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Showing posts with label Deck List. Show all posts
Showing posts with label Deck List. Show all posts

Wednesday, May 27, 2015

The Thankless Defenders (LOTR LCG DECK)



With the release of The Lost Realm, I couldn't wait to try out a Dunedain deck! I knew I wanted both of the new Heroes: Tactics Aragorn and Halbarad. I went back and forth on who to have in my 3rd slot between Beravor and Idraen. In the end, Idraen and her 80s hair and 3 attack won out. I knew I wanted this deck to be able to dish out pain since it wanted to be engaged, and Spirit is probably my favorite sphere so Idraen became a no brainer! This deck is a work in progress. I expect it to be the core I work from as we get into the Angmar Awakened cycle.

Typically when I do a trait themed deck (in this case Dunedain) I really restrict the allies to that type. In this case, however, I am not feeling most of the Dunedain allies so I lifted the restriction, but opted to go for cards that still mostly felt at home. I have to admit, it was a struggle to give up on the obvious synergy between Mablung and Aragorn, but I wanted a thematic deck to run through The Lost Realm, so left Mablung where he belongs in the forests of Ithilien. So before I write up my justifications, and without further ado- here is the deck list!


ALLIES


EVENTS

ATTACHMENTS
Note: all of the card names are hyper-links!



ALLIES
Again, I mostly opted out of Dunedain allies with a few exceptions. Arwen is not only my favorite 2 cost spirit ally, but she's thematic with Aragorn! She's just all around fantastic. Defender of Rammas was needed to really fill a much needed defensive role. If this were a deck with Mablung I could count on a Gondorian Shield, but in this case I'll make do with the Defender. The Dunedain Hunter is one of the two exceptions I make to the Dunedain allies. Man, I just love this guy!

Errand Rider is there for his sole purpose of smoothing those resources. I just can't break away from tri-sphere! He is usually enough to ensure I'm not sitting with cards in my hand for turn after turn. Escort From Edoras helps with the push-questing. In general, especially when the Celebrian Stone is out, I find 2 spirit resources to be worth it for +4 quest points for a turn. Galadriel, while a bit pricey, is almost always worth it- with so many attachments in this deck, she rarely whiffs. Gandalf- the deck has sneak attack, what else need I say? Finally, Northern Tracker. That card is just a total crutch for me. It's expensive, but with errand rider and Celebrian Stone, it's usually never too harsh. Besides, I love it, and it's synergy with Idraen is just obvious!





EVENTS
A Test of Will- honestly, have you played The Lost Realm? No? Take these, you'll need them. Weather hurts. Feint- This is another no-brainer. We want to be engaged, but we don't want to die! Foe Hammer - Honestly, this card is on the chopping block for this deck. With only 3 weapons, it can be a bit unreliable... but short of Gandalf I was lacking card draw. I will re-evaluate this card as I continue defending the North. Sneak Attack- Honestly, isn't this looking like an "Events: The Greatest Hits" compilation album by now? Tighten Our Belts is so good. However, it might be a bit overkill in this deck... though a turn one drop ensures that by turn 2 you're rockin' and rollin. I'll keep it as a 3-of for now, but I may drop 1 to add a Blade of Gondolin to ensure Foe Hammer fires more. 

ATTACHMENTS
With such a heavy focus on heroes in this deck, there are a whole lot of attachments! Celebrian's Stone is a great card to get out ASAP. Making Aragorn quest for 4 and giving him a spirit resource really gets this deck moving. Combine with an Unexpected Courage and I'm feeling very confident. Dagger of Westernesse is really only here to let Foe Hammer fire, which I don't love. On the other hand, a +1 on our Heroes is pretty big, especially with Aragorn's ability. I keep waffling between it and Blade of Gondolin- and have used them interchangeably. In theory, having enough Blades out COULD force a situation where Idraen would get to ready again. In practice, I never saw that- but I'm willing to keep trying! In either case, the Daggers are for Idraen and Halbarad so I don't eat into Aragorn's restricted attachments! (Ed. - Blade of Gondolin all the way - Parker)


Rohan Warhorse is there for even more readying. I want the absolute most action I can get out of my heroes, and the warhorse is just for Aragorn. Sword That Was Broken is another pricey attachment, but getting it out usually marks the beginning of the end for the encounter deck. Questing for +1 per character is insane, not to mention the additional resource smoothing it provides! Warden of Anor is another one on the chopping block. It's helpful, especially when paired with Northern Tracker, but it's not an auto-include. With wanting to always be engaged, it will likely be replaced with Hasty Stroke in the near future.

CONCLUSION
Thanks for reading  guys! This deck is far from perfect- even writing this article has prompted me to fire up the deck editor and make some tweaks- perhaps I will post a V2.0 when I feel happier with it! That being said, I've made it through The Lost Realm several times now with this deck. It works, and it feels thematic!


    Want to join the conversation? Please sound off in the comments below, or let us know on our forum!
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    Monday, February 2, 2015

    LotR Deck: Silvans - The Lady of the Wood


    With the introduction of Celeborn in The Dunland Trap, the Ring Maker cycle kicked off what was to become my favorite archetype in Lord of the Rings The Card Game- the Silvan elves! The Silvan cards typically feature low cost allies with relatively weak stats who benefit from both entering and leaving play. Thematically, this feels like the hit and run tactics utilized by the defenders of the wood - striking in force and then fading back into the trees. Most important to me - it's actually fun to play! You're constantly picking up cards, searching the top cards of your deck, and generally being tricksy.

    When it comes to building a Silvan deck, you're faced with some choices. Because the archetype is comprehensive, it spans all four spheres. While it might be possible to cover a 4-sphere silvan deck, it would definitely be a delicate balance and so I've zeroed in on two different builds. One features Celeborn, Haldir, and Galadriel while the third swaps Galadriel with Legolas. The first is best played in multiplayer, as it can struggle to deal damage, while with Legolas and tactics cards, the second becomes a "murder elf" deck (to quote Parker). In this article, I will focus on the Galadriel version, but I may visit the murder elf version down the road!

    HEROES



    Celeborn is an obvious choice for any Silvan deck. He has a solid stat-line that benefits from some action advantage, but his ability to give all Silvan allies +1 to all 3 stats is fantastic! In fact, I'd say he's the cornerstone of the Silvan deck. Get the allies into play, then get them into your hand so you can bring them back again!

    Galadriel's abilities are simply amazing. While Nenya gives her the ability to help quest (pro tip - wait until after staging to decide if you need her 4 Willpower!), reducing threat and drawing a card is a HUGE advantage! Allowing your allies to quest without exhausting the turn they arrive combined with Celeborn's boost to willpower usually means this deck is no slouch in the quest phase. It also means you've got plenty of chump blockers or attackers when combat rolls around!

    Speaking of Combat, Haldir is, unfortunately, a bit neutered in this version of the deck. His ability is very cool- allowing you to snipe enemies in the staging area or who have been engaged by other players, but without some tactics attachments (I'm looking at you Rivendell Blade and Bow of the Galadhrim!), he doesn't have much bite. As I said, this deck is best played in multiplayer - see if you can talk one of your comrades into hooking Haldir up! They'll probably thank you for it.

    ALLIES
    This is my favorite non-Magali art in the game.

    The allies for this deck are pretty straightforward. If they are in-sphere and silvan, include them! I've included 3 copies of Galadhrim Minstrel, Naith Guide, and Galadriel's Handmaiden. These are the ones who will be doing the heavy lifting in the deck- constantly bouncing into and out of play. I also include 3 Defenders of the Naith. While not the strongest card, it's still a fairly reliable defender in a deck with brittle characters.

    Rounding out those 12 allies, I include 2 copies of Hennamarth Riversong, 2 copies of Orophin, 2 copies of Silvan Tracker, and 2 copies of Silvan Refugee. Hennamarth is great (Ed: he isn't the official mascot of the WWPD Fellowship for nothing!). With Hennamarth and Wingfoot, you net +1 willpower (by using Hennamarth to look at the encounter deck and questing with Haldir) AND gain some scrying ability. Orophin is fantastic for bringing back discarded allies, and also boasts a solid stat-line. Silvan Tracker is a core set card that's really come into his own with the new silvan archetype! Bring on the archery damage!

    I don't think this list is perfect. The Silvan Refugee is a very tough one. Because it HAS to leave if anyone else leaves, you're tempted to use it to fuel some of your events... but that's short-sighted because other allies have better "enters play" effects. Thus, I usually use the refugee as a one-turn quester/chump-blocker. I've swapped them with Lorien Guide and while I like that combo, in practice I rarely have the 2 spirit resources (assuming the use of "O Lorien" - see below) to drop on the guide. Experiment with it and let me know!

    EVENTS

    This is an event-heavy deck! More so than most of my decks. Much like the allies, there are 3 event cards that are absolutely "3 ofs". Feigned Voices (AKA Invisible Sandwich), The Tree People, and Island Amid Perils. Those three events let you get allies back into your hand which lets you both trigger the event's ability AND re-trigger the allies ability. 

    The other events I chose to round them out are: A Test of Will to crush treacheries; Tighten Our Belts just to help get some extra resources; Daeron's Runes to burn through the deck a bit faster; and A Very Good Tale to keep the allies coming! I love using Defender of the Naith for the tale, and then using another event to make a Silvan leave play to ready the Defender again.

    Runner up: Children of the Sea. I had this in the deck and it's nice to use on the Silvan Refugee, but I found it was often just overkill.


    ATTACHMENTS


    The only "3 of" I've included here is O Lorien!. Reducing the cost of a Silvan ally each turn is pivotal to the success of this deck. Nenya is nice to have, particularly because it gives Galadriel a Lore resource. Wingfoot combined with Hennamarth assures that Haldir's 2 willpower won't go to waste. You can't go wrong with Unexpected Courage! Action advantage for the win. That being said, I'd swap this with two copies of Light of Valinor if I was sure my partners were not bringing Glorfindel. I do, however, primarily play this alongside my friend's deck which includes Legolas, Elrond, and Glorfindel. Finally, I have the Cloak of Lorien. On Celeborn it gives us a solid defender, and if the extra copy comes into play you can stick it on one of the Defenders of the Naith.

    THE DECK
    Hero: (3)
    1x Galadriel (Celebrimbor's Secret)
    1x Haldir of Lorien (Trouble in Tharbad)
    1x Celeborn (The Dunland Trap)

    Ally: (20)
    3x Defender of the Naith (Trouble in Tharbad)
    3x Galadhrim Minstrel (Trouble in Tharbad)
    3x Galadriel's Handmaiden (Celebrimbor's Secret)
    2x Henamarth Riversong (Core Set)
    3x Naith Guide (The Dunland Trap)
    2x Orophin (Celebrimbor's Secret)
    2x Silvan Refugee (The Drúadan Forest)
    2x Silvan Tracker (The Dead Marshes)

    Attachment: (11)
    2x Nenya (Celebrimbor's Secret)
    3x O Lorien! (Trouble in Tharbad)
    2x Unexpected Courage (Core Set)
    2x Wingfoot (The Nin-in-Eilph)
    2x Cloak of Lorien (Celebrimbor's Secret)

    Event: (19)
    3x Feigned Voices (The Three Trials)
    3x Island Amid Perils (The Nin-in-Eilph)
    3x The Tree People (The Dunland Trap)
    3x A Test of Will (Core Set)
    2x Tighten Our Belts (The Nin-in-Eilph)
    2x A Very Good Tale (Over Hill and Under Hill)
    3x Daeron's Runes (Foundations of Stone)

    That about sums it up! The deck has been very reliable alongside my friend's Elrond, Glorfindel, Legolas deck. Once Haldir has a blade/bow combo, he kills lots of things before we need to deal with it, and this deck can bring the questing power as well! In all, I'm a big fan- the deck is so fun to play!

    Thanks for reading, stay tuned for part 2: The Murder Elves!

    Do you run a Silvan deck? What would you change? Please sound off in the comments below, or let us know on our forum!
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    Monday, January 19, 2015

    LotR LCG Deck List: Grima's Time to Shine!

    When playing a cooperative game like LotR:LCG there's an unspoken agreement that each of the players will work with each other toward the completion of the quest. No player will actively try to sabotage another, since the players will either win as a group or fail as a group. That said, there's a certain deck archetype (of which I am a fan) that pushes this social contract to its limit.



    I don't know what it is, but for some reason I have always been drawn toward using the Grima hero card. I think part of it has to do with my loathing of not having enough resources to pay for cards in my hand, so I'll rarely think twice about taking the threat hit if it means being able to play a card. Unfortunately, while the only player I need to keep happy in solo play is myself, in multi-player my companions quickly grow weary of my, ummm... 'audacity' with regard to the threat tracker. 



    Having enjoyed the Grima hero card so much I've actually gone back into the books and searched for any sort of moral justification for my affection for Grima. The evidence is slight, but my friends have gotten used to me saying that Grima isn't necessarily evil, just "misunderstood". Many players probably are completely put-off by his ability, but just as in the books I believe his hero card is simply misunderstood. Let's take a look at making Grima work in multi-player.


    The deck I've outlined below is fairly thematic. It is well known that Aragorn fought with the Rohirrim at some point prior to the events in The Lord of the Rings, and perhaps in a slightly alternate universe he would have fought alongside Theodred. In terms of gameplay, this deck is capable of generating a ludicrous amount of resources. There are a lot of unique cards in there, but we'll need them if we are going to unleash the full power of this deck while simultaneously rescuing our fellow players from threating-out.




    Heroes:
    Aragorn (Lore)

    Allies (25):

    Attachments (12):
    Events (14):
    Desperate Alliance x 3

    Solo Adjustment: Remove the Desperate Alliance and Errand Rider cards, add 2 copies of Henamarth Riversong and 3 copies of Ever Vigilant


    Possible Changes: If there is a hero conflict with the unique allies then replace those allies with Ever Vigilant.




    In my opening hand I'm looking for either Keys of Orthanc or Steward of Gondor, and preferably both. All of the attachments in this deck are meant for Aragorn, which will ensure that we are able to play Desperate Alliance when we need it (because Celebrian's Stone gives him a spirit resource icon). By the time he's fully kitted-out, Aragorn will have access to the Lore, Leadership, and Spirit spheres. Of course, the primary reason we have Lore Aragorn in this deck is for his ability to reset a player's threat dial. Not only will we be using this for ourselves, but Desperate Alliance allows us to help keep other players in the game.




    We have 8 event cards in the deck that'll help us draw more cards, and Ally Galadriel can help thin the deck as well by getting attachments into play for free! Ally Elrond can also help draw cards, but with the rise of condition cards in current encounter decks I generally hold him back to come in and save the day.

    You will notice right away that there are a lot of high-cost allies in this deck, and not an Elf Stone in sight! Well, this is where Grima shines. All of those high-cost cards that you're reluctant to include in any other deck become viable with Grima. Haldir is a fantastic ally, and his Sentinel and Ranged ability will help out your multi-player buddies, which will be necessary because they aren't going to enjoy raising their threat just for your own benefit. 


    Behold his noble visage! What isn't there to trust?

    We continue our trend of un-thematic allies with the Errand-Riders. At a certain point in the game this deck is going to be swimming in resources, and it behooves you to send some money to the other players. Speaking of helping other players, Warden of Healing is the best healer in the game, and should definitely be used to first help your teammates, who will likely shoulder the burden of combat in the opening turns. 

    One fun new addition to the deck is the Ents! Treebeard's release in The Antlered Crown AP makes it possible for this deck to access the tactics ally Booming Ent. I've found Treebeard to be an awesome ally, especially when I can use Grima to effectively get him into play for 2 resources (reduced from costing 4 resources to 3, then making a resource back on Keys of Orthanc). Ever Vigilant is a Core Set card that hasn't gotten a lot of use over the course of the game, but I think it'll enter a whole new era of utility with the Ents. This deck can quest and generate resources like a boss, and now the Ents add some combat muscle!


    This was the end of a successful solo attempt at The Three Trials 

    One problem this deck currently has is that it relies on several allies that have hero cards of their own (Elrond, Galadriel, Gandalf, and Haldir), meaning that it might take a bit of coordination in multi-player to ensure that there isn't a hero conflict. Losing access to Ally Galadriel or Ally Gandlaf is a huge blow to this deck. 


    This girl ruins everything!

    That just about wraps up my thoughts for this deck. I hope you've given Grima and the Doomed mechanic a second thought - it isn't all negative! If you have any questions or suggestions leave a comment below, or feel free to reach out to me on Twitter @PIflamesofwar or @WWPDFellowship. Thanks for reading!

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    Monday, December 22, 2014

    LotR LCG Deck List: The Stables of Rohan

    The realm of Rohan has long been my primary fascination with the Lord of the Rings, and I jumped into the card game at a point when there were enough Rohan cards to build an effective deck with something of an actual identity. That said, the Rohan trait suffers from the same problem as the Noldor trait: there are great cards out there, but there isn't any single unifying theme that other traits have been given - and there isn't any single hero to unite them (at time of writing The Antlered Crown has not been released; fingers crossed for Leadership Theoden).


    The downside to this, obviously, is that there isn't a hero that brings together the disparate Rohan allies and events. The Dwarves have Dain, Gondor has Leadership Boromir, and the Silvans have Celeborn - the Rohirrim don't have that yet.



    The advantage to this situation, however, is that I have free will to build a deck under my own interpretations of what Rohan means to me. I could go on for hours talking about the brave men of the Riddermark, these men and women who forsake book-learning and instead focus on the art of survival and war. But to put it simply: in my view the Rohirrim are masters of controlled aggression.


    Think about it. The Rohirrim don't have the manpower of Gondor, and cannot normally commit large armies to set-piece battles. When Theoden called his banners to marshal at Dunharrow they were barely able to muster 6,000-7,000 riders - a pitifully small number by the standards of Gondor.


    It is in their equipment that Rohan finds salvation, specifically their steeds. Their horses give them the advantage of maneuverability, and in this aspect they are second to none. They may not have the numbers, but the strength that they can muster can be fielded in the correct location at the correct time. This is how the Rohirrim have traditonally won their battles, and it is this theme that I set out to explore.

    My old Rohan deck of Eomer, Theodred, and Eowyn basically revolved around getting the Steward of Gondor on Eomer and buffing him up with Gondorian Fire. Is it fun? Certainly. But you'll notice a strange word in the cards I mentioned: Gondor. I wanted to build a Rohan deck that, generally, allowed its heroes to rely on Rohan-themed attachments and equipment. You'll see that allies from other races are backing them up, but hey, that's Middle Earth for you. And remember book-purists: the Elves totally helped out at Helm's Deep *wink wink*


    I wanted this new deck to reflect the idea that the Rohirrim commit to battle on their own terms, which in the game means engaging enemies when I'm good and ready to fight. For that, I'll need to keep my threat low and set up some staging area shenanigans. Luckily the Rohirrim are capable of doing just that!

    The hero lineup of Eowyn, Eomer, and Dunhere is thematic (all were present at the Pelennor fields) and brings a unique set of capabilities to the table. Eowyn remains the single best quester in the game, and she'll primarily be committed to that role. Dunhere, fully kitted-out with Spears of the Mark, will be able to charge the staging area and deal with all but the mightiest of foes. Together these two will pay for multiple copies of The Galadhrim's Greeting, which will keep my threat low enough to prevent any enemies from engaging me.

    If enemies do make it through then they'll meet their eventual demise at the hands of Eomer and Firefoot. Eomer will also help pay for a cool new card called Charge of the Rohirrim, which segues nicely into a discussion of the key combos for this deck:



    1. Westfold Horse Breeder + Mounts - Just as horses are critical to the success of the Rohirrim in the books, so too are the mounts critical to the success of this deck. Assuming that Spears of the Mark have been found for Dunhere, the first priority should be getting Steed of the Mark onto him. This mount isn't a restricted attachment, which is critical so we can get two spears onto Dunhere. This will set up those Charges of the Rohirrim we so desperately want to achieve.


    2. Mounts + Heroes + Charge of the Rohirrim - Once each hero has a mount then this deck becomes capable of dishing out an awesome amount of attack power thanks to Charge of the Rohirrim. With Steeds of the Mark on Dunhere and Eowyn, and Firefoot on Eomer, there won't be very much that can stand up to the might of Rohan. In this capacity Eowyn becomes a true shieldmaiden of Rohan.


    Much like the Rohirrim in war, you'll need to time your charges well to unleash their maximum potential. Remember what I said about controlled aggression? Don't leave enemies hanging around. Wait until the optimal time to engage, and then kill them dead when you do.

    Also, you're going to have to decide whether to throw the Horn of Gondor or Rohan Warhorse onto Eomer. For me it generally comes down to which deck(s) my partner(s) is/are playing. If someone has Silvans on the table then you bet your ass I'm getting the Horn of Gondor out there. Again, it's not thematic, but it's a concession to gameplay to have it in the deck.

    3. Westfold Horse Breeder + Ride to Ruin - Poor Westfold Horse Breeder... The ideal sequence of events for her is to come into play, bring a mount into hand, commit to the quest, and then be sacrificed to Ride to Ruin (which also gives Eomer his attack boost). This, along with Riddermark's Finest, provides a hefty amount of location control.

    Great artwork too

    4. Imladris Stargazer + Zigil Miner - Ah the old Spirit resource-generator. It's not thematic at all but there is no better way for the Spirit sphere to both generate resources and thin the deck. Not much needs to be explained here.

    This all sounds good in theory, but how has it been in practice? Well, it's surprisingly light on willpower. Now it's true that I have Eowyn, but aside from her I really don't get anyone questing for more than 1, maybe two willpower per quest phase. Escort from Edoras can help when I need a serious boost, but there really isn't a consistent amount of willpower to be found from these allies. I included Arwen Undomiel in this deck not for any sort of defense boost, but because she's a cheap and steady supply of 2 willpower.

    And she's a babe

    Speaking of defense, this deck barely has any! Sure, in a pinch Eomer can defend, and I may be able to get a Defender of Rammas on the table, but that's not at all ideal. The fact is that if enemies end up engaged with this deck then someone is probably going to have to give their life in defense of Middle Earth.

    "Death!"

    I've had games where this deck works exactly as intended and it's a ton of fun. Then I've had games where I get rocked. I will say after experimenting for a while with this deck that it doesn't hold up under solo play. There just isn't enough willpower or defense to get through most quests.

    Heroes:
    Eowyn
    Eomer
    Dunhere

    Allies (21):
    Arwen Undomiel x 2
    Imladris Stargazer x 3
    Zigil Miner x 3
    The Riddermark's Finest or Escort from Edoras x 2 (depends on other players' decks)
    West Road Traveler x 3
    Defender of Rammas x 2
    Westfold Outrider x 3
    Westfold Horse Breeder x 3

    Attachments (16):
    Spear of the Mark x 3
    Steed of the Mark x 3
    Firefoot x 3
    Rohan Warhorse x 2
    Unexpected Courage x 3
    Horn of Gondor x 2

    Events (14):
    The Galadhrim's Greeting x 3
    Charge of the Rohirrim x 3
    A Test of Will x 3
    Quick Strike x 3
    Ride to Ruin x 2

    "On the Fence" Cards that I Might Ditch/Replace: Ride to Ruin, Rohan Warhorse, 1 copy of Unexpected Courage

    "Might Be Nice to Have" Cards: Astonishing Speed, Guthlaf, Dwarven Tomb, Power of Orthanc (dependent upon the quest), Foe-Hammer

    Alternate Hero: Hama instead of Eomer. This would give us a lower starting threat, but would mean that we probably drop Firefoot in favor of other cards. I still prefer having Eomer around, but being able to recycle Quick Strikes and Charges of the Rohirrim is certainly something to consider.


    Artist: CG-Warrior of Deviant-Art

    I'm completely open to suggestions on this deck. What do you think could help strengthen the theme or gameplay value? Any obvious combos I'm missing? Reach out to me on Twitter @PIflamesofwar or @WWPDFellowship and let me know. Remember that it behooves you to help me out, since this is a co-op game and you'll never know when we'll be allies in the defense of Middle Earth! Thanks for reading!

    Thanks as always to Hall of Beorn for the card images.

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    Thursday, November 6, 2014

    They're Taking the Hobbits to Fall In! Part 2 (LOTR LCG)

    So Steve is going to bring the superheroes to Fall In... I can see the benefits of such a deck-build. One of his heroes is an 8,000 year-old wizard; one has already slain a Balrog and sent the Witch King fleeing in terror; and the other is the presumptive heir to the throne of Gondor! But we all know that while Sauron had laid plans to overcome these mighty beings, plans that could easily have succeeded, he was undone by the unlikeliest of Middle Earth's races.

    Bullroarer Took, the 3rd-greatest hobbit of them all

    Yes, it was the humble Shire-folk that proved to be the undoing of Sauron (and the Witch King for that matter). The journey of the ring required great courage on the field of battle, but it also required stealth and deception, which is why I've decided to bring a Hobbit deck for our Fall In campaign.


    To be completely honest, up until this point I had never been particularly interested in building a Hobbit deck. My true love of Middle Earth's lore lies with the men of Rohan and Gondor, and even the Dunedain to a lesser extent. In terms of gameplay the hobbit deck relies on several tricks and quirks, and tends to lack large numbers of allies, which generally isn't the type of deck I prefer to run.


    However, as Steve mentioned, once we committed to playing through the Fellowship quests we knew that we had to keep it thematic, and that meant one of us would have to play the Hobbits. Since I didn't have any experience running a deck like this I asked Steve for advice and scoured through two articles on Tales from the Cards. Steve and I coordinated our decks to manage any overlap of unique cards, which I soon found out meant that I'd also be playing without one of my staple cards: the Steward of Gondor (I'm a resource hound).

    At one point I even asked Steve if it would be possible to switch decks every couple of quests, because I was so convinced that I was sacrificing some of my enjoyment of the game for the sake of the theme. But then, something happened that I did not expect: I truly enjoyed the deck! Let's dive in and see what I have:




    Heroes
    1 x Merry (The Black Riders)
    1 x Sam Gamgee (The Black Riders)
    1 x Pippin (The Black Riders)

    Allies
    3 x Bill the Pony (The Black Riders)
    3 x Galadriel (The Road Darkens)
    3 x Errand Rider (Heirs of Numenor)
    3 x Warden of Healing (The Long Dark)
    2 x Bofur (The Hobbit: Over Hill and Under Hill)
    2 x Elrond (The Road Darkens)
    1 x Gildor Inglorion (The Hills of Emyn Muil)
    1 x Boromir (The Road Darkens) 
    1 x Landroval (A Journey to Rhosgobel)
    1 x Haldir of Lorien (A Journey to Rhosgobel)

    Attachments
    3 x Dagger of Westernesse (The Black Riders)
    3 x Elf Stone (The Black Riders)
    3 x Fast Hitch (The Dead Marshes)
    3 x Horn of Gondor (Core Set)
    3 x Hobbit Cloak (The Black Riders)
    3 x Dunedain Warning (Conflict at the Carrock)

    Events
    3 x Feint (Core Set)
    3 x Daeron's Runes (Foundations of Stone)
    3 x Halfling Determination (The Black Riders)
    3 x Foe-Hammer (The Hobbit: Over Hill and Under Hill)

    The idea here is to buff Sam and Merry to herculean proportions. The solo version of this deck uses the Steward of Gondor as a precursor to popping Gondorian Shield on Sam, but in this deck I've opted for the cheaper, in-sphere solutions of the Hobbit Cloak and Dunedain Warnings, which are thematic and effective. With those attachments Sam becomes a defensive monster thanks to his readying ability.

    Conversely, playing the Daggers onto Merry can see him attacking for 7, and I can boost that up to 9 if I have to thanks to Halfling Determination. That's Eomer-level attack power!

    "I heartily endorse that assessment." - Eomer, King of the Mark

    This might make Pippin seem like the odd man out, but his ability to raise the engagement cost of enemies makes Sam and Merry the heroes that they are. His card draw is just icing on the cake!

    Without a reliable resource generator like the Steward of Gondor, expensive allies become a luxury, which is why I've included three copies of Elf-Stone. Gildor is essentially another hero, and Landroval can save our campaign if he's able to bring a hero back from the dead. Boromir and Haldir are solid allies with a ton of utility, and add a thematic element has well.


    The rest of the team is fairly standard fare. Bill the Pony can be played for free as long as Sam is in the game. The Wardens of Healing provide some measure of damage control, and ally Elrond adds a little bit of everything. Galadriel and Bofur can go fetch the attachments I need to get Sam and Merry into ass-kicking mode.

    I've taken this deck into a bunch of practice quests and it's done very well. The crowning moment so far was probably a test game where Steve and I beat the Stone of Erech quest from a past Gencon. That quest requires players to attack the enemies with their willpower instead of attack value, but then also makes the final stage a battle quest. It's the type of encounter that can completely invalidate a deck, but the decks that Steve and I have previewed for you took it down!


    I think we are ready to carry the ring through the perils of Middle Earth. Stay tuned for our updates throughout the Fall In convention. The easiest way to follow along will be through Twitter @WWPDFellowship and @PIflamesofwar, and I'll be sure to get a summary article up when we have finished!

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