Beorn’s Path: Part 5 – Building a Second Core Set Deck

Nazgul of Dol GuldurWith our Journey Along the Anduin complete, it is now time to look ahead to making an Escape from Dol Guldur. This is seriously going to test our mettle, even with all of the cards printed after the core set, Escape From Dol Guldur remains one of the most difficult scenarios in the game. With one of our heroes held prisoner for the first stage, and a Nazgul that must be defeated in order to escape, success will require a well-built deck, solid strategy, focused play, and a little luck.

One aspect of Escape from Dol Guldur, which has been much discussed, is that it does not scale well depending on the number of players. Because one hero is held prisoner and unavailable for the first stage, this scenario is exceedingly difficult to defeat solo. Now that there is a much larger pool of cards available, it is certainly beatable with a more advanced deck, but one would have to be masochistic to take on this challenge solo using only cards from the core set. For one player, having to start at full threat, but without the resources or actions from one of their randomly-chosen heroes, is quite an obstacle to overcome. Indeed, with three guarded objectives in the staging area at setup, the difficulty can be overwhelming. With an unlucky draw, a solo player can find themselves with another hero Caught in A Web.  With only a lone hero left with the task of handling the likes of an venom-spewing Ungoliant’s Spawn and an objective-impounding Dungeon Jailor, some escape attempts will quickly end in failure.

With these challenges in mind, now is a good time to design another, complimentary deck to aid our Leadership/Lore in this scenario. Since we haven’t used any cards from Spirit of Tactics, this is the natural choice of spheres for our second core set deck. When making decisions of what heroes, and player cards to include, we will also keep an eye out for potential synergies between our new deck and the existing Leadership/Lore deck. We will again limit this deck to 40 cards; the core set is simply too sparse to make an effective 50 card deck using two spheres. The added consistency of a smaller deck will be a welcome advantage in a scenario as challenging as Escape from Dol Guldur.

Which Heroes Should We Play?

In picking our three heroes, we will focus on two orthogonal, but equally important goals. First of all, we want to choose heroes that emphasize the strengths of our chosen spheres.   In addition, we will look for heroes with abilities that offset any weaknesses in our Leadership/Lore deck. If we can manage to include abilities and strategies with synergy to our other deck, that would be nice too. Above all, we want to make another well-rounded deck that can handle itself solo, but works even better in concert with Aragorn, Theodred and Denethor.

One of the things that our Leadership/Lore deck struggles with is combat. Cards like Forest Snare definitely help offset this, but with a Nazgul that cannot have attachments and must be defeated, we are starting to see the limits of traps and tricks. When it comes to combat, Tactics has the most powerful heroes, which should provide a much-needed punch to our strategic capabilities. Because of the overall quantity of solid cards in the sphere, we will include two Tactics heroes. This will leave us with a single Spirit hero which means we should try to limit the high-cost Spirit cards that we include in our deck.

GimliFor our first hero, we ideally want someone capable of defeating the Nazgul, possibly even without help. As doughty a warrior as he is, Aragorn is not even capable of overcoming the Nazgul’s 3 defense on his own. Because of its Forced Effect, we may find ourselves in the unfortunate situation of having to sacrifice multiple allies after a Nazgul attack. This means that we want a hero capable of attacking with enough force to kill our enemy quickly.

The obvious choice for core set heroes with high attack potential is Gimli. The son of Gloin has one of the best passive effects in the game. The more damage he takes, the more pissed off our diminutive friend becomes. Adding a Citadel Plate allows us to pile up to 8 damage on Gimli, making him attack for a truly impressive 10. This kind of combat skill means that, in the right circumstances, Gimli can defeat the Nazgul, after only two rounds, and without help. The kind of potency to handle a boss fight solo is essential in a scenario like this one. Aragorn and our others heroes will most likely have their hands full dealing with the other nastiness coming out of the encounter deck to provide much help against the Nazgul.

Of our two remaining options for the second Tactics hero, Legolas and Thalin each have a starting threat of 9, and fairly similar stats. The real difference between these two heroes is their abilities. Both Legolas and Thalin are what we like to call “strategic heroes” in that their inclusion in a deck is not incidental but rather will often help form the core of a deck’s strategy.

In the case of the Elf, being the only core set hero with ranged and a high printed attack of 3 means that he is uniquely qualified to provide aid to other decks that lack a strong combat presence. The fact that the elf can add progress to the current quest (or active location) after defeating an enemy, makes him well-suited to offset the general lack of willpower in the Tactics sphere. Thalin is a very different sort of hero, indeed you will find in including him in a deck that he very often does nothing but committing to the quest each round. Being able to instantly dispatch small, obnoxious enemies like Eastern Crows, without even allowing them to surge, gives the dwarf one of the most unique abilities in the game.

ThalinWith these factors in mind, the Spirit sphere will provide us with a high-willpower hero, and ranged is less important when the Leadership/Lore deck has Aragorn as a ready attacker, which means that Legolas’s abilities, while good, will simply be extraneous in many situations. Thalin, on the other hand will kill or weaken each and every enemy that is revealed from the encounter deck. Once we include Tactics cards like Gondorian Spearman and Swift Strike, we will see that Thalin greatly impacts the overall strategy of the deck, much more so than Legolas can when we are constrained to the core set of cards. So we will include the other dwarf as our second hero and move on to choosing our last hero.

EowynWith such a useful ability, we know that Thalin will be a dedicated quester, but his single lowly point of willpower leaves something to be desired, particularly when our Leadership/Lore deck can itself struggle at this aspect of the game. This is where the Spirit sphere provides our salvation. Eowyn, the shield-maiden of Rohan, has the highest printed willpower of any hero in the game. What’s more, each player can discard one card per round to increase her willpower even further. Put simply, Eowyn is a questing powerhouse who will single-handedly move this deck from being weak in willpower, to being able to breeze through many quests with ease. With Eowyn and Thalin committing to the quest most rounds, Gimli will be left to do double duty in combat. This should not be much of a problem, as Gimli has the hit points to survive an early undefended attack, and between his ability and other weapons and armor attachments, he will quickly become a one-dwarf killing machine. With our three heroes chosen, we will now turn to building our deck.

Which Cards Should We Include In Our Player Deck?

Northern TrackerWith the two dwarves to provide Tactics resources, and only Eowyn to help pay for Spirit cards, we will need to keep expensive Spirit cards to a minimum in this deck. This should not be a problem, as many of the best Spirit cards are inexpensive, and Tactics has some of the best allies and attachments in the core set. Speaking of tactics allies, our sweet spot will be those that cost 2 or 3 resources, and are thus easy to play early as combat backup for Gimli. With Tactics allies helping in combat, we can look to a few, important Spirit allies like Northern Tracker to help with combat and other ancillary, but important roles such as location control. At a cost of 4, the tracker will require saving up, and possibly even resource help from our Leadership/Lore deck, but the ability to clear multiple locations from the staging area is too good to pass up. In location-heavy scenarios in particular, the Norther Tracker can be the difference between victory and defeat.

Gondorian SpearmanBecause of the high number of powerful events and attachments in both Tactics and Spirit, this deck will depart from our 50% allies rule of thumb. This is a great example of where it is important to be flexible when designing a deck. If we insisted on including 20 allies in this deck, not only would we be forced to include high-cost or low-powered allies, but we would be artificially limiting the number of quality attachments and events that we are playing. With that in mind, we will aim for about 13 or 14 allies in this deck, to give more room for the other cards.

With Thalin questing, we know that enemies will be entering the staging area with damage already on them, so allies like the Gondorian Spearman, a bargain at only 2 resources, are a natural fit for this deck. With Veteran Axehand we have some inexpensive foot-soldiers to serve as chump blockers, or help Gimli finish off a particularly large enemy. Horseback Archer is a bit more expensive, but their ranged ability will help make up for the fact that we did not choose Legolas as our second hero. Lorien Guide and Northern Tracker provide some very effective, if expensive, location control. Playing the Tracker over the Guide is preferable, where possible, as his stats allows him to attack and defend effectively as well. Lastly, we round out the deck with our last remaining copy of the Gandalf the Grey, and the core set’s only instance of yours truly, Beorn. These two are expensive, so we will want to save up and us them as a game-altering play.

Allies: 13

Gondorian Spearman x3
Veteran Axehand x3
Horseback Archer x2
Lorien Guide x1
Northern Tracker x2
Gandalf x1
Beorn x1

Citadel PlateTactics is the only sphere to date, much less in the core set, that provides Weapons and Armor, so we are actually going to use every combat-related attachment in the core set. Surprisingly, Tactics even includes one of the best resource-generation cards in the game, in the Horn of Gondor. Especially in a two player game, allies leave play fairly frequently, so we will definitely want to include the core set’s one copy of that card.

Spirit provides us with another auto-include in the form of Unexpected Courage. With a Citadel Plate and Unexpected Courage, Gimli can block and kill most enemies in the game, without any help from other characters. Being able to make one hero so powerful is precisely why this deck can afford not to include as many allies as our more-traditionally designed Leadership/Lore deck. Lastly, Spirit will provide us with a willpower boosting attachment in Favor of the Lady, which makes Eowyn even more effective at her primary role.

Citadel Plate will obviously go on Gimli, if we draw a second one and we don’t need it on him, Aragorn from the Leadership/Lore deck is a good target with his sentinel ability. Because Eowyn is our only Spirit hero, it will often make the most sense to give her the Horn of Gondor, though if we draw many expensive Tactics cards Thalin may be the better choice. We don’t want to attach the Horn to Gimli, as it is restricted and it will take up one of the two slots he needs for weapons and armor.

The Dwarven Axe should be attacked to Gimli, especially if we are facing very large enemies, or have yet to draw a Citadel Plate and need the added attack. Blade of Gondolin is more situational, and works best if we are having problems questing, or clearing the active location. With all of the weapons, it is important to point out that if everything goes smoothly, they will be largely unneeded. If Gimli has a Citadel Plate and some damage, and maybe even an Unexpected Courage, we have all of the solutions that we need, so paying resources for weapons in this case would be over-kill and we can just discard them to Eowyn.

Lastly, as our primary quester, Eowyn should get all copies Favor of the Lady. It is not restricted or unique, so we can safely put all copies of it on her. This card is another example of “win more” card and if we find ourselves with one or more of them in our hand, and no Spirit resources to spare, we can discard them to Eowyn to push to the end of the scenario. With the exception of Horn of Gondor and Citadel Plate, these attachments merely bolster our existing strategy, they do not help define a strategy in and of themselves. So if resources are needed elsewhere for allies and events, we should not feel obligated to play any attachments. Eowyn committing 4 willpower to the quest or Gimli attacking for 6 will be sufficient in many cases.

Attachments: 10

Horn of Gondor x1
Blade of Gondolin x2
Dwarven Axe x2
Citadel Plate x2
Favor of the Lady x2
Unexpected Courage x1

A Test of WillWhen it comes to events, Spirit and Tactics have arguably the best cards in the core set. When it comes to treachery cancelation, nothing has since replaced the effectiveness of A Test of Will. Similarly, for combat, no card in the game is more efficient at stopping an attacker than Feint. With Gimli warmed up, a single feint will often ensure that you never have to face that enemy again, as the dwarf makes quick work of most foes.

If treachery cancelation wasn’t enough, Spirit also offers the only consistent mechanism in the core set for lowering threat, The Galadhrim’s Greeting. Because our powerful heroes give us a relatively high starting threat of 29, and we don’t have much resource generation to help pay for our lone copy of Gandalf, this card will be a very important part of our deck’s strategy. With the help of Dwarven Tomb, we can even get this, or one of our other great Spirit events, back for a second use.

Quick StrikeThe rest of the events essential consist of combat tricks. Hasty Stroke is invaluable to cancel potentially deadly shadow effects. Quick Strike is amazing with Gimli, as it allows him to kill an engaged enemy, before the foe has a chance to strike. Swift Strike has great synergy with Thalin and Gondorian Spearman. Together, these cards can be used to defeat an enemy with 4 hit points, before it ever lands a blow.

In cases where we simply need to stall for a round, and Feint is not available, we can use A Light in the Dark to return an enemy to the staging area before it attacks. This is obviously less ideal, because that enemy will count its threat during the next quest phase, and then we will have to engage them again, but it can still be useful in an emergency. Lastly we have Stand and Fight. While not strictly a combat trick, as such, as an event, it can certainly be used in a pinch to provide an emergency defender. The real strength of this card however, lies in its ability to get back useful cards like Gondorian Spearman, or even Snowbourn Scout from the Leadership/Lore deck and get extra uses from them. In the case of the scout or Son of Arnor, you even get to trigger their comes into play effects again. The fact that this can be done with Spirit resources, to free up Tactics for to play other cards, is an added bonus.

Events: 17

Feint x2
Quick Strike x2
Swift Strike x1
A Test of Will x2
Hasty Stroke x2
The Galadhrim’s Greeting x2
Dwarven Tomb x1
A Light in the Dark x2
Stand and Fight x3

That does it for this stage of Beorn’s Path. I’m getting hungry and it seems like a good time for a snack. If I learned anything in all my years at the Carrock, orc-slaying on a empty stomach is no fun. Come back soon, and together we will try to Escape from Dol Guldur with our two core set decks!


This entry was posted in Beorn's Path, Deck Building, New Players, Strategy and tagged , , , , , , , , , , . Bookmark the permalink.

29 Responses to Beorn’s Path: Part 5 – Building a Second Core Set Deck

  1. hendersondayton says:

    Great addition! Besides the obvious use of Citadel Plate and Unexpected Courage, can you add to each attachment a brief statement of who you suggest they go on? You did this in the first core deck and it is always helpful to players using a deck someone else made…Thanks!

    I am working on the files for this deck as we speak (or type!)

    • Beorn says:

      Thanks Matt! The new deck files are in place, and I updated the attachments section to include a detailed breakdown of which attachments should go where.

    • Matteo says:

      WooooW! This blog is awesome. I bought a core set, Kazhad-dum and some adventure pack… now it’s time to play and build some strong deck. You are very helpful.
      Thanks from Italy!

  2. Pingback: Beorn’s Path: Part 6 – Escape from Dol Guldur | Hall of Beorn

  3. Jeff says:

    Hey Beorn! I realize I’m very late to the party, but I’m just now getting into the game, and something you mentioned in this article struck me: Can you actually play both Citadel Plate armors on the same character (for example, Gimli) to give them +8 HP? For some reason I assumed that they couldn’t stack this way, but now I’m unsure.

    Thanks for the great series of articles! As a newbie, especially such a latecomer to the game, it’s great to see deckbuilding guides that focus specifically on the cards newbies will have access to.

    • Beorn says:

      Yes, you can attach two copies of Citadel Plate to the same character. A character cannot have more than two restricted attachments, and later cards (wisely) have a “limit 1 per hero” restriction, but as the Citadel Plate lacks this second constraint, you can attach two of them to the same hero. Gimli is definitely the logical character to use with this strategy as his attack can become truly massive. I’m glad that you are enjoying the blog and feel free to comment on any of these articles if you have further questions.

      • Jeff says:

        I do have one further question, which may be a simple mis-reading of the timing chart in the back of the rulebook: You mention using Unexpected Courage on Gimli to block and then kill a creature, but there’s no section for actions between defending and attacking. Were you referring to blocking on one turn and then killing the next, or am I reading the timing incorrectly?

      • Beorn says:

        There is a window for player actions at the beginning and end of each of the combat steps (steps 1-4 of enemy attack and steps 1-3 of character counter-attacks). So after resolving the enemy attack which Gimli defends, you can exhaust Unexpected Courage to ready Gimli. Alternatively, you could trigger the effect of Unexpected Courage before declaring Gimli to counter-attack the enemy. The way that you know that these windows exist is that the chart at the end of rule book lists the combat steps in GREEN.

        It is also worth noting that you can always use responses, whenever the appropriate trigger occurs. For example, there is not a player action window while you are resolving a shadow effect from a shadow card dealt to an attacking enemy. However, because Hasty Stroke is a response, you can still respond to the shadow effect being triggered, pay 1 spirit resource and use Hasty Stroke to cancel that effect.

      • Jeff says:

        You’ve just revolutionized the way I play the game! Thanks so much for the quick (and patient) replies.

    • Beorn says:

      I’m glad to help. The charts at the back of the rule book can definitely be a bit confusing. At some point I will have to put together a more detailed timing chart to explain the specific player action windows. This is one of the most important aspects of the game to understand in order to maximize the effectiveness of your characters. Making the most efficient use of each of your characters’ actions is essential for defeating the more challenging scenarios in this game.

  4. Anthony talone says:

    At one point you say that if you pick up both copies of citidel plate then one would be good for aragorn. But isn’t he in the other deck? I thought that each deck was to be played seperately so how do you do that? BTW, complete newbie here my core set should be in my hands in a day or two, but i have been reading lots of material and watching tons of you tube so i can jump right in. Thank you so much for tis series as it has answered many questions.

    • Beorn says:

      Good question, Anthony. In general, these decks are designed to be used solo, but they can also be used together. Particularly in scenarios like Escape from Dol Guldur, which are very difficult (nearly impossible even) to defeat solo, having two decks that work together makes things a lot more manageable. If you are playing these together, Citadel Plate works well on Aragorn, because he has sentinel and is typically ready after questing. If you are playing the Tactics/Spirit deck solo, then the you can either hold onto the second copy of Citadel Plate, or attach it to Gimli, to make him even more of a super attacker.

      • Anthony talone says:

        I understand that you can run the two decks simultaneously, trading the 1st player chit each turn. What i don’t understand is that you state that a card from one deck is used in the other deck. I also know that heros and allies that have the ranged ability can fight threats in the other deck, but i still do not see how cards are used from one deck to the other.

      • Beorn says:

        So when I mention playing Citadel Plate on Aragorn, I do not mean to actually include the card in the Leadership/Lore deck. As you point out, there would be no way to pay for a Tactics card in that deck. Instead, when the two decks are played together, the Tactics/Spirit deck could spend 4 Tactics resources to attach Citadel Plate to Aragorn. In multi-player games, you are not limited to only playing attachments on your own characters. I hope this clears up the confusion, let me know if you have any other questions.

      • Anthony Talone says:

        Ah,now i understand who pays for it, and when to do it i got, i presume at the end of the scenario the attachment obviously reverts to the tactics/spirit deck. I also noted where you only won this scenario 33% with these decks but from what i read that is good! I also was really on the fence as to whether to do the 2 hobbit expansions, or the mirkwood series, and thanks to these decks that is decided as well. Thank you for your patience with me, and i think your entire blog is one of the best i have seen.

  5. Russell says:

    May Quick Strike only be used in the Combat Phase? Or may Dunhere use it to attack an enemy in the staging area during any action window?

    • Beorn says:

      Fortunately, Quick Strike is an Action, rather than a Combat Action. This means that you can use it during any player action window. This works particularly well with Dunhere, because it means that you can use it before resolving a quest to kill an enemy in the staging area to remove its threat (and avoid having to engage it during the encounter phase). This subtle distinction is one of the reasons why Quick Strike is such a good card.

  6. Pingback: Conflict at Carrock: Revolutions | Playthrough Board Games

  7. Funky says:

    Hi Beorn,
    as in previous threads I’d like to know which 10 cards would you include in this deck to fill the 50 standard size if you had 3 core sets.

    Good Job !!

    • Beorn says:

      It is going to be difficult to make a 50 card deck using just the Core Set, even with 3 copies of it. The reason is that there are not enough allies in these two spheres (with a reasonable price) that you can include. This means that you end up having to include allies that are less than optimal for the design of the deck (e.g. Wandering Took). With that caveat out of the way, here is how I would change this deck to bring it up to 50 cards. (Note: I am adding 13 cards to the existing list and removing 3, to leave the deck at exactly 50 cards).

      I would increase the following cards to 3x:

      Gandalf (+2 copies)
      Unexpected Courage (+2 copies)
      Citadel Plate (+1 copy)
      Feint (+1 copy)
      Quick Strike (+1 copy)
      A Test of Will (+1 copy)

      I would increase the following cards to 2x:

      Horn of Gondor (+1 copy)
      Dwarven Tomb (+1 copy)

      I would add the following card at 3x:

      Wandering Took (+3 copies)

      Lastly, I would remove the following cards:

      Swift Strike (-1 copy)
      Light in the Dark (-2 copies)

      Let me know if you have any questions. Good luck!

  8. Pingback: Two Years of the Hall of Beorn | Hall of Beorn

  9. Chris Conley says:

    Beorn, great deck idea sir. Been reading your blog for the last year at least. I am currently making a beginners blog, and was wondering if you get the free time to check out my version of the Tactics/Spirit deck construction, I would like to see your opinion on it.

  10. benoitpoulin says:

    Greetings! I do not know where it’s the best place to ask this question, but from where it is possible (wihtout being maschist) to complete Escape from Dol Guldur solo? By where, I mean which expansion? (including all the ones that come before!).

    I’ve been trying with the cards that you can have with Core, the Mirkwood cycle, Khazad-Dum and the first two Dwarrodelf, and, by the gods, this is still hard! (I can beat the game in easy / beginner mode, though, by having as twice as much ressources, removing the golden cards and dealing no shadow cards… it’s kind of boring, though).

  11. Craig says:

    Love all the insight. I am a new player coming back to the game after losing very regularly with standard decks.

    I built this deck and played a couple of the intro mirkwood adventure. It’s an improvement as i made it to 3b. However a card forcing me to lose all attachments and then another bad draw game me two losses.

    Bottom line, i want a challenge but with a solo deck is thus still really a level 1?


  12. Andy says:

    Why can’t Forest Snare be used on Nazgul, once it is engaged, in the next planning section or can it? I get that you’d have to defend for one combat phase against it but after that he would be done for, I think.

  13. Andy says:

    Just checked the errata, now I see the problem. If you kill the Nazgul early, it could make a reappearance or is it removed from the deck?

    • Beorn says:

      The Nazgul does not have victory points, so it goes to the encounter discard pile after you kill it. This means that it can come back if you have to shuffle the encounter discard pile back into the encounter deck after killing the Nazgul.

Leave a Reply

Fill in your details below or click an icon to log in: Logo

You are commenting using your account. Log Out /  Change )

Google+ photo

You are commenting using your Google+ account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )


Connecting to %s