Quote

"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 Theory. Show all posts
Showing posts with label Deck Theory. Show all posts

Tuesday, April 18, 2017

Let's Build It: Three Hunters

Surprise! I am a mediocre deck builder.

On one hand, I hope that is an encouragement to others that you can get really far in this game without having amazing deck building chops. I could realistically finish up the remainder of my quest backlog without significantly changing the types of decks I bring to the table. But I want to see my skills improve and I want to take advantage of new cards in ways that will lead to new strategies in my play. This has led to my recent adoption of playing through top decks on RingsDB. I can see how those decks work and experience what exactly about them gives a greater advantage over a quest vs. the mid-range decks I gravitate towards.

But this time I would like your help.

Many of the deluxe boxes have been coming with a "Hey, you should build this deck" pool of player cards (The Black Riders, The Land of Shadow, The Flame of the West, The Lost Realm, The Sands of Harad).  I've taken a crack at a Three Hunters version of the player cards included with The Sands of Harad. It's a passable deck that I would be happy to give a spin. But could it be significantly better? That's where you come in.

Let me know (here or @RingsDB):
  • What improvements you would suggest and what cards would you remove to make room?
  • What quest in Angmar Awakened, Dream-chaser, or Haradrim you would like to see this ran agains?
 And now onto my first draft...

TEMBD Three Hunters v.1

Heroes
Aragorn (Core)
Gimli (Sands of Harad)
Legolas (Sands of Harad)

Allies
Faramir (Core) x1
Fili x1
Galadriel (The Road Darkens) x3
Arwen Undomiel (Watcher in the Water) x3
Dunedain Pathfinder x2
Kili x1
Gandalf (Core) x3


Attachments
Celebrian's Stone x2
Dunedain Mark x3
Dunedain Warning x3
Dwarven Shield x2
Roheryn x1
Steward of Gondor x3
Sword that was Broken x1
Mirkwood Long-knife x2
Unexpected Courage x3
Strider x2


Events
Sneak Attack x3
Unlikely Friendship x3
A Test of Will x3
Elven-light x3
Inspiring Presence x2

Sets Used
Core
The Hunt for Gollum
Conflict at the Carrock
The Watcher in the Water
Over Hill and Under Hill
The Road Darkens
The Dread Realm
The Drowned Ruins
The Flame of the West
The City of Corsairs
The Sands of Harad
Race Across Harad

RingsDB Link

I called this version 1, but there were a few adjustments made as I went along. Originally there were two copies each of Dwarven Sellsword and Weather Hills Watchman. I wanted a cheap ally and the ability to pull more signals in my deck. These went out in favor of Galadriel, who can give me a one-turn ally and get my attachments equipped faster. Her higher cost combines with the free attachment to be a net value in my mind, especially considering Voltron is a goal of this deck. The forth spot went to the one-off of Roheryn.

Before publishing both this post and deck, I decided to do a quick search on RingsDB to make sure there was no obvious archetype utilizing these three hunters that I was missing. Only a handful of decks came up and most of them had the same essential framework listed. A few notable additions among different versions would be King Under the Mountain and Envoy from Pelargir, both great ideas to consider (although it would be an interesting move for me to not include Envoy for once). A notable exclusion from the other decks was Inspiring Presence. Yes, it is pricey to get the full use out of it, but giving Gimli +2 defense and Legolas +2 attack in a crucial round is nothing to lightly pass up. But that's the trick for me in deckbuilding: It is not hard to find good cards for a deck, but hard to determine which good cards to leave out and which to keep. Captains Wisdom, Dunedain Remedy, and many other cards could have made the cut. I want to hear from you which ones actually should have.

Sunday, October 9, 2016

Deckbuilding: Let's Use Spirit Pippin!

Three weeks ago I began a fantastic, brand new job that involves an hour-long commute each way.  It has been years since I last listened to Rob Ingles' amazing unabridged reading of The Lord of the Rings. The last time was on a road trip and I remember how enhanced the scenery around me seemed as I listened to Tolkien's rich descriptions of Middle-earth. My knowledge of the trilogy has grown a bit rusty since then and this new commute seemed like the perfect time to dive back into the world of hobbits and goblins.

And what better time to re-start my saga campaign? It was almost two years ago that I first began working through The Black Riders and, despite 5/6 saga boxes being out yet, I still have not finished the final quest of The Road Darkens. I won't spend a whole lot of time going over fresh attempts at quests I have already written up (nor will I really keep track of the number of attempts it takes), but I will put up the decklists and any memorable moments. I am still deciding how to break this up, but I will likely go through a saga box and then alternate with a deluxe expansion or a cycle. That should keep me making progress on getting caught up with the current releases while helping my campaign
stay exciting for me.

(P.S.- This was also a great time to begin listening to The Grey Company's book club, which I do on the drive home, and I highly recommend the series for those working through the books, the saga quests, or both).

A Shadow of the Past

My goal going into A Shadow of the Past was to be as thematic as possible. No Bill, no daggers, no Gandalf, no Merry. And this was to be a pure sprint, with our heroes having no time and no interest in taking on the Black Riders. So who to call on when you do not want to engage everyone? Who can help save the day when you fail a hide test? Who do I have a hard time coming up with situations where I would ever want to use him? That's right! His time is here!

Let's Use Spirit Pippin!

Heroes
Pippin (Encounter at Amon Din)
Sam Gamgee (The Black Riders)
Frodo Baggins (The Land of Shadow)

Allies
Celduin Traveler x3
Elven Jewler x3
Escort from Edoras x3
Silvan Refugee x3
Farmir (Core) x3
Rivendell Scout x3

Attachments
Ancient Mathom x3
Unexpected Courage x3
Celebrian's Stone x3
Good Meal x3
Resourceful x3

Events 
Children of the Sea x2
Courage Awakened x2
Ride Them Down x2
Timely Aid x3
Frodo's Intuition x3
A Good Harvest x3
Hobbit-sense x3

Sets Used
Core
A Journey to Rhosgobel
The Redhorn Gate
The Watcher in the Water
The Steward's Fear
Th Druadan Forest
Encounter at Amon Din
The Black Riders
The Blood of Gondor
The Three Trials
Trouble in Tharbad
The Nin-in-Eilph
The Antlered Crown
Escape from Mount  Gram
The Land of Shadow

RingsDB Link

My first attempt with this deck was to build in all the hobbit shenanigans with Hobbit Pony (not the most thematic), Hobbit Pipe, Elevenses, and Smoke Rings. The goal was to portray our ill-equipped band strolling across the Shire and suddenly realizing their need to hide from the Black Riders. I also wanted to limit my allies to Noldor and a splash of Dunedain. It wasn't able to quite cut it, especially with 3-4 riders in the staging area. The next draft, above, featured some unthematic changes (Faramir, Celebrian's Stone, etc.) that still kept the general theme of the deck going and made it actually able to compete against the quest. Props to The Grey company for talking about Ride Them Down! in the context of The Black Riders. While it did not appear in my hand during this attempt, it was a solid addition to the deck and gave me a more thematic way of dealing with a Black Rider or two (meaning using willpower; not meaning the use of horses). The real all-star of this deck was the Celduin Traveler, though. Two of them coming down back-to-back in rounds 1 and 2 allowed me to quest just right to remain in the shire and get an early upper hand.

Hide tests really keep the game interesting. Even with overwhelming willpower, I still had to take a calculated risk on most rounds. Especially true for the round where I knew a Nazgul was coming up (thanks to the Timely Aid of the third Celduin Traveler), which would require a Hide 2 test, and yet I needed to make an additional Hide 3 test to get to Buckleberry Ferry.

Final Scoring
7 Completed Rounds x10: 70
Ending Threat: 28
Total Damage on Heroes: 0 (despite two copies of Have You Seen Baggins? out!)
Threat of Defeated Heroes: 0
Victory Display: 2 (Bag End, Mr. Underhill)
Total Score:100

Campaign Resolution
Choose Gandalf's Delay (burden)
Choose Mr. Underhill (boon) to stay attached to Frodo.



The Old Forest


My initial idea here was to use Spirit Pippin, Tactics Merry, and Frodo. Sam was going to be relegated to his ally form. This would allow me to get the martial benefits of tactics combined with secrecy benefits (and continue trying to make Spirit Pippin work). I was able to get to stage 3 and damage Old Man Willow enough, but the staging area soon got the best of me and it was a downhill battle from there. I played around with improving on this initial idea and ended up deciding to work on modifying Drop It Like It's Hobbit, the deck I used to first tackle The Old Forest. Spirit Merry was switched with his Tactics variant and Lore Pippin was swapped with Spirit. Lore cards were removed and a splash of Tactics cards were put in their place. This was just an initial draft, to be tested once and then refined, but it ended up making short work of The Old Forest.

Drop (Spirit Pippin) Like It's Hobbit!

Heroes
Merry (The Black Riders)
Pippin (Encounter at Amon Din)
Sam Gamgee (The Black Riders)
Frodo Baggins (The Land of Shadow)

Allies
Beorn (Core) x1
Derndingle Warrior x2
Legolas x1
Bilbo Baggins x1
Glorfindel x1
Imladris Stargazer x3
Kili x1
Zigil Miner x2
Bill the Pony x1
Faramir (Core) x1
Fili x1
Keen-eye Took x1
Ered Luin Miner x3
Gandalf (Over Hill and Under Hill) x2
Treebeard (The Antlered Crown) x1

Attachments
Dagger of Westernesse x3
Good Meal x3
Wizard Pipe x1

Events
Unseen Strike x3
Elven-light x3
A Very Good Tale x3
Timely Aid x3
Frodo's Intuition x3
A Good Harvest x3
Hidden Cache x3

Sets Used
Core
The Hills of Emyn Muil
Khazad-dum
The Redhorn Gate
Foundations of Stone
Over Hill and Under Hill
The Steward's Fear
Encounter at Amon Din
The Black Riders
The Morgul Vale
The Road Darkens
The Antlered Crown
The Treason of Saruman
Escape from Mount Gram
The Dread Realm
Flight of the Stormcaller
Temple of the Deceived


RingsDB Link

The decks performance this first time around could be due to its actual strength or just due to the luck of the draw.  Here is how the planning stage of round 1 went: Played A Good Harvest, picking Spirit. Played Kili from my hand, fetching Fili and putting him into play. Shuffled. Played Timely Aid and put Treebeard into play (exhausted). Shuffled. Played A Very Good Tale, exhausting Fili and Kili. Discarded Ered Luin Miner (putting him into play), Imladris Stargazer, and Derndingle Warrior (put both of them into play, with the warrior exhausted).The next two subsequent rounds saw Beorn and Gandalf joining the team.

Strength aside, there is obvious room for improvement. At least one more Wizard Pipe and/or the return of Gildor Inglorion is required to help with moving needed cards from my hand to the top of the deck. An Elven Jeweler or Steed of Imladris would help make use of any dead cards in my hand (which I had plenty of by the end of the game). But I am a "win more" type of player (thus Land of Shadow Frodo is my ringbearer of choice) and this playthrough scratched that itch.

Final Scoring
4 Completed Rounds x10: 40
Ending Threat:36
Total Damage on Heroes: 0
Threat of Defeated Heroes: 0
Victory Display: 4 (Withywindle, Mr. Underhill, Old Bogey-stories)
Total Score: 80

Campaign Resolution
Earned Old Bogey-stories (boon)

Previous Campaign Resolutions
Boon: Mr. Underhill attached to Frodo Baggins
Burden: Gandalf's Delay added to staging area


Spirit Pippin Evaluation

The basic summary is that Spirit Pippin is as bad as you think he is.In A Shadow of the Past, he simply served as an emergency button for failed hide tests. In The Old Forest, he was there just for his sphere and to keep at least my hero selection thematic. And that's about it. I made these decks with him just to see what it was like but this beautiful art will likely sit in my binder until some errantra comes along.

Up Next: Let's tackle some Barrow-wights! The next step in the campaign and a quest I have yet to attempt.

Saturday, October 1, 2016

Print on Demand 3: Stone of Erech

Victory on the First Attempt!

The Deck 

Choosing a strong focus for my decks is a weak point. Solo play necessitates doing all things well and I want to accomplish this using all of the neat tricks at my disposal. Too often the result is a mess pulling in too many directions and doing nothing really well. The idea hit me to try a template, where I boil down the key things I want to do, and then branch out from there.

I was one of the many super-excited when Tactics Eowyn was revealed. Brewing ideas began popping up in my head, with the foremost one being the mass-slaughter of trolls at the Carrock. For some reason, pairing her up with Spirit Glorfindel seemed like a natural fit (probably because paring anyone up with Spirit Glorfindel is a good place to start for a strong deck). Doing a little bit of basic math, I realized I could add in Galadriel and still stay in secrecy (and be greatly aided in staying there). After throwing a few ideas around, I settled on my template concept and ended up with this:

Super Secret Tech (draft)

Heroes
Eowyn (The Flame of the West)
Galadriel (Celebrimbor's Secret)
Glorfindel (Foundations of Stone)

Ally
Derndingle Warrior x3
Galadriel's Handmaiden x3
Elven Jewler x3
Envoy of Pelargir x3

Attachment
Rivendell Blade x3
Rohan Warhorse x3
Ancient Mathom x3
Mirror of Galadriel x3
Unexpected Courage x3
Nenya x3
Resourceful x3

Event
Foe-hammer x3
Unseen Strike x3
Dwarven Tomb x3
Elrond's Counsel x3
Power of Orthanc x2 

Sets Used
Core
A Journey to Rhosgobel
The Redhorn Gate
Road to Rivendell
The Watcher in the Water
Foundations of Stone
Over Hill and Under Hill
Heirs of Numenor
The Voice of Isengard
The Dunland Trap
Celebrimbor's Secret
Escape from Mount Gram
The Flame of the West

RingsDB Link

Does it accomplish every last thing I want it to? No. Light of Valinor is an obvious addition to make. But this is a good start that should be able to handle most things a quest will throw out. A strong focus was put on equipping Glorfindel and Eowyn with fancy attachments, mainly because I want Eowyn to swing as many times as possible during her final showdown with the trolls.

Now to make the changes!

Elven Jewler is there to help solve the issue of "dead" unique cards in my hand. We do not need three of her. Ally Arwen can help my Derndingle Warrior's block even better and a Westfold Horse-breeder might be able to help fetch those much-desired horses.

Attachments gets quite a shake-up. Unexpected Courage can get Eowyn readying, so one Warhorse will be fine. I'll switch in Snowmane since I need her willpower (especially in that final round) and Asfaloth for the fun of it (since Galadriel can lay down the Lore once she has her ring). With my low threat, one Rivendell Blade and one Dagger of Westerness would be a good arsenal for Glorfindel. Light of Valinor is still needed and Nenya, while a necessary part of the operation, should be easy to find with the Mirror of Galadriel. One attachment spot is still open, after getting rid of both Blades, but I feel pretty happy how things are looking in this section. Instead I'll give that spot to events and throw in a copy of Daeron's Runes to help find the pieces I need.

Finally, the rest of the events. The White Council is in here to help with readying and resource fixing in a pinch, but the main function is to help get cards back to be fished out with Galadriel's Mirror (especially if they were discarded due to the Mirror's fickleness). Will of the West can help with getting those cards in a well, so we'll put in one of those. Power of Orthanc, Fair and Perilous, and Ride The Down all have uses in a deck like this. The Mirror can grab them for us, then Dwarven Tomb can give multiple uses of the one we need most. And now for The Hammer-stroke. A big hope for this deck is eliminating all four trolls in one turn. To do that, they need to be engaged simultaneously. We'll drop out another hammer to make it the right tool fit.

Now is this deck any less of a mess than the attempts I used to make? I think so. Starting with a template and making strategic decisions creates more of a toolbox than a disaster. Or so I hope...

Super Secret Tech

Heroes
Eowyn (The Flame of the West)
Galadriel (Celebrimbor's Secret)
Glorfindel (Foundations of Stone)

Allies
Derndingle Warrior x3
Arwen Undomiel (Watcher in the Water) x1

Elven Jewler x1
Galadriel's Handmaiden x3
Westfold Horse-breeder x1
Envoy of Pelargir x3 

Attachments
Dagger of Westernesse x1
Rivendell Blade x1
Rohan Warhorse x1
Ancient Mathom x3
Light of Valinor x1
Mirror of Galadriel x3
Snowmane x1
Unexpected Courage x3
Asfaloth x1
Nenya x2
Resourceful x3 

Events
Foe-hammer x2
The Hammer-stroke x1
Unseen Strike x2
A Test of Will x1
Dwarven Tomb x3
Elrond's Counsel x2
Fair and Perilous x1
Power of Orthanc x1
Ride Them Down x1
Will of the West x1
Daeron's Runes x1
The White Council x2

Sets Used
Core
A Journey to Rhosgobel
The Redhorn Gate
Road to Rivendell
The Watcher in the Water
Foundations of Stone
Over Hill and Under Hill
Heirs of Numenor
The Black Riders
The Blood of Gondor
The Voice of Isengard
The Dunland Trap
Celebrimbor's Secret
The Antlered Crown
Escape from Mount Gram
Across the Ettenmoors
The Land of Shadow
The Flame of the West

RingsDB Link

So how did it work out? Four less trolls in the wild lands of Middle-earth! Two Unexpected Courages, a Rohan Warhorse, and The White Council gave Eowyn the action advantage she needed to get the job done.

Not saying it went perfectly. I could not find Nenya for the first 3-4 rounds for the life of me, which significantly hurt my ability to blow past through the first stage at the rate I wanted. The staging area started getting a bit concerned, but that was easily solved once Nenya was back on the scene.

And even with a win there are changes I would want to make. Galadriel's Handmaiden is a great card, but Galadriel herself + Elrond's Counsel provided more than enough threat reduction for this deck. Celduin Traveler would have been more of a welcome sight, allowing me to get a few peeks at the encounter deck. I would fully switch those out. And instead of taking out a copy of Nenya, let's leave all three of those in and take out a copy of Resourceful.


The Recap

After an exhilarating victory at the Carrock, I wanted to seek out a new challenge for this deck. Finishing up the Ringmaker cycle was a natural choice, but I was also naturally too lazy to put the encounter deck together (a new storage solution implemented since then should eliminate this excuse). Stone of Erech was sitting on top of my collection and won by the wide margin of, "Why not?".

This quest was a blast. Stone has a counter-strategy for every strategy. Such as lowering willpower, blocking events, dramatically raising threat, etc. It comes off as very well-rounded in its approach to hinder your progress but did this without seeming too brutal. When it turned out I could not use Eowyn's ability on the final boss, it was more amusing than frustrating. But was it the quest I enjoyed or was I simply really enjoying my deck? Hard to tell sometimes!

The progression from Dusk to Eventide to Midnight is similar to the Time X mechanic from the Ringmaker cycle. Even though the progression to each new stage is permanent, I found it less punishing and not as much of a joy-killer as Time X.

The final victory was satisfying, featuring a battle quest with 29 attack committed (Fair and Perilous x3, due to two Dwarven Tombs and help from The White Council). It just took me a while to get there! I intended on letting loose during round 10, but revealed Haunted Valley and all of my heroes lost the ability to sphere-match for the round. Round 11? Haunted Valley. Round 12? Shadow Man, stopping me from playing events for the round. Revealing a Vale of Shadows, with seven quest points at Midnight, was actually a relief!


Final Scoring
12 Completed Rounds x10: 120
Ending Threat: 21
Total Damage on Heroes: 3 (Galadriel)

Threat of Defeated Heroes: 0
Victory Display: -6
Total Score: 138

Monday, November 16, 2015

Fellowship Event 2015: Murder at the Prancing Pony

Victory on the first attempt!

Last week, I marked my return to the game after a very long hiatus by recounting an amazing play through of The Ring Goes South. You may have noticed that I have a trademark quirk of tiny mistakes with big ramifications. Well, I may have set my starting threat just a wee low when the game began. With Loragon on my team, unused the whole game, I probably could have fixed this in retrospect. But let's just forget that refresher happened (I removed the post) and mark my return with this here bad boy...

The Journey

I returned to the US from Thailand just about a month ago and wrote my LGS to ask if they still had room for the 2015 Fellowship Event. "I don't think we're hosting any event," they said. Uh-oh. In Thailand at the time with no strong LotR:tcg presence at stores I knew, I had already missed out on the 2014 event and was not wanting to miss out yet again. With only weeks to go, I sent out feelers to the surrounding area and found three possibilities within a 90 minute drive. Available space and prize support helped lower the decision down to Adventurer's Quarter down in Arvada, CO. Five of us showed up and the event organizer, who had participated in a separate event on Friday, stepped back to provide support (reminding us of terrible effects we might forget) while the remaining four of us began our investigation.


I was nervous to go to this, in all honesty. Being primarily a solo player, I was just waiting to come face-to-face with crucial multiplayer rules I had forgotten. Or general rules, for that matter, having not read the most recent FAQ. And this was a fully brand-new deck I would be trying out (see below). What if it was total flop? Or I was "that guy" who drug the whole team down? Groundless fears! The playgroup quickly introduced themselves, casually chatted about their LotR experience up to date, then got down to business. All of us had complimentary decks, with one player bringing Hobbits (Leadership/Lore/Tactics), another bring Rohan (Spirit/Leadership), and another bringing a Tactics/Leadership deck focused on allies entering and leaving play. I brought Treebeard + Silvan heroes + threat cost management to the table. Our decks were pretty complimentary and everyone was excited to see how the other players' decks would fare.

We began with a slew of enemies from the encounter deck. After setting up and going through our first quest phase, the event organizer said he had not seen a more dire-looking set up during any of his  three games Friday night. Our eyes went a bit wide at the staging area, but we (surprisingly to us) cleaned the clocks of every enemy waiting for us. This pattern kept going on: big threats during the quest phase that were readily defeated during the combat phase. Towards the end of stage 2, it seemed like we had this quest pretty much in the bag.

Then we flipped to stage 3.

If you look at the below picture, you can see how many locations were left in the staging area at the end of the game. Most of those were revealed during the transition from stage 2 to stage 3 and stayed there over the next two rounds. But we managed to pull off successful quest phases two times! The final round, all four players had access to a way to boost the willpower significantly. We flew past the immensity of these locations with room to spare and cards unused! The biggest decision we faced at the end was which hero the Rohan player should sacrifice (sorry, Eowyn).


We did make a mistake as a group: After guessing the wrong suspect, we only added the poor falsely accused troll to the staging area and did not face the actual murderer + location until the following round. Would this have done us in? Unsure. We took on everything the deck threw at us pretty handily and our hobbit player took out the troll at his leisure. I'm still going to count this as a win, with the caveat that our recorded score probably needed to be a bit higher and a solo re-do will be in order.

Mistake or not, this was an amazing time of multiplayer goodness. These were great players and it was simply a blast of a quest. While I will continue my solo adventures on this blog, I also plan to expand my LotR gaming circle going forward.

Team Score: 151

The Deck

This deck marks the beginning of me really exploring deck-buildling theory. Early on, I got the basic idea of splitting my cards fairly evenly among the spheres I was playing (1 leadership hero should result in roughly 1/3 leadership cards in my deck) and the idea that you don't want a ton of expensive cards clogging up your hand, no matter how amazing they are. I had also settled on my standard 20 allies, 15 attachments, 15 events pattern fairly early (for average decks not trying to pull of some amazing combo or tricky strategy...which I rarely do). Then I played Magic: the Gathering for the last few months, specifically the limited format where the concept of mana curve was drilled into my head. You play cards in Magic using mana which most often comes from land cards. Since you can only play one land per turn (typically), you often want to have a one-cost card on the first turn, a two-cost card on the second turn, and on and on (hopefully winning fairly early). I started thinking how this would apply to Lord of the Rings, since this game has a set generation of one resource per hero per turn. Taking away resource-adding and cost-reducing effects, could I implement a "curve" in my deck? I think there are many ways to utilize this sort of thinking. Here is how I went about it:

Since you can have up to three of most cards, I decided to try my strategy out on a set of singleton cards and then multiply that three times to make my deck. That gives a result of 16 unique cards (plus 2 extra, which I will get to). I took that number and divided it by three again, representing the number of heroes I would be using, giving me 5 (plus a bit). So my goal would be to plot out my ideal five rounds of play, imagining that I could utilize every resource (which would take a bit of card draw) and purchase roughly a card per resource (mixing 0, 1, 2, and 2+ cost cards to achieve this effect).

Next, I took a look at the type of deck I wanted to work on. A few ideas were playing around in my head. Having just received most of the last year's worth of product, I was itching to get bring some Ents to the table. Before thinking through this curve concept, I threw together an Ent/Eagle mash up with Beorn and Legolas as supporting heroes. The sample draws were not impressing me and I went back to the drawing board. Knowing some of the group members were talking about brining willpower and combat-heavy decks, I thought of going mono-Lore and controlling the encounter deck as much as possible. Finally I decided to mix all of this together, with Haldir replacing Beorn to support Legolas and Treebeard. I looked through my Tactics and Lore cards, pulling out everything I would be excited to play in the deck and used that as my starting pool for the build. With this hero set-up, I would be looking at 1/3 Tactics cards and 2/3 Lore cards.

I then thought about what a normal round of play needs to accomplish. Not fully knowing the decks my co-players would bring to the table, I wanted to contribute to the three major areas of questing, defense, and attack. So I would try to hit all three areas with my playable cards each round. This could be done in creative ways, such as counting healing in the defense category.  Hands Upon the Bow (my favorite card to used with Ranged characters) could count as all three: eliminating threat in the staging area while also circumventing the need to defend. Looking at my selected pool, I laid out the ideal round 1 play: Quickbeam, Don't Be Hasty, and Rivendell Blade. There are plenty more zero-cost cards I would love to play in my first round, but keep in mind that I was really aiming to build a 50 card deck on the principle of 3 cards x 5 rounds x 3 sets. It actually ended up plotting out as 6-7 rounds, since playing 3 cards/round was not always practical (there area only so many zero-cost cards worth playing). I did not limit myself to only low-cost cards, but this type of build limited my "high" cost cards (only 1 two-cost Tactics card and 1 three-cost Lore card made the cut). I also kept my eye on my favored 20/15/15 split and made sure not to go too far over or under in any category, often "playing" a set of ally/attachment/event each round.

Now I had my singleton pool. I put three of them together and ended up with 44 cards (only having two core sets, I only have two copies of Henamarth Riversong). I added in Favor of the Valar to count as 1 round of play, then used the remaining 5 spots to plot out two full rounds of play.

The final step was substitutions. I allowed myself to make a fully even exchange: same cost, same category, same targeted effect. An example would be taking out one copy of Elrond and adding in Wellinghall Preserver. While Elrond has additional effects, both were primarily included for the upkeep and care of Treebeard. Rivendell Blade was there to help Legolas be awesome, so one was replaced with a Rohan Warhorse. Sometimes matching the targeted effect was not fully possible, but in general the substitutions went well.

The result of all this is a deck list that, looking at it spelled out, appears to be a mess I would never have built before. All these x1 and x2 cards seem random and haphazard with no real justification. Some real auto-include cards did not make the cut (i.g. Burning Brand for Lore, Boomed and Trumpeted for Ents, and Gandalf for every deck ever). But everything was planned out to a degree that actually playing the deck was a blast. I usually had a card or two that was just perfect for an area of need each round. The only "unplayable" card I had the entire night was Distant Stars. And that was only because my Ithilien Trackers never surfaced and Haldir was too valuable each round to exhaust for the card's effect. Expert Trackers never made it into my hand (chose to discard at least one via Daeron's Runes) and would have suffered from the same problem, so that whole group could be possibly replaced. Everything else was welcome, either as a drawn card or as a card I would have been happy to see come up (although my co-players were a bit bummed that Warden of Healing did not make an appearance, with that feeling mitigated by The Long Defeat).

Now that this theory has shown some fruit, I look forward to implementing it further and thinking through the complicated implications of resource-generating and cost-reducting effects.

Tree-Hugging Elves (courtesy of our event organizer)

Heroes
Treebeard
Haldir of Lorien
Legolas

Allies
Ithilien Tracker x2
Elrond x2
Quickbeam x3
Wellinghall Preserver x1
Henamarth Riversong x2
Envoy of Pelargir x3
Dunedain Hunter x3
Defender of Ramas x3
Vassal of the Windlord x1

Attachments
The Long Defeat x2
Wingfoot x1
Ent Draught x1
Lembas x2
Favor of the Valar x1
Song of Wisdom x1
Black Arrow x1
Arod x1
Rohan Warhorse x1
Rivendell Blade x2
Secret Vigil x2*

Events
Daeron's Runes x3
Distant Stars x1
Expert Trackers x2
Secret Paths x3
Don't Be Hasty x2
Foe-hammer x1
Feint x1
Hands Upon the Bow x2

Sets Used
Core
Conflict at the Carrock
The Dead Marshes
Road to Rivendell
Foundations of Stone
Shadow and Flame
Over Hill and Under Hill
On the Doorstep
Heirs of Numenor
The Road Darkens
The Voice of Isengard
Trouble in Tharbad
The Nin-in-Eilph
The Antlered Crown
The Treason of Saruman
The Lost Realm
Escape from Mount Gram
Across the Entmoors
The Battle of Carn Dum

Note: My original build had Blade of Gondolin in this spot. Talking with our event organizer well before the game, conversation turned to Secret Vigil and I realized I needed to make a last-minute switch.


The Recap

A challenging quest with variety in the gameplay and an openness to creative deckbuilding? Count me in, every time! This quest essential mixes of The Steward's Fear (which I loved) and A Knife in the Dark (which I did not love) and knocks it out of the park. And reinforces the correct viewpoint that Bill Ferny is basically the worst person ever. There is honestly an emotional high from a great multiplayer experience last night, but even after the stars fade from my eyes I have a feeling this will be a treasured quest in my collection.