style to the force that is different than the others whilst not doing so much as to overshine them. 

Tully Sworn Shields – CMON

Tully Sworn Shields

Changes – Decrease movement to 4. Increase mid-rank dice by 1 and to hit value by 1. Shield Wall now works on ranged attacks. Removed Stubborn Tenacity and gained the order Sentinel. 

Tim – A defensive unit, Sworn Shields ‘Sentinel’ ability is a powerful offensive addition that makes this unit very desirable.

Attachment Choice: Brynden Tully. The boost to this unit’s already great defensive stats mean that you can leave this unit to activate until late in the round, and your opponent can waste effort attacking the stalwart knights or attack elsewhere and trigger ‘Sentinel.’

Tully Sworn Shields are incredible. If you have a point to spend on swapping Sworn Swords for Sworn Shields, do it. They are likely to deal out more damage across the game whilst being faster all thanks to Sentinel. On top of this they have better defending capabilities. Shove a Umber Champion in for a keyword of Vicious, and Resilient for even more hit blocking, and the whole unit becomes obnoxious. This is a massive overturning and should be nerfed in one direction or the other. Reduce their combat capabilities since their defence is so good. 

Tully Cavaliers – CMON

Tully Cavaliers

Changes – Attack dice change from 5/4 to 6/5. Cavalry free maneuver has changed to a shift forward equal to their movement value. Lance has changed from +2 dice per rank on the charge to +3 dice on the change. Rally Banner replaced with Call the Advance; an ability which gives another unit in long range a free maneuver when this unit charges.

Tim – This unit has everything. An intense number of attack dice, if you have stark bowmen supporting them they will very happily attack enemies head on, and when they do they can position your next unit to mop up any survivors with ‘Call the Advance.’

This unit doesn’t mind ‘Berserker Tactics’ to get 14 Sundering attacks on the charge.

No more unkillable Tully Cavaliers? Now super fast cavalry. In Tactics, there is an intentional design with Tully characters giving movement benefits. Now I see this appearing in Tully stuff in the main game. I wonder if coordinated movement is going to become the Tully (or Riverland) identity, with Robb gaining some influence from his mother’s side of the family on this. 

Having two Cavaliers side by side benefiting from Call the Advance will be shockingly strong, and it puts other cavalry to shame. Combine this with Sentinel from Sworn Shields and you will make the fastest army on the tabletop. I can see Tullys becoming meta real quick since movement buffs tend to win games. The thing I am most glad for though is that they aren’t unkillable now. There is a chance to shut the unit down in combat by taking away the extra charge dice and not having healing counteracting your damage. But there are cards to block hits and heal, and then you have Sentinel from Sworn Shields. It will be a tough force to face. 

Sworn Sword Captain – CMON

Attachments

Sworn Sword Captain – Martial Training no longer grants rerolls and a vulnerable token, and now grants a +1 to hit or reroll 1s on the attack if you already have +1 to hit. Also gained Furious Charge. I don’t think this fits well with any units we have seen so far, other than Sworn Swords if you have the points for it. I expect this attachment could get better when we see the other units in the roster like the Karstark Loyalists. 

Umber Champion – CMON

Umber Champion – Furious Charge and Incite are replaced with Vicious and Resilient; the new Hardened. Having Vicious all the time is better than once per Round for the unit this guy joins. But Resilient could be far too strong when combined with other defensive abilities. I really think this rule is a bad idea but we will need to see it on the tabletop to know for sure. 

Winterfel Guardian – CMON

Winterfell Guardian – Dauntless and Stubborn Tenacity are replaced with Battle Hardened and Rally Cry. The unit this attachment is in suffers -1 wound from failing morale and when it activates can heal a unit in long range two wounds. As things change, the more they stay the same. Adding this guy to your Tully Cavaliers feels like nothing was nerfed. You’re still healing, but now likely less than before, but you are a lot faster. It feels like a no brainer no matter what cavalry you bring. 

Tully Cavaliers with Winterfel Guardian – Painted by Tim – Insta: tim_paints

Council Units

NCUs, or Council Units as they are now called, have undergone massive changes that will shape the game in a huge way. Three NCU lists could very well be a thing of the past since everything increased in points with Eddard being the same cost as an elite infantry unit. The Tactics Board has been completely reshaped, with abilities being so different from what they are currently. 

We will not be discussing Council Units today as the impact is far too much to sum up in short paragraphs. But we will be looking at the entire change across both factions and the fundamental changes to the game itself in the coming weeks. 

Heroes of the North – Painted by Tim – Insta: tim_paints

Tim’s Thoughts on the Tactics Cards

How many times did we mention ‘Berserker tactics?’ ‘Winter is Coming’ is a big comparative advantage in 2026 with the changes to the Council Board, and this card is particularly dangerous in an Umber list with multiple instances of ‘Overrun’ to trigger.

There’s a few interesting defensive cards here, in a change from the previous stark faction identity. ‘The North Endures,’ can really blunt an enemy attack while ‘The Pack Survives’ and’ Most Fearless in the North’ play a dual role and can be used offensively too.

Overall there is some very interesting design here, and while there is definitely play testing to do I am enjoying the theme and flavour coming through pretty strongly in the design.

Final Thoughts

Just like Boltons, Starks look strong. There are some down sides with base Stark Units not being too impactful, but Umbers and Tullys look insane. I hope my concerns with the strengths and weaknesses of these units will be challenged in test games. I will be providing my feedback to CMON using their feedback forms as revealed on their Facebook page yesterday. So join us in this playtest for the future of ASOIAF. 

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