Decks: Direct Damage

“It’s a dangerous business, Frodo, going out your door. You step onto the road, and if you don’t keep your feet, there’s no knowing where you might be swept off to.”
-Bilbo Baggins

Sometimes the best way to win a fight, is to avoid it entirely. These decks are designed to avoid confrontation and instead defeat enemies by damaging them when they are revealed from the encounter deck and while they are in the staging area. Weaker enemies can be killed the phase that they are revealed. Stronger enemies, with a higher engagement threshold, will usually stay in the staging area for a few rounds, where they can be defeated or subdued before they engage. There are also means for dealing with emergencies; large enemies that engage too early can be trapped or returned to the staging area.

With such a strong focus on direct damage and enemy control, there is little room for location control, threat lowering or card draw. Understandably, these decks are best-suited to scenarios with many enemies, location-heavy scenarios will likely cause major problems. With Dain and dwarf allies, you should nonetheless have a shot at most scenarios by questing aggressively with your dwarves.

Legolas and Dunhere are included to deal with enemies that survive the first barrage of Thalin, Expecting Mischief and Ranger Spikes. For anything that actually makes it out of the staging area to engage a player, you have Gondorian Spearman (ideally equipped with Spear of the Citadel), Feint and A Light In The Dark to avoid attacks and shadow cards. Normally, sending an enemy back to the staging area would be counter-productive but in this case it works wonderfully with Dunere’s ability.

You will want to save Forest Snare as an emergency solution for large enemies that engage before you have adequate defenses prepared. With Horn of Gondor in play, you can also afford to chump block a large enemy on occasion. If you do so, lose eagles before dwarves or the Battle Masters get weaker. The sneak attacks are obviously for Gandalf, and, too a lesser extent in the tactics deck, the Descendant of Thorondor. Don’t feel obligated to use the Grey Wizard solely for his direct damage effect however, a well-timed threat reduction can be just as important to keep enemies off your back and buy some time for Dunhere to do his job.

The central cog in the Tactics/Leadership deck is Bofur. You want to get him out as quickly as possible and if he is not in your opening hand, you probably want to mulligan. His ability is essential for getting weapons quickly, which in turn are needed to fuel Foe-Hammer and Goblin-Cleaver. In addition, with Dain ready, he has 3 willpower which is invaluable in a heavy tactics deck that can struggle to contribue much to the quest.

For the tri-sphere deck, the most important thing is, not surprisingly, having resources to pay for everything. Bifur’s ability can help smooth things out to pay for Ranger Spikes and Forest Snares, but you still need a lot of resources to keep a three-sphere deck from sputtering to a halt. This is why Steward of Gondor is included in triplicate. Depending on your hand, you typically want to put it on Dain, along with a Narvi’s Belt. Alternatively, if your hand consists of an even distribution of mostly inexpensive cards in each sphere, you can make Thalin the Steward of Gondor and have him send one of the extra resources to Bifur each round. These decks are designed so that most of the key enemy control cards cost 1 or 2 resources, so you should be able to get the staging area locked down relatively quickly.

ImageImageImage

Deck #1: Tactics/Leadership

Heroes
Thalin
Legolas
Gloin

Allies: 20
Vassal of the Windlord x3
Gondorian Spearman x3
Veteran Axehand x3
Bofur (HUHaOH) x3
Erebor Battle Master x3
Descendant of Thorondor x2
Gandalf (Core) x3

Attachments: 9
Blade of Gondolin x2
Dwarrowdelf Axe x2
Horn of Gondor x2
Spear of the Citadel x3

Events: 21
Foe-Hammer x3
Goblin-Cleaver x2
Feint x3
Hail of Stones x2
Hands Upon the Bow x3
Swift Strike x2
Sneak Attack x3
Fresh Tracks x3

ImageImageImage

Deck #2: Leadership/Spirit/Lore

Heroes:
Dain Ironfoot
Dunhere
Bifur

Allies: 20
Erebor Record Keeper x3
Henemarth Riversong x2
Erebor Hammersmith x2
Miner of the Iron Hills x2
Warden of Healing x3
Longbeard Elder x3
Longbeard Orc-Slayer x2
Gandalf (Core) x3

Attachments: 15
Dunedain Mark x3
Steward of Gondor x3
Narvi’s Belt x2
Legacy of Durin x2
Ranger Spikes x3
Forest Snare x2

Events: 15
We Are Not Idle x3
Sneak Attack x2
Fresh Tracks x3
Expecting Mischief x3
A Test of Will x2
A Light in the Dark x2

This entry was posted in Decks and tagged , , , , , , , , , , , , , , , , , , , , , , . Bookmark the permalink.

Leave a comment