Alternate Art: Starlight on the Western Seas

O Elbereth! Gilthoniel!
We still remember, we who dwell
In this far land beneath the trees.
Thy starlight on the Western Seas.
– The Fellowship of the Ring

The Eldar bring a sense of mystery to Tolkien’s legendarium. They represent a link between the world of men, which more closely resembles our world, and the world of the Valar which places Tolkien’s writing at the head of the fantasy pantheon. With the Elven Rings of Power, the epoch-long influence of the Noldor and the Teleri on the shaping of history in Middle-earth.

A synthesis of ideas which have percolated for some time, this deck brings together tribal strategies, mono-sphere design, and attachment-centered design concepts. Continuing in the vein of my recent alternate art projects, all of the player cards feature the works of Magali Villeneuve. Her iconic pieces of elves have provided a signature for the visual style of this game.

From a strategy standpoint, this deck is exists as the hybrid of hero-centric decks and ally swarm. To fully realize the power of Narya, we obviously need at least two allies in play, and allies fill a role in combat which is the one real weakness of our heroes. Moreover, it is only natural to include a good number of allies in order to best utilize Galadriel’s passive ability.

This deck is also well-suited as a questing and support deck in multiplayer, where you can share Narya and Nenya’s abilities across the table. For solo play, it may not be the best choice for combat heavy quests which do not allow sufficient time to setup your ally army. Given time, you can amass an impressive board state, thanks to Glorfindel and Guardian of Rivendell. Wild Stallion complements Narya’s effect and can confer an ally with heroic combat prowess.

Events here provide a late-game punch. A timely use of Lords of the Eldar or Shadows Give Way can often be the moment when victory is assured. Cancellation and threat reduction are mainstays of the Noldor archetype, so A Test of Will and Elrond’s Counsel should be no surprise here. There is nothing radical about the design here, but I’ve found this deck to be a perfect compliment to combat-oriented decks which don’t want to concern themselves with questing, threat control or cancellation.

I hope that you enjoy this deck as much as I do, and the beautiful alternate art certainly adds to that enjoyment. You can find the full deck list on RingsDB. As always, contact the Hall if you are interested in printable versions of these images. May your adventures in Middle-earth be bless by the light of the Elves!





Posted in Alternate-Art, Art, Deck Lists, Fun, Mono-Sphere, Multiplayer, RingsDB, Strategy, Tribal Deck | Tagged , , , , , , , , | Leave a comment

Alternate Art: Bear Jamboree

I’ve been tinkering with various means for unlocking the fierce potential of Grimbeorn the Old, and this decks represents my current thinking. There are undoubtedly decks which focus more directly on Grimbeorn, but I also wanted to create something thematic. There aren’t enough Beornings in the card pool – at least not enough effective Beornings, so this deck is supplemented with Dúnedain, Hobbits, and a smattering of other factions.

This is one of a handful of decks which I will bring to Con of the Rings 2019. As such, it is not designed as a solo deck, but rather is intended to fulfill combat roles, with very limiting questing ability, and some card draw (thanks to Gildor Inglorion). That a deck featuring both Beorning heroes is primarily intended for combat is not in any way shocking, but what may be surprising is just how powerful this deck can be when it’s had a chance to setup properly. With Orcrist and The Day’s Rising attached to Grimbeorn, along with an Armored Destrier, he actually gains money by using his ability to kill an enemy, with the second attack being resource neutral (The Day’s Rising, sadly, is not repeatable).

In any case, once Grimbeorn has some gear loaded up, this deck will cut through most enemies like a hot knife through butter. Papa bear helps buy you a few rounds of setup, as Beorn can handle all but the strongest enemies without twitching a whisker. Gildor provides questing, and the all important card draw to help find all of our critical attachments. The decks skews more toward Leadership cards than would normally be advisable in a deck with only a single Leadership hero, but Grimbeorn’s resource is not really available to pay for cards, so in that regard the ratio is more reasonable.

The ideal first hand will include a copy of Tighten Our Belts, and any such hand should make one strongly consider passing on the first planning phase. You can still safely play Dúnedain Hunter as this costs no resources, but the rest of the cards can wait until the second round. Having 3 resources on each hero to start the second round is a huge early game boost, and Beorn makes this strategy less risky than it might otherwise seem. Critical early plays for Grimbeorn are Armored Destrier and Dúnedain Warning, to help him survive enemy attacks.

With Gandalf in hand, or possibly a Giant Bear, you will be ready to defeat whatever enemy might happen to guard Orcrist. On the off chance that a location is guarding the sword instead, a Sneak Attacking Meneldor can handle that. Whatever it takes, the goal is have Grimbeorn wielding Foe-hammer as quickly as possible. Of special note: the response on Orcrist does not require you to exhaust it, so with readying effects like Armored Destrier you can gain multiple resources to help pay for Grimbeorn’s ability.

The full deck list can be found on RingsDB. Anyone interested in printing these alternate art cards for themselves should contact the hall. I look forward to meeting many fine members of the community at the Con of the Rings. In the mean time, happy adventures in Middle-earth!




Posted in Aggro, Alternate-Art, Art, Beornings, Community, Deck Lists, Fun, Metagame, Multiplayer, The Hobbit, Theme, Tribal Deck | Tagged , , , , , , , , , , , , , , , , , , , , , , | Leave a comment

Alternate Art: The Three Hunters Aggro v2

Sands of Harad was not exactly my favorite deluxe expansion, when it was first released. The versions of Gimli and Legolas had obvious synergy, but their effects seemed a bit underwhelming. Spirit Legolas, in particular, was in an uphill battle to be more compelling than his Core Set Tactics version. At the risk of being a tad reductive, deluxe expansions fall into two main categories: iconoclastic, and insinuating.

Heirs of Númenor and Voice of Isengard are examples of iconoclastic expansions. The introduced the first exemplary defender in the game. Moreover, the quests completely shattered the way player decks interacted with the game. The turtle strategy, so effective in the first two cycles, essentially went into hibernation with the release of Heirs. Ranger Spikes ushered Traps decks into being, and represented a radical departure from traditional combat strategies. Blood of Númenor, along with the subsequent Gondorian Fire, remain such powerful combat solutions that they seem bound for some inevitable errata.

Likewise, Voice of Isengard’s affect on the metagame was felt almost immediately. The Doom keyword, particularly the events Deep Knowledge and Legacy of Númenor, brought about a seismic shift in early-game development strategies. Rohan Warhorse immediately joined the ranks of combat staples and remains one the best sources of action advantage for Tactics decks. In retrospect, the Warhorse was the crest of a wave of Mount attachments, which later even became it’s own archetype. While less impressive, the Westfold Horse-breeder is a staple support piece in Mount-heavy decks.

In contrast to these impactful releases, expansions like Sands of Harad have a less immediate and more subtle influence on the metagame. I’ve always been a fan of cantrips, so the value of Unlikely Friendship was immediately apparent. Still, the card lacks raw power, and its presence in a deluxe expansion leaves a question hanging in the air: are these multi-trait effects going to be worth it?. With the release of power-houses like Proud Hunters, Coney in a Trap, and Heirs of Eärendil, the question would ultimately be answered with an emphatic yes. Still, the two somewhat bland heroes, along with a clever but as yet unproven trait-based strategy, made for a less than stellar debut, at least in my estimation.

Fortunately, the quests in the Sand of Harad and the Haradrim APs were and remain some of the best in the game. So, if the player cards were in some cases less exciting it did little to detract from overall impression of many (myself included) for that deluxe expansion and cycle. A game with this level of complexity will inevitably have cards and archetypes which are not immediately power, or even where there are hints of power but it is not yet fully realized. I think back to Ian and myself, opening our packs of Blood of Gondor back at Gen Con 2013. Neither of us recognized the power of Caldara, and we were left puzzled to say the least. It wasn’t until later cards unlocked her potential that it became clear just how robust her archetype truly was.

One of my favorite things about Caleb’s design style is that he is constantly searching for ways to re-contextualize existing cards within the metagame. A perfect example of this are two attachments from the Sands of Harad which both serve critical roles in the deck featured here. Neither Mirkwood Long-knife nor Dwarven Shield seemed very impressive on arrival. While they were each obviously designed for Legolas and Gimli respectively, they seemed a bit over-priced at 2 resources, and a bit underwhelming when compared to existing options.

Glóin decks were already well established by this point, making the shield seem like a trifling after-thought compared to the original Core Set resource powerhouse. Only available to Silvan, the Long-knife had a narrow niche of heroes on which it even made sense as an attachment. At 2 cost in a sphere lacking much resource acceleration, it was going to be hard-pressed to compare favorably to attachments like Rivendell Blade. Still, these items had positive aspects as well, particularly that they belonged to spheres which did not have many armor or weapon options available.

It wasn’t until the latest spoilers for The City of Ulfast that the potential of these two attachments was readily apparent. Forth, The Three Hunters! is a contract that is near and dear to my heart. The heroic efforts of Aragorn, Legolas, and Gimli to rescue Merry and Pippin is one of my favorite parts of The Two Towers. Because of the requirements for action advantage and raw stats, it has largely been impractical to run decks without allies. This is a challenge for thematic deck-builders, as representing passages like The Three Hunters becomes all but impossible. Something feels a bit off about trying to represent the Three Hunters’ valiant chase of the Uruks across Rohan, when your heroes are accompanied by a veritable army of supporting cast.

Finally, it is possible – even encouraged – to build a deck without any allies. This contract is exciting, and I cannot wait to see what possibilities the community uncover – the ground of ally-free decks is fertile and largely uncharted. In the mean time, I took this as an opportunity to resurrect my old Three Hunters Aggro deck. I removed what few allies that deck included, and added a laser focus on getting restricted attachments on each of the heroes as quickly as possible. The cost reduction built into the A-side of the contract is critical here.

While Mirkwood Long-knife and Dwarven Shield both feel a bit underwhelming at 2 cost, the immediately become compelling when you can play them for half cost. The decision making around which attachments to play on which heroes and when is the central question which makes this deck so much fun to play. Like is predecessor, the reliance on Doomed events to ramp our setup makes it a poor fit for multiplayer games. Again, this fits with the theme of the Three Hunters, who could rely on little to no external aid in their efforts to find and rescue their friends.

The full deck list is available on RingsDB, along with a brief discussion of strategy. Like all aggro-style decks, the strategy at play here is risky and exhilarating. With bad luck, it is possible to get stuck without critical attachments on one of our heroes, and without the willpower and healing provided by the B-side of our contract, this deck can easily falter. However, the absurd levels of card draw, and fetch via effects like Open the Armory, are included precisely to mitigate against these sorts of circumstances.

Enjoy the alternate art I’ve chosen for this deck, and the ridiculously aggressive play-style that it demands. I will be attending Con of the Rings in Minnesota in a few short weeks, so and I look forward to seeing some of you fine people while I’m there. In the mean time, have many wondrous adventures in Middle-earth!




Posted in Aggro, Alternate-Art, Art, Community, Complexity, Discussion, GenCon, GenCon 2013, Metagame, Solo, Strategy, Theme | Tagged , , , , , , , , , , , , , , , , , , , , | 1 Comment

Alternate Art: Errata

The fate of any living game is that it will accumulate some cruft over the years. This game is no exception, with FFG releasing numerous FAQs to clarify rules and changes to fix broken cards. Some players voice frustration at the need for errata, and while I can understand this to some extent, it is important to remember that a game with an ever-growing card pool is essentially impossible to grow perfectly.

This set of alternate art includes 29 cards, many with only minor changes (per-phase and per-round limits, mostly). Looked at another way, having only 29 cards with errata – out of the pool of thousands of cards released – is an impressive accomplishment. Unfortunately, FFG does not have an existing solution for releasing errata cards to players. The only way to get the amended versions of these cards is to buy a new version of the associated product, with the new printing. For a game with so many products, each on their own printing schedule, it is simply not possible to have all of the most current printings.

With that in mind, I’ve created a set of alternate art cards for all of the cards (as of September 8th, 2019) with official errata. If you want to print them yourselves, I invite you to download them here (these are printable versions, which include bleed margins). Unfortunately, I cannot have them printed and then offer to sell them directly as this would be in violation of FFG’s community policies. That said, if you appreciate the work I do writing on this blog, creating alternate art decks, and maintaining the Hall of Beorn Card Search, I gratefully accept donations to help me cover the upkeep of these sites.

The cards are all included below, and it is an interesting overview of the game to see which cards were broken by players over the years. For the heroes, I preferred full-bleed versions of the existing art, since those are not available officially. All of the other cards have completely different art, to differentiate them from the official printings, and also to spice them up a bit. I tried to find the highest quality and most thematic art piece for each card, but if anyone has suggestions for alternatives please leave them in the comments below. Enjoy!









Posted in Alternate-Art, Card Lists, Community, Errata, Metagame | Tagged , , , , , , , , | 8 Comments

My favorites from The Wilds of Rhovanion and Ered Mithrin Cycle

Shadows in the East is finally available to many, so it’s a good time to look back on the Wilds of Rhovanion deluxe box and the accompanying Ered Mithrin Cycle. My deckbuilding approach over the years has increasingly focused on interesting card interactions in preference over raw power. That’s not to say that I don’t build decks around powerful cards, but all else being equal, I prefer the card effects which allow for surprising or novel outcomes. With that in mind, here is a list of my favorite cards from the preceding deluxe expansion and cycle.

Favorite Hero: Grimbeorn the Old

This choice should come as no surprise to readers of the blog. Upon first reading The Hobbit, I’ve been fascinated by Beorn and his people, the Beornings. Early in the first cycle, Grimbeorn the Old was presented in the form of an objective ally, but Beornings faded back into the mists of obscurity until the Hobbit: Over Hill and Under Hill saga expansion.

Beorn represented a wonderful departure from typical hero design, with bear-sized stats and correspondingly large drawbacks. As the son, it feels appropriate that Grimbeorn’s design would be a bit less out of the norm, while still retaining some of the ferocity of his father. Many heroes have prowess at one aspect of the game (questing, attack, defense, and support), but it is rare for a hero to excel in multiple roles.

With a pony-load of attachments, any hero can be made proficient in multiple roles, but the more setup a hero requires, to slower decks built around that hero become. My favorite thing about Grimbeorn is that it only takes a single attachment to turn him into an excellent combat participant. Because his ability includes defense and an immediate counter-attack, attachments which boost both attack and defense are of greater value to the son of Beorn. Two of my favorites are Raiment of War and Captain of Gondor.

Amid the excitement over his response ability, it is easy to take Grimbeorn’s sentinel keyword for granted. As someone who predominately plays multiplayer games these days, his sentinel and base of 3 defense are both critical to Grimbeorn’s success in his designed role of cross-table defender. All of the strategy around choosing which enemy to defend – and hopefully dispatch – is what makes Grimbeorn so much fun to play. I especially enjoy using him against enemies which attach during the quest phase, or immediately after engaging, as killing these enemies on the counter-attack avoids subsequent attacks later in the round.

Featured Deck: Carrock and Eyrie
Honorable Mentions:
Dain Ironfoot (Spirit) and Radagast.

Favorite Unique Ally: Gaffer Gamgee

Among the bounty of gifts delivered by the Black Riders saga expansion, my personal favorite is that it made all-Hobbit decks into a viable archetype. The Dwarrowdelf cycle introduced the Secrecy keyword, but outside of the grossly overpowered Glorfindel, Asfaloth, Light of Valinor trifecta, these decks saw little play. The keyword always intrigued me but it’s initial form was odd, both from a narrative and mechanical standpoint. There are many words one could use to describe a resplendent lord of Eldar, astride his noble steed, striking fear into the Nazgûl. Secrecy, however, does not feel like an appropriate description.

On the other hand, three young Hobbits sneaking out of the Shire and quietly avoiding the Black Riders does a much better job of capturing the idea of secrecy. From the outset, Hobbit decks have excelled at questing, and thanks to Tactics Merry and Dagger of Westernesse, largely held their own when attacking. Defense, on the other hand, is chronic weakness in many Hobbit decks.

Sam with a Bill the Pony and a Hobbit Cloak is a decent option, for some enemies, but he is a risky choice as your dedicated defender in many scenarios. Alternatively, you can rely on using Resourceful and Timely Aid to get a defensive ally into play. This is all well and good, in theory, but a defensive strategy which relies on allies can be woefully inconsistent. Traditionally, the most common solution for Hobbit decks is to avoid engaging the enemy in the first place, but this approach comes with its own risks.

Ideally, the low starting threat and staging area control effects like Lore Pippin allow a Hobbit deck to leave larger and more troublesome enemies in the staging area. Unfortunately this is not always possible. Many quests punish players for leaving enemies in the staging area. Most Hobbit heroes have only two hit points, with the heartier among them sporting 3 hit points. This makes archery a particularly dangerous threat to Hobbit decks, doubly so when the enemies with archery have high attack values.

This is where Sam Gamgee’s father fills a perfect role in Hobbit Secrecy decks. There are times when your deck needs to engage a powerful enemy, get it out of the staging area, and hopefully defeat it. However, you don’t necessarily want to face the attack from one of these powerful enemies. Gaffer to the rescue! For the low cost of 2 resources, you can avoid the attack and come away from the encounter unscathed. With a resourceful attached to your Lore Hobbit hero you can even play the Gaffer again next round. Between Rosie Cotton and Gaffer Gamgee, it feels appropriate that the two most powerful recent additions to the archetype are both related to Samwise the Brave.

Featured Deck: Gaffer Ever After
Honorable Mention: Meneldor

Favorite Generic Ally: Wild Stallion

As an inveterate tinkerer, I’m consistently drawn to cards with versatility, especially when they enhance the best cards in your deck. Will Stallion is a perfect example of this kind of versatility. Aside from Arod and Shadowfax, the game hasn’t had Mount attachments for allies before. Even those two are limited in that they can only be attached to ally versions of Legolas and Gandalf, respectively. A mount which boosts all stats and can be attached to (most) any ally is a major coup for ally-heavy decks.

You don’t even have to outside of the Spirit sphere for prime choices to ride the Wild Stallion. Jubayr is already one of my favorite allies, but give him a Wild Stallion and some form of readying (Narya, for example) and he can swing the tide of battle all by himself. If you’re interested in being a bit more tricksy, pair Wild Stallion with ally Háma and Bard Son of Bran. The 3 defense and 3 hit points, Háma should be able to weather attacks from most enemies. Then, on the critical turn when a horde of orcs come rushing, trigger Háma’s ability and defend twice for 6. At the end of the phase, when Háma leaves play, you can return the Stallion to your hand thanks to Bard’s response.

Dedicated defenders are not the only good options as riders of the Stallion, otherwise it would not be very versatile. Any ally with readying, or some other form of action advantage, can be an excellent target for the Stallion. In the featured deck, I attach it to Hobbit Gandalf, who does not exhaust to quest. Because Gandalf also wields Narya and Shadowfax in that deck, he is takes maximal advantage of Wild Stallion’s stat boosts. He can quest for  for 5, then defend of attack for 6, your use Narya. With Shadowfax and the Ring, Gandalf can handle your enemies all by himself.

Another favorite target is Rider of Rohan. Once you have a side quest in the victory display, the Rider does not exhaust to quest. Their two willpower and two attack are excellent stats for 3 cost, but boosting both of those to three with the stallion makes them a force to reckoned with. After years of allies consistently staying in the background, it’s nice to see archetypes like Dale and card effects like Wild Stallion which give allies their day in the sun.

Featured Deck: A Weary Pilgrim
Honorable Mention:
Giant Bear

Favorite Attachment: Ancestral Armor

There are obviously more powerful attachments in this deluxe and cycle, with King of Dale at the forefront. The most compelling reason which I chose not to talk about King of Dale is that it is so powerful, it doesn’t leave much room for debate. The recipe goes something like this: play King of Dale, play Dale allies with some Dale heroes, play attachments, win.

While Ancestral Armor is less powerful than these high-profile unique attachments, it fills an important niche. Most decks need a dedicated defender. I say “most” because some decks can do manage to defend without a designated defender. Some use defense by committee, other employ chump blocking, while others use combat effects like Gaffer Gamgee, Feint and Feigned Voices. Any of these alternate strategies can work for some quests, but each has their own downsides.

Many unique “boss” enemies are immune to player card effects, making combat events and allies like Gaffer and Grimbold useless against these foes. Likewise, chump blocking is often punished – whether through passive effects on cards in play or via shadow effects. Lastly, defense by committee can be inconsistent, and an ill-times treachery which causes large enemies to engage, or attack from the staging area, can lead to a loss by attrition.

For these reasons, having a dedicated defender is often the most consistently effective strategy. One of the many improvements to the card pool that the Ered Mithrin cycle offered is the ability to use allies to fulfill roles which previously had been filled almost exclusively by heroes. To be clear, heroes are still an excellent choice for roles like dedicated defender, but they are no longer the only choice. Ancestral Armor can attach to heroes and allies, as long as they meet the trait or sphere requirements.

In the featured deck, Denethor is the primary choice for Ancestral Armor. Along with Armored Destrier, the armor enables the Steward of Gondor to defend most attacks with ease. However, that deck has solid backup choices for this attachment, especially in heavy combat quests where having multiple strong defenders is essential. For a mono-Leadership which includes Steward of Gondor, the 4 resources are an reasonable cost.

Knight of the White Tower, for example, is another choice to wear Ancestral Armor. With 3 defense and 3 hit points, he has solid base stats. After donning the armor, 5 defense and 5 hit points puts him into the category of elite defenders. These are just two examples of quality targets for this powerful attachment.

As armor goes, the natural comparison for Ancestral Armor is Citadel Plate. They are both 4 cost restricted attachments, and they both boost 4 stats in total. The differences between these attachments help to highlight why I am such a fan of Ancestral Armor. First of all, Citadel Plate can only be attached to heroes, eliminating a host of powerful allies as options. The other critical difference is the sphere to which they belong. With the plethora of resource acceleration tools afforded to Leadership, paying 4 resources for a powerful suit of armor is not a problem. On the other hand, Citadel Plate belongs to the sphere with the least resource acceleration available, making it much more difficult to play without resorting to trickery. Speaking of using trickery to get expensive attachments into play, see the next entry in my favorites.

Featured Deck: Seven Stars and Seven Stones
Honorable Mention: King of Dale

Favorite Guarded Attachment: Ring of Thrór

It is often the case with games that live long enough to have multiple expansions, that the designers do their best work as the game expands. The design process is a conversation with the players: the designers poses questions in the form of new cards and the players answer by building surprising new decks using those cards, or in some cases a card misses and remains dormant in the card pool until future cards unlock its potential.

Many of my favorite tribal decks are not the first version of the archetype for that particular tribe. Like everyone else who picked their jaw up off the floor after opening The Return to Mirkwood Adventure Pack, I recognized the game-altering power of Leadership Dain Ironfoot. Unfortunately, Dain was so powerful that he warped the metagame for multiple cycles after his arrival.

The recent emergence of the Dwarven Digging archetype is a welcome reprieve from the ever-present Dwarven Swarm archetype which has consistently dominated the game since the release of Khazad-dûm. Swarm decks always involved an engine built around ally mustering and the superior stat boosts provided by Leadership Dain. These decks were powerful, but the level of decision-making they afforded was anemic at best.

In contrast, the mining archetype focuses on milling cards off the top of your deck and benefiting from effects like Hidden Cache and Ered Luin Miner. While these decks might lack the sheer power of the Dwarven Swarm decks, they involve more interesting decisions and interactions. For an inveterate tinker like me, decks which play with combinatorics between multiple congruent effects are always going to hold a stronger appeal. At the heart of this new archetype is a new, and I would dare to argue superior (from a design standpoint, not a power standpoint) version of Dain Ironfoot.

A hero with a built-in deck mining ability helps make the archetype significantly more consistent. The fact that his ability transforms him into one of the best dedicated defenders in the game is a nice bonus, too. Without access to Leadership Dain, mining decks needs to offset the global stat boost with some other strategy. Rather than apply a swarming strategy, most mining decks instead use attachments to empower their characters. This is where Ring of Thrór enters the conversation.

When it is played, a guarded attachment is the opposite of card advantage. You are adding an extra encounter card to play for the promise of future power, so the guarded card you are playing needs to be worth this steep cost. Ring of Thrór in a Dwarven mining deck is exactly the kind of lynch-pin card that makes guarded attachments so intriguing. It is with expensive attachments like Ancestral Armor (see above) that the power of this card is fully realized.

You can obviously use deck scrying effects like hero Gandalf and Imladris Stargazer to ensure that an attachment is on the top of your deck. However, even without these effects the Ring of Thrór is still incredibly powerful. In order to excel, a mining deck wants to be mining as much as possible. If the Ring hits on an attachment that’s a bonus, but even when it misses there is still a good chance of striking the rich ore of Hidden Cache or an Ered Luin Miner. Getting one of more of these on top of the action advantage for your designated defender is when the Dwarven mining archetype shows its true potential.

Featured Deck: The Greatest Adventure
Honorable Mention: The Arkenstone

Favorite Event: Reforged

Sometimes a design doesn’t seem obvious until after it is released, and then you are left wondering “how did this not exist before?”. This was precisely my reaction to seeing the spoiler for Reforged. After all, we’ve had Stand and Fight since the Core Set, so an equivalent effect for attachments makes all kinds of sense.

That said, I actually think Reforged will be more powerful than Stand and Fight, and many of the decks already designed around it can attest to this potential. The reasons for this card to emerge as a staple are manifold, but foremost among them is the way that attachments have stayed more true to their sphere’s theme than allies.

Case in point, every sphere now has multiple options for questing, combat, and (to some extent) support. Dale makes this point into a rather ridiculous understatement, but even mono-Sphere decks have ways to fill roles which were previously only available by splashing other spheres. Tactics now has a plethora of 2 willpower allies. Thanks to Glorfindel, Spirit now has a 3 attack ally, to go along with the host of other quality options. Even when it comes to support, cards like Honour Guard and Lindir provide equivalent effects to those which were traditionally the domain of other spheres.

This is all well and good for allies, but attachments have hewed much closer to the themes established for each sphere in the Core Set. Look at Steward of Gondor, even all these years later, no other sphere even remotely has resource acceleration options to hold a candle to Steward. It is not a coincidence that so many of decks are RingsDB which feature Reforged also feature Steward of Gondor. This is not to say that Steward is the only logical target for Reforged, it is probably the most obvious.

Each sphere has attachments which embody the strengths of that sphere, and thus are prime choices to be Reforged. Tactics brings weapons and armor like Rivendell Blade, Gondorian Shield, and one of my favorites – Raiment of War. Beyond resource acceleration, Leadership also has stat bolstering cards like Celebrían’s Stone and Visionary Leadership. Lore brings powerful location control like Asfaloth, as well as healing effects like Self Preservation and Lembas. Undoubtedly, someone will discover a less obvious choice which highlights the latent potential of this card. The fact that we’ve only begun to scratch the surface of potential uses for cards like Reforged is a huge part of the fun of this game.

Featured Deck: Discard That Card
Honorable Mention: Beorn’s Rage

With this list, I’ve shared a few of my favorite cards from the last deluxe and cycle. I’m curious to hear from readers. What are your favorites? Do you agree with any of my choice, vehemently disagree? Leave your feedback in the comments below, also check out the new poll located in the panel to the right. Happy travels in Middle-earth, and keep digging for that hidden treasure!

Posted in Beornings, Card Lists, Community, Discussion, Opinion, Strategy, Theme, Tribal Deck | Tagged , , , , , , , , , , , , , , , , , , , , , | Leave a comment

Alternate Art: Seven Stars and Seven Stones

Even as Pippin gazed in wonder the walls passed from looming grey to white, blushing faintly in the dawn; and suddenly the sun climbed over the eastern shadow and sent forth a shaft that smote the face of the City. Then Pippin cried aloud, for the Tower of Ecthelion, standing high within the topmost wall, shone out against the sky, glimmering like a spike of pearl and silver, tall and fair and shapely, and it pinnacle glittered as if it were wrought of crystals; and white banners broke and fluttered from the battlements in the morning breeze, and high and far he heard a clear ringing as of silver trumpets.

These word instantly captivated my imagination as a young man. Visions of battlements, trumpets, and banners gleaming in the sun fueled a life-long appreciation for mythology and tales of legendary feats. Tolkien’s world-building is renowned to such an extent that it spawned an entire genre. Of his Third Age legendarium, Gondor has long held a specific fascination for me.

It is no surprise then, that I continue my quest to build a powerful and thematic Gondor deck. As with all of my recent decks, I’ve created alternate art cards to accompany this list. Magali Villeneuve’s illustrations, in no small part, help sets the art for this game above most other card games. In particular, her pieces of Boromir, Denethor, and Faramir are among my favorites. Ever card in this deck uses art by Magali, and I hope you enjoy the beautiful work featured here. You can find the deck list on RingsDB.

A Marxist would summarize the strategy of this deck as follows: “seize the means of production”. In other words: play Steward of Gondor… then profit. I jest, but Gondor as an archetype is not exactly known for its complexity. In the Leadership sphere effects like Boromir, Faramir, Visionary Leadership, and For Gondor! all provide global boosts. We will use resource acceleration to field an army of (mostly) generic soldiers which we then strengthen using global effects.

With the exception of a few powerful unique allies like Faramir, most of the Gondorian army consists of ordinary soldiers. Many of the low-cost allies like Errand-rider, Square of the Citadel, and Envoy of Pelargir, have resource-smoothing abilities. Even the more expensive allies like Veteran of Osgiliath and Knight of the White Tower tend to be lacking in distinguishing abilities. Still, if you find Steward of Gondor early enough, and survive the early game until your army is established, Gondor can be relatively powerful in the late game.

With a high starting threat, and no healing or treachery cancellation, this deck can struggle mightily against some quests. It also quests poorly in the critical early rounds, until you get a few allies in play and Visionary Leadership attached. Accordingly, this deck would do well paired with high willpower decks like Noldor and Rohan, decks which can cover for many of its weaknesses.

It’s all well and good to talk weaknesses, but this deck has strengths as well. With Sneak Attack and Reinforcements in a mono-sphere deck, mustering allies quickly should be no problem. Gandalf in particular, is a balm which cures many early game ills. Prince Imrahil thrives with all of these allies jumping into and out of play. Also, do not hesitate to allow your Squire of the Citadel test their mettle against the nearest Troll or Giant, just be careful that the Valar (or the encounter deck) to not punish your heartlessness.

Ancestral Armor is fast becoming one of my favorite attachments for its sheer power. With his suite of armor and a mount (Armored Destrier) Denethor becomes a formidable defender. His ability gives you an early game cash infusion, and also ensures that Boromir can always boost your army’s strength. Visionary Leadership and Faramir are both critical for quest power, and this deck can become one of the better questing decks in the late game. With relatively well-balanced ally stats, this deck should also perform capably in Battle quests, which feels thematically appropriate.

Knight of the White Tower is a revelation for this archetype, as his base stats are among the best for any generic ally in the game. Boost these with your various passive effects and events, and you can must multiple allies with hero-level stats. Man the Walls helps to reduce the burden of having to pay for the Knight from a single hero’s resource pool. I’ve included it here because I mostly play multi-player games and it is an amazing effect with four players. Obviously, if you plan on playing this deck solo you will want to replace it with Wealth of Gondor.

I hope that the wealth and grandeur of this still-proud Kingdom inspire you the way they did me as a young lad. Also, enjoy the gorgeous art of Magali Villeneuve. As always, contact the hall if you would like a printable copy of this deck, and happy adventuring in Middle-earth!




Player Side Quests

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