The Powerpackers

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The Powerpackers 0 0 0 2.0
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thorongil1 1

thorongil1 has a newer deck inspired by this one: The Powerpackers

This deck is a power deck.

The contract perfectly fits the deck and heros, in that threat isn't a huge problem, and neither is healing in the beginning. Plus there are benefits to damaged ents. On side B, there are really only two to three cards in the deck that are necessary, and you should aim to get at least one in your starting hand: Song of Travel, Mithril Shirt, and maybe Strider. Try to flip At the End of All Things as soon as possible (or the fourth turn) and get the one or two important attachments you don't have. (If you are missing all, I would recommend going for travel and mithril. You should get strider or Unexpected Courage pretty soon.) The benefit of damaging one hero to ready the other, is usually quickly outweighed by the need for healing.

The big punch line of this deck is the Mithril Shirt on Treebeard (putting a coat of mail on a tree is a little ironic though). The mithril can cancel all five damage-per-phase each quest and combat phase, giving Treebeard seven willpower and eight attacks. Strider is also very useful here on Treebeard especially at the beginning. Unexpected Courage is optional and really only serves to replace strider, if you don't have it. Self Preservation is another card I don't usually use, but will attach it on the fourth turn to treebeard if my Warden of Healing hasn't shown up.

I have included pretty much all the reasonable ent allies, to go with the ent thematic. Other important allies include:

-Gléowine to increase card draw and hopefully get some of the three necessary attachments before turn four.

-Good ol' Defender of Rammas because of their great ability to repel even formidable attacks. These are probably my favorite allies.

-Haleth and Master of the Forge are indispensable for getting important attachments. And same with Rivendell Minstrel for Song of Travel.

-I always keep Landroval around in case an accident happens with one of my heros.

-In my opinion, Mirkwood Explorer is the ultimate quester. Another card I always add.

That about sums it up with the description for now. I haven't had a lot of time to heavily test this deck yet, but it has destroyed enough scenarios for me to know it has a lot of potential. I will continue to play and update it, and I hope it is useful for you!

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5 comments

May 06, 2024 kjeld 642

Nice hero combo, though Mithril Shirt does not work with Treebeard that way. The "Deal 1 damage to Treebeard to..." is a cost of the ability. While you can cancel that 1 damage, you also at the same time cancel paying the cost. If the cost isn't paid, the ability fizzles. Same goes with using damage cancelation for Erkenbrand's ability -- doesn't work.

May 06, 2024 NERD 808

Why do you have The Storm Comes? The contract already provides color fixing, and I doubt you have enough willpower. I would cut the spirit cards, some of the 3x unique allies, and some of the overkill combat stuff. If this is for solo, you are going to want cheap questers like Pippin. Try to get the deck down to 50 cards too.

May 06, 2024 thorongil1 1

@kjeld Oh, thank you! I didn’t know about the damage cancellation thing. That is really disappointing, and will mean I will need to totally remodel this deck.

@NERD Yeah, I will very much to redo this deck and get rid of superfluous stuff. This is a very early version, and I will need to add some major changes to this. Also I don’t have a lot of time to test out my decks these days, so I’m not sure how well everything will work. At this point it is probably best to do away with questing and make this a multiplayer deck. Also, why does there need to be fifty cards? Is that a rule? I have never heard of that before.

Thank you both for the advice and correction. I will probably get out the new version very soon. I am also very new to this site (though not to the game), and still not sure how everything works. For example how do people (like me) usually find playing partners when they wish to test multiplayer decks on this site?

Thank you for the comments!

May 06, 2024 NERD 808

I recommend 50 cards because it makes the deck more consistent. Any cards over the minimum limit dilute your deck from the best possible cards. Let's say you want to draw Strider every game. The fewer cards you have, the better your chances. 50 cards just happens to be the lowest number recommended in the core set manual for proper play.

As for multiplayer, I guess you could try public Dragncard rooms. Other people would know better than me, though.

May 07, 2024 thorongil1 1

Ok, thanks!