The Other Heirs of Numenor

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emorlecallor 1251

The idea of building a Dunedain deck with Forest Snare has been around for quite a while. Seastan has his Dunedain Trappers deck, which he took against Battle of Carn Dum- and won. This deck is a slightly different one, as it uses one of the most underrated heroes in the game: Halbarad.

This Dunedain was much hyped before his release, but as people discovered Scorpigorn he fell by the wayside. However, I believe he is arguably better than Aragorn in a Dunedain deck. Not only can he allow you to optionally engage additional enemies, but he also grants action advantage in that he can quest and then attack or defend. While some see balanced statlines as a disadvantage, in Halbarad's case it is good since it gives him flexibility. If you are sick of seeing the same enemy engaged with you round after round, he can pitch in two attack to help kill it, or he can use his two defense to block a weaker enemy. And with Amarthiúl providing a Tactics icon and resource acceleration, you don't even need Aragorn for access to the Tactics Dunedain cards.

On to the deck. The basic idea is to engage a ton of enemies with Halbarad, then use Damrod's cost reduction to snare them. Then you play Heir of Valandil and all your Dunedain are free. You only need to keep 3 or 4 enemies engaged with you because the highest cost Dunedain is cost 4, but if you want to just divert all the enemies your way that's fine too.

The deck has quite potent resource acceleration even without Steward of Gondor, due to Amarthuil's inherent ability and Heir of Valandil. Where it lacks is card draw. Sarn Ford Sentry is the only real option for this, being able to provide a lot of cards at once, but if you don't have her you'll have to rely on Daeron's Runes for draw.

Heir of Valandil, not Forest Snare, should be the target of your mulligan. The Dunedain especially are fairly high cost and you need this attachment to put them out.

Enjoy the deck!

4 comments

May 30, 2016 Ohnomycoco 4

Have you had any success with this deck ? It seems heavily reliant on finding forest snare, otherwise how do you cope with all these enemies you are engaging ? I gave it a test run and would get one snared enemy at most by turn 3-4.

May 30, 2016 emorlecallor 1251

I find that you do not need the snare in your opening hand, just a defensive solution. Amarthuil can block any enemy with 3 or less first-turn. Generally, I look for one of three defensive solutions if I'm engaging an enemy.

1)Forest Snare

2)Dunedain Warning (for Amarthuil) or just Amarthuil if the enemy is 3 or less attack and

3)Feint

If you have one of these three cards in your hand, you should be easily able to cope with an enemy attack or two. Also, don't forget about Damrod's cost reduction. You get the snare out turn two with the discount instead of turn three. Even if you take some damage, once you have two enemies engaged the Dunedain start kicking into gear, and by then having drawn a good portion of the deck I have a Guardian of Arnor, which can be played either with Amarthuil's resource boost. Then he can block one of them and Amarthuil can block the other and everything becomes more potent as time progresses.

Thank you for the feedback!

May 31, 2016 Ohnomycoco 4

Thanks for the strategy overview. I'm sure I'll get better at piloting the deck with more practice. Thanks for the deck.

May 31, 2016 emorlecallor 1251

No problem!