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"There are some things that it is better to begin than to refuse, even though the end may be dark." - Aragorn,The Two Towers
Showing posts with label Deck. Show all posts
Showing posts with label Deck. Show all posts

Tuesday, August 15, 2017

Quest 54: The City of Corsairs

Victory on the Fifth Attempt!


The Deck 

I decided a few weeks ago that I would take on The City of Corsairs using a brand-spanking new netdeck destined to cause errata...

Solo combo deck +90% win rate, usually on turn one
by Rouxxor

Heroes
Bifur (Khazad-dum)
Bilbo Baggins (The Hunt for Gollum)
Denethor (Flight of the Stormcaller)

Allies
Erebor Hammersmith x3
Erebor Record Keeper x3
Ered Nimrais Prospector x3
Dwarven Sellsword x3
Gloin (On the Doorstep) x1
Gandalf (Core) x1*

Attachments
Legacy of Durin x1
Scroll of Isildur x1
Rod of the Steward x1
Tome of Atanatar x1
Good Meal x3

Events
Daeron's Runes x3
Deep Knowledge x3
Heed the Dream x2
Lorien's Wealth x3
Mithrandir's Advice x2
Ravens of the Mountain x1
Out of the Wild x1*
Gaining Strength x1
Legacy of Numenor x3
Lure of Moria x2
Second Breakfast x1
We Are Not Idle x3
Justice Shall Be Done x1
The Seeing Stone x3

Sideboard
Heed the Dream x1*
Mithrandir's Advice x1*
Erestor (The Treachery of Rhudaur)
Legacy of Durin x2
Lore of Imladris x1
Needful to Know x1
Risk Some Light x1
The Evening Star x3
Durin's Song x1
Gaining Strength x1
Song of Battle x1
Song of Travel x1
Dunedain Pathfinder x1
Born Aloft x1

Sets Used
Core
The Hunt for Gollum
Conflict at the Carrock
Khazad-dum
The Redhorn Gate
Road to Rivendell
The Watcher in the Water
Foundations of Stone
Shadow and Flame
On the Doorstep
The Steward's Fear
The Blood of Gondor
The Morgul Vale
The Voice of Isengard
Flight of the Stormcaller
The Drowned Ruins
A Storm of Cobas Haven

Check out notes from Rouxxor and others at RingsDB
RingsDB Link

And read the detailed deck notes at Hall of Beorn
Hall of Beorn Link

Rouxxor has set up a masterpiece of a deck that can beat almost any quest. But here's the catch: This one falls in the "almost" category. To beat The City of Corsairs, you need to destroy Captain Sahir. On my first attempt I got up to that point with a smile on my face and joy in my heart. Then I counted how much attack strength I had on the board. Then I just looked a little sad.

As is, this deck can muster only 13 attack. The absolute best-cased scenario requires 14 to defeat The City of Corsairs. Fortunantly Rouxxor included a sideboard with two options for you: Dunadain Pathfiner and Gandalf. Gandalf is designed to be combined with Song of Battle and Born Aloft for an infinite damage loop, but we just need to play him once. This can get us up to 18 attack strength in a best-case scenario. My first attempt was not a best-case and I ended up with 9 resources on Captain Sahir, requiring 21 attack strength to destroy him. This is why I also added in the sideboard card of Out of the Wild: To eliminate all but one card from the encounter deck and skip dealing shadow cards. 

Another route would be to leave the deck as is, not play Justice Shall Be Done, and defeat Captain Sahir during round 2. A great theory that I personally was not able to pull off. Justice Shall Be Done provided cruicial resource acceleration for me. But that might just be a skill-level limitation.

The Journey

Rouxxor built his deck well and you tinker with it at your own risk. I had no problem establishing the initial combo settings (empty deck with Tomb of Atanatar in my hand, all dwarfs out, and the necessary cards in my discard pile) both times I ran the deck as-is. After my adjustments, it took me three attempts before I could successfully re-establish the combo setting. Maybe this could happen under other circumstances, but it certainly seemed like a correlation to me. 

Since you only truly care about stage 3 &4, I recommend seeing if you can get the combo set up before even bringing out the encounter deck.

Now, once your deck is empty and everything is in it's place, begin implementing the infinite resource combo. I went through the entire combo a single time, to make sure I understood it and to see it in action, and then acted as if I did it X times (where X = infinity).

Time to play Gandalf and get that threat down a bit (not that it should matter).

And now for the infinite progress combo. As above, I did this once then clicked through the quest stages and arranged the staging area & encounter decks as each stage directed. For stage 3A, pick a Corsair Infiltrator as your raider (they don't have an ability to gain extra resources). Add 1 resource. Pick Streets of Umbar as your location. For stage 4A, pick another Corsair Infiltrator as your raider. Add 1 resource to each raider and to Captain Sahir. 

Now, start looping Out of the Wild. Follow the same instructions given in looping Ravens of the Mountains (skip step 5&6 which is built around readying Bifur). As with both of the above, do this loop once and then add all but one encounter card in the deck to your victory display. I picked a second Streets of Umbar to remain.

Your staging area should have: Streets of Umbar, The Shattered Monument, Corsair Infiltrator (2 resources), Corsair Infiltrator (1 resource). The encounter deck should just have Streets of Umbar (or whatever card you picked).

Proceed to the quest phase. Quest with just enough power, then loop Tomb of Atanatar / Second Breakfast / Lure of Moria to ready everyone. 

The Infiltrator's engage you. No shadow cards dealt. Sacrifice the Prospector's to enemy attacks. Destroy both Infiltrator's, adding their resources to Captain Sahir (who should have four total), then loop Tomb/Breakfast/Lure to ready everyone and attack the captain for 17.

Proceed to victory dance.

Final Scoring
0 Completed Rounds x10: 0
Ending Threat: 39
Total Damage on Heroes: 0
Threat of Defeated Heroes: 0
Victory Display: -1 (Justice Shall Be Done)

Total Score: 38


The Recap

Let's be honest: This was more of a deck test than an play through that gave a real feel for the quest. But playing this deck is a game in and of itself. While the combo is there, just waiting to be unleashed, you do need to find the right order to play your cards in to get the initial conditions set up.


Still, I was able to appreciate what I saw of the quest while moving at super-speed. Mixing up sailing & sea warfare with a land battle keeps the player on their toes (and brings in interesting challenge to deckbuilding). Corsairs are nasty enemies and I can see that, with any deck that is not a turn-one victory, this would be a quest to bring your best well-rounded deck to.

(note: posted out of order, but it is taking me forever to sit down and finish the other write-up)

Sunday, October 26, 2014

Deckbulding: Fun with Haldir

Just got my copies of The Three Trials and Trouble in Tharbad in the mail (my personal reward for passing the 50% mark last month). Ever since I hit "purchase," I've been using some of the cards in my digital decks, but it is a lot better to have the cards in hand. Many people are noticing what an MVP Haldir of Lorien can be. Tonight I just wanted to sit back and have some fun putting together a few decks with him. There has been zero playtesting for these decks (I'm typing them up right after creating them at cardgamedb.com), so adjustments will be needed down the line.

First up is a solo Ranger deck.

Learned Rangers

Heroes
Haldir of Lorien (Trouble in Tharbad)
Pipin (The Black Riders)
Beravor

Allies
Anborn x2
Ithilien Tracker x3
Erebor Hammersmith x3
Master of the Forge x3
Gandalf (Core) x3
Galadhrim Minstrel x3
Henamarth Riversong x2

Attachment
Ranger Spikes x3
Forest Snare x2
Ranger Bow x3
Good Meal x3
Asfaloth x2
Lembas x3

Event
Noiseless Movement x3
Take No Notice x3
Advance Warning x3
Forest Patrol x3
Mithrandir's Advice x3

Sets Used
Core
The Redhorn Gate
Foundations of Stone
Shadow and Flame
Heirs of Numenor
The Steward's Fear
The Druadan Forest
Assault on Osgiliath
The Blood of Gondor
The Black Riders
The Three Trials
Trouble in Tharbad

The goal here is to avoid engaging enemies, allowing Haldir + Ranger Bows to take down anything that pops up. Henamarth Riversong is here to give you a good look at what's to come. Gandalf should not be needed for card draw (there is plenty of that built in) but for threat reduction and possible help with big baddies. This is designed to be a solo deck and might not fare well against scenarios that load up the staging area with multiple enemies at once (Massing at Osgiliath, for example).

Silvan Wingmen

Heroes
Haldir of Lorien (Trouble in Tharbad)
Legolas

Allies
Envoy of Pelargir x3
Galadhrim Minstrel x3
Gandalf (Core) x3
Master of the Forge x3
Vassal of the Windlord x3
Winged Guardian x3

Attachment
Song of Battle x2
Rohan Warhorse x3
Asfaloth x1
Rivendell Blade x3
Resourceful x3
Mighty Prowness x3
Elf-stone x3

Event
Noiseless Movement x3
Hands Upon the Bow x3
Feint x3
Risk Some Light x3
Unseen Strike x3

Sets Used
Core
The Hunt for Gollum
The Dead Marshes
The Redhorn Gate
Road to Rivendell
The Watcher in the Water
Foundations of Stone
Shadow and Flame
Heirs of Numenor
The Druadan Forest
The Black Riders
The Voice of Isengard
The Three Trials

Trouble in Tharbad

This is intended as a support deck, with a high-threat deck capable of pulling out the questing power on the other end. Get Song of Battle on Haldir and load both heroes up with: Rivendell Blade, Mighty Prowess, Rohan Warhorse.

Silvan Rainbow

Hero
Celeborn
Haldir of Lorien
Legolas

Ally
Defender of the Naith x3
Galadhirm Minstrel x3
Henamarth Riversong x2
Mirkwood Runner x2
Silvan Tracker x3
Naith Guide x3
Rumil x2
Silvan Refugee x3

Attachment
Lembas x3
Rivendell Blade x3
O Lorien! x3
Song of Travel x3
Light of Valinor x3

Event
Feigned Voices x3
Pursuing the Enemy x3
The Tree People x3
Children of the Sea x3
Sneak Attack x3

Sets Used
Core
The Hills of Emyn Muil
The Dead Marshes
Return to Mirkwood
Road to Rivendell
Foundations of Stone
The Druadan Forest
The Blood of Gondor
The Dunland Trap
The Three Trials
Trouble in Tharbad

Solo or multi-player, I'd have fun with this one. There is a bit much going on and not a fully clear strategy, so this one needs some work. Honestly, Mirlonde would work just as well in this deck as Haldir and would save two threat. I would love to fit in Rain of Arrows to combo with Pursuing the Enemy. Maybe if I didn't splash in Spirit? But I do really want to see how that goes at least once. Elves are my wife's favorite race in Middle-earth, so this is likely the deck I'll be modifying and refining for her use.

And there it is. What adjustments would you make and how are you using Haldir?

Sunday, August 31, 2014

Deck: Eomer's Conflict

Early in the game, Conflict at the Carrock is a quest I spent a lot of time with. It was challenging, but not frequently hopeless like Escape from Dol Guldur. I had a goal to beat it solo, one handed, but could never quite pull it off. I don't think I ever really came close, actually. Now, with a much larger card pool, I'm excited to take on this same challenge.

My decks typically evolve throughout my attempts as I find out which cards I never chose to play and which cards I wish I had access to. Here is a breakdown of what I'm thinking of as I put a first draft together.

Eomer's Conflict

Heroes

Eomer: Here's the key of the deck for me. I have three, rather large enemies to deal with. Eomer can get boosted to insane heights (attach Firefoot, lose an ally, and play Unseen Strike to attack for 10). Fighting trolls, I expect Eomer to see his attack bonus available on most turns. A major goal will be to pump Eomer up and get him attacking twice.

Merry: Low threat and decent willpower can be a struggle in a mono-Tactics deck. Merry is here to cover those bases, hopefully aided by the +2 bonus Halfling Determination can bring him. He also brings the ability to have a Good Meal, which is handy for the often resource-sparse realm of Tactics. But Merry's role as a quester really shines with the inclusion of...

Theoden: Tactic's can't quest, eh? With Theoden at the party, my heroes can now throw down 8 willpower without any additional modifications or assistance. If that willpower is not needed at some point, Theoden can handle his own in a fight with 3 attack strength.

Starting threat of 28. Not too bad considering two of the heroes are fairly high cost.

Attachments

Firefoot (x3): A great source of attack bonus to Eomer and a way to get some direct damage possibly dealt out to weaker enemies. While it is a unique card, I am including three with the hopes of getting it out and attached early on.

Good Meal (x3): Included to essentially provide free events. While the discount given is two, I will gladly use these to pay for 1 cost events in a pinch.

Rohan Warhorse (x3): Here is how I hope to see Eomer dealing out multiple attacks once it is time to take on the trolls. Theoden can also come to the aid, when needed and possible.

Horn of Gondor (x2): This is the only way I'll see resource accumulation in this deck. I almost always include Horn of Gondor in my Tactics decks, but I rarely see it come to light. Hopefully that pattern will change this time around.

Book of Eldacar (x3): There are some great, cheap events being used in this deck and the benefits of using them multiple times are plenty.

Mighty Prowess is an option I considered and will keep in the back of my mind as I play-test this deck, with a total of six troll enemies possible in this deck (and a few goblins). 

Events

Unseen Strike (x3): This is only going to work for me if I can start my attacks before hitting the threshold of 34 threat, but the idea is to combine this with Rohan Warehorse to deal some massive damage out to two trolls at once.

Quick Strike (x3): Included with aspirations of dispatching a troll before defense is needed or to take two swipes at the same one (if Eomer can ready).

Halfling Determination (x3): An all-stat booster for Merry, I am planning on this card seeing action during Quest phases.

Thicket of Spears (x3): Once the trolls start coming, I would like to take them on in my own good time. I'm actually putting this instead of Feint, since I am more concerned about a rush of multiple enemies at an inconvenient time than I am about handling them one at time.

Hail of Stone (x3): A card I love the concept of but almost never use. Might be a perfect fit to see the trolls whittled down a bit.

Allies

Here is where I had my biggest struggle in building this deck. There are a lot of allies that would potentially work well, but which are the ones I need to make this specific deck work right?

Westfold Outrider (x3): A decent attacker and defender, with the option to pull an enemy in during the attack portion of the combat phase (and trigger Eomer's attack boost while at it).

Envoy of Pelagir (x3): Questing is a concern of mine. A cheap ally who can quest, or pitch in to a battle, is worth it.

Knight of Minas Tirith (x3): Mainly included for his constant 3 attack strength. Not sure if I will find his ability to pull enemies in useful or not, since attacking alone for 3 might not do much damage at all (and I'll still need to block that enemy).

Vassal of the Windlord (x3): Cheap fodder for blocking or attacking, with the bonus of triggering Eomer's attack bonus.

Defender of Rammas (x3): Able to take quite a beating, these guys can block an un-boosted troll (depending on the shadow effect dealt).

Bofur (x1): A Tactics ally with two willpower. Necessary for the hill I'll have to get over at the opening of stage 2. But, with no weapons in the deck, not worth including multiples of unless playtesting determines otherwise.

Gandalf (Core, x3): Good ol' standby. I thought of including the Hobbit Gandalf, for his help in sticking around and taking a few nasty hits (while helping quest round after round), but I'm a bit worried about the threat increase.

Saruman (x2): Wait, didn't I say I was worried about threat increase? Well, this is a specialized case. I'm hoping to have Saruman in hand when I only have two trolls left and am confident about dispatching one of them.

Sets Used

Core
The Dead Marshes
The Redhorn Gate
Road to Rivendell
Over Hill and Under Hill
Heirs of Numenor
Encounter at Amon Din
Assault on Osgiliath
The Morgul Vale
The Black Riders
The Voice of Isengard
The Dunland Trap

Will this deck be able to handle the questing and combat needs of the Carrock, while keeping a low enough profile to take the trolls on at will? Eomer's Conflict will get a chance to show its quality soon!