The Third Wheel in a Dwarven Council

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Zura 297

You are on this Council, but we do not grant you the rank of Master.

  • Dain Ironfoot to Thurindir, probably.

It's a The Storm Comes deck. You need to complete it asap or the deck will fall apart. Obviously it's the card you get from Thurindir. Best cards to see in your starting hand are: Legacy of NĂºmenor, A Good Harvest, Man the Walls, Bofur; Dwarven Sellsword, Durin's Song. If you see one of those, keep the hand and go all-in on the quest. In multiplayer it's a lot safer and easier to complete it, but you can do it in solo - usually in the second round. Try to stay alive until it happens.

If you're not in the rush or you want to stall in the 1st quest stage for some reason, you can pick Gather Information as your first card and then get The Storm Comes. Probably worth it sometimes in multiplayer if you don't want to overquest.

We use the contract to get resources early, and draw late. Sometimes you can get both, but it's just an acceleration for the ally side of things. Which is a fairly typical dwarf swarm. I picked the safest choices, but you can see some non-dwarf guests here - Thalion, Gandalf, Halfast Gamgee, Ioreth and Halfling Bounder. Each of those provide utility that no dwarves provide and are fairly useful in the archetype. Also, Thalion helps keep Thurindir sane while traveling with a bunch of dwarves.

If you like council of the wise deck or a dwarf deck, i believe it's a solid blend of the two with Thurindir gluing it together by The Storm Comes.

6 comments

Jun 01, 2020 doomguard 1961

would add

  • armored destrider
  • warning of the dunedain
  • magic ring
  • wingfoot

depends n testing if i would discard some, if king, legacy comes into play that is with contract 5 cards per round + startinghand +darons runes + deep knowledge. perhaps i would leave it at 54.

if i would dicard the 1. would be the dwarven sellsword, 2. ranger provisions

Jun 01, 2020 Zura 297

@doomguardI think destrier and magic ringhas a place here, maybe wingfoot as well. Dunedain warning probably doesn't have enough value there and it's better to draw an ally. I think cutting to 50 is neccessary in CotW deck, so probably i would also get rid of Sellsword, keep provisions (they do plays) and probably cut Double Back to fit in the magic ring? All of the cards remaining in the deck are probably better draws than wingfoot, sadly.

Jun 01, 2020 Zura 297

I will do the testing with those two and return to report.

Jun 02, 2020 doomguard 1961

you can have more than 50 cards. (where do you think CotW do not allow that?) usually nobody does that, because its not effective. with much carddraw, or much mining, it makes sanse to have more than 50. with a deck that draws/discards about 4 cards per round, it makes sense to have more cards, else your deck is empty after 8/9 rounds, and a game, that takes 10 rounds is not so rarely.

Jun 02, 2020 Zura 297

`@doomguard i said it's "neccessary" in Cotw because with singleton, drawing key cards is even harder than normally, so probably every card over 50 has some small potential to lose me games. Probably won't be much of a difference and i'm not saying adding 4 cards would ruin the deck, but could make mulligans even more awkward. Still will test your suggestions.

Jun 02, 2020 doomguard 1961

my experience with coucildeck is different. if you can play 3 events every round, then your deck thins fast. specially if the event let you draw a card, if you choose carddraw from contract that event gives you 2 cards (we here not idle, hidden cache, word of command, deep knowledge, darons runes,....) so you easy get to 3 events each round, additional to the additional cards you get by e.g. king under the mountain or legacy. and if you play the good tale the deck is additional 5 cards less.