Master of Lore [Allies]

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emorlecallor 1283

Yes, the deck consists of nothing but allies. However, only one of them is actually important. The much maligned Master of Lore. Get him in your opening hand and your life will be so amazing. He essentially acts like a Narelenya in the deck, reducing the cost of the first ally you play each round by one. It gets even better when you get two or three copies out, allowing you to play multiple allies every single round. The all-ally format can also be a blessing sometimes, like in riddle or burgle quests where it's best if you have a very consistent deck. Two-fifths of the deck is just three-cost Lore allies.

Contrary to what you might think, the deck actually works. It beat Into the Pit and Foundations of Stone, which is my testing regime for a standard deck. I even got it to work against Passage through Mirkwood, which we all know is the hardest scenario released to date.

Here are some tips for playing the deck:

-Don't worry about which ally you are going to draw unless it's Master of Lore. The deck has so many allies that it is easier to just play what you have rather than trying to find one you don't.

-Try and get out a swarm of allies early-game, and bring in the big ones later, when your board position is more stable.

-Sometimes it's okay to have a resource or two left over at the end of the round. It can come in handy the next round.

-Don't worry about card draw. The allies are high cost enough that you should be finding plenty to spend your resources on each round. There are two copies of Gléowine and that is generally enough card draw to get on with. Galdor of the Havens can also combo with the Imladris Caregivers to draw some new cards.

Enjoy the deck!

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