Deck: Boromir and the Seven Dwarves

This deck takes advantage of synergy between two very different heroes, Boromir (The Dead Marshes) and Nori. At the cost of raising your threat by 1, Boromir can ready to take an additional action. This is a very powerful ability, but in decks without a means of threat reduction, it can be risky. This is where Nori comes in. Every time a dwarf enters play under your control, Nori lets you reduce your threat by 1. By including a large number of dwarf allies, along with different ways to put them into play, we ensure a constant source of threat reduction to help fuel Boromir’s ability.

There are some fun tricks in this deck to help fuel the dwarf threat-reduction engine. First of all we have the classic, though now less broken, Zigil Miner and Imladris Stargazer resource generation engine. Nothing in this deck costs more than 3 resources and most of the cards cost 1 or 2. Once you get a Stargazer and Zigil miner out it should not be hard to be create an extra resource or 2 per turn, easily enough to handle any uneven draws and pay for the cheap allies. Remember, with the errata to Zigil miner, zero cost cards can now be used so if you find an Healing Herbs and Daeron’s Runes on the top of your deck, that’s 2 free resources after the miner digs them out.

Between the Zigil Miner, Daeron’s Runes and Protector of Lorien, there are lots of ways to get cards into your discard pile. You can then pull them back out using Stand and Fight, which does still trigger Nori’s ability. This is also a nice way to get around any resource shortages as you can pay for a discarded Erebor Battle Master using Spirit resources. Bifur is likewise a great sink for unused resources. Say if, for example, you don’t see any tactics cards in your opening hand, you can always have Boromir send resources to Bifur to help pay for the many Lore cards.

Card draw is provided by Daeron’s Runes and Legacy of Durin, which can be an absolute beast in this deck in ideal circumstances. Unfortunately, Legacy of Durin only works with Dwarves “played from hand” so you can’t trigger it after Bofur comes into play or you use Stand and Fight. Still, with the large number of Dwarf allies, you want to find this card as quickly as possible. Of all of the cards in the deck, Legacy of Durin is the one that you will most likely want to mulligan for, as it helps you draw everything else that you need.

Bofur has great synergy with this deck. Not only do you get 2 extra willpower added to the quest, but you can lower your threat by 1 for 1 Spirit resource, every single round. He works even better once you have Horn of Gondor out; at that point he is basically free. The Horn also lessens the sting of chump blocking a bit as you can help pay for the lost ally’s replacement and as long as you have Legacy out you should always have Dwarves in your hand.

Healing Herbs might seem like an odd choice compared to something like Warden of Healing, but it has its own synergies. In less punishing scenarios, you won’t need healing, and you can just ditch the herbs to Zigil Miner, or any of the other discard effects. In scenarios where you need it, the cost of exhausting Bifur is not too bad, as you have the record keepers to stand him back up when necessary. Also Erebor Hammersmith can return Healing Herbs from the discard pile if you find yourself suddenly needing to heal multiple characters.

To round out the deck, we have A Test of Will, Feint and Ranger Spikes which should provide some defense while your threat-reduction engine gets up and running. Despite its somewhat gimmicky appearance, the deck has a fair amount of adaptability. Bofur, along with the 3 copies of Longbeard Map-Maker combined with Bifur’s ability can be invaluable in scenarios that need a lot of willpower. On the other hand, scenarios with bigger enemies shouldn’t be too hard with berserker Boromir backed up by some Erebor Battle Masters. With card draw, some treachery cancellation and combat tricks, you should be able to handle what most scenarios throw your way. Unlike most decks, chump blocking is not too bad of an option with this deck, especially if you can have that ally Stand and Fight right away.

For particularly difficult scenarios you will want to makes some tweaks. Protector of Lorien can be swapped out for A Burning Brand for shadow effects, or Forest Snare if Hill Trolls keep eating your ponies. Similarly, treachery-heavy scenarios may necessitate a third A Test of Will and possibly even a Dwarven Tomb or two. When nasty conditions like “Caught in a Web” are ruining your day, replace the three copies of Erebor Hammersmith with some Miners from the Iron Hills. The healing herbs can become Wardens of Healing if need be. When resource smoothing is less important, but you want more card draw, feel free to exchange Bifur for Ori. In this case, just be very sure to get the Zigil Miner combo going early or you risk being resource starved. All in all, this is not the most powerful, or thematic, deck, but Boromir and the Seven Dwarves is certainly fun to play.

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Heroes
Boromir (TDM)
Nori
Bifur

Allies: 24
Erebor Record Keeper x3
Erebor Hammersmith x3
Imladris Stargazer x3
Zigil Miner x3
Longbeard Map-Maker x3
Dori x1
Bombur x1
Fili x1
Kili x1
Bofur (TRG) x2
Erebor Battle Master x3

Attachments: 13
Horn of Gondor x2
Legacy of Durin x3
Ranger Spikes x3
Healing Herbs x3
Protector of Lorien x2

Events: 13
Daeron’s Runes x3
A Test of Will x2
Feint x3
Stand and Fight x3
The Galadhrim’s Greeting x2

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13 Responses to Deck: Boromir and the Seven Dwarves

  1. TalesfromtheCards says:

    I know Dwarves are on the verge of being “been there, done that” by now, but I am continually amazed at how well-balanced Dwarf decks can be. They don’t have synergies in just one area, but can give you pretty much everything you need. For that reason, I’m still having a lot of fun building and using Dwarves

    • Beorn says:

      Yeah, I’m actually glad that we have the second Hobbit box coming to put the finishing touches on the Dwarves. As much as I also want to see other themes get some love, Dwarves do play a large role in Tolkien’s legendarium, so it’s good to see them represented so thoroughly. Now I can hope that FFG covers Noldor/Silvans and the factions of Men with the same attention to detail!

  2. hendersondayton says:

    For those of us who don’t yet have HoN, what can we add in place of Ranger Spikes?

    • Beorn says:

      I would say that it depends on the scenario. For scenarios with bigger enemies, particularly ones that you have to kill, Forest Snare is a good, if expensive, replacement. On the other hand, if you are going to be dealing with high-threat enemies that you don’t necessarily want to engage, I would say go with Radagast’s Cunning (which you can swap for Secret Paths in location-heavy scenarios). The fact that it is difficult to replace the Range Spikes with any one card shows just how versatile that card is.

      I hope this helps, and I would love to hear how this decks works for you!

      • hendersondayton says:

        I agree with the comment about replacing it….It would only be temporary though…until I could get HoN. Thanks.

  3. hendersondayton says:

    What would you do to this deck if you were playing a quest like EfDG (Dul Guldor) solo? Also, unless I missed it, did you indicate which attachments you suggested go on which Hero’s?

    • Beorn says:

      That is a very tough question. This deck is comically dependent on Boromir to do the heavy lifting. If he is taken prisoner in Dol Guldur, you are going to have a very tough time surviving. Because of the difficulty, I would probably use a more min-maxed deck to take on that scenario. Uneven decks like this one don’t fare well if your best hero is taken out of the game for the first stage. I have had the best luck solo in Dol Guldur with Spirit Glorfindel, Frodo/Eowyn and Elrond or a Dwarf deck. Sorry if this sounds like a cop-out answer, but that scenario in particular is very challenging solo and this deck is not the best fit for high-difficulty quests.

      As for the attachments, Protector of Lorien is a natural fit on Bifur since he is good at both questing and defending. The second one should go on Boromir since he will also be doing double, or triple, duty. The Horn probably doesn’t need to go on Bifur, because you can always transfer an extra resource to him anyway. Boromir can have his horn if you have an Erebor Battle Master in your hand (or scried onto the top of your deck), otherwise Nori is where it should go. You want to pay for Bofur every turn and the horn helps to pay for the 2 and 3 cost spirit allies. Legacy of Durin should probably go on Nori since he has more hit points and is less likely to be defending than Bifur. Lastly, Healing Herbs has to go on Bifur since he is your only Lore hero. Remember that you can use the Record Keepers to ready him after using the herbs, in case you need him for something else.

      Hope this helps!

      • hendersondayton says:

        It helps greatly. I think this is often missing in most deck builds I find, so I am grateful to find that you have added the missing piece. I will not use this deck for DG then. I may try to add it to another deck for a 2 handed solo approach.

        Do you suggest any of the decks you have posted thus far as a good solo deck for DG?

    • Beorn says:

      The Orc-Hunters of Imladris might do okay, again depending on which hero is captured (though I think the prisoner still counts as “in play” so the brother’s mutual boosting should still work).

      http://hallofbeorn.wordpress.com/2013/01/07/key-concepts-roles/

      (scroll to the end of the article for the deck list)

      This is by no means the best deck to take solo in Dol Guldur, but it has relatively low starting threat, good questing, and the heroes are pretty well balanced. When I have a chance I will post a deck designed specifically for Dol Guldur solo, it is a great exercise in advanced deck building techniques.

      In the mean time, if the Orc-Hunters can’t do the job, you can always enlist the help of their father and his elven ring:

      http://hallofbeorn.wordpress.com/2013/01/19/deck-vilya-the-ring-of-air/

      As long as Elrond is not held prisoner, you stand a decent chance of being able to get the Vilya-engine going quickly. One really great thing about using this deck in Dol Guldur is that Vilya puts allies into play, rather than “playing” them. This means that they do not count against the “one ally played from hand per round” limit that makes the scenario that much more difficult.

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  5. nyckk says:

    I just played “Boromir and the seven dwarves” in a three player game campaign and it was lots of fun. I was surprised how good the deck worked! It was a little bit slow to start off but when you get enough resources it really takes off. The Erebor Battle Masters just rocked the quests (Battle Mode in Osgiliath). Great deck, thanks!

    • Beorn says:

      That’s great to hear nyckk! I’m glad that you had fun playing this deck. This is definitely one of the decks that I go back to when I want something fun and a bit different.

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