|Questlogs using this decklist|
|Fellowships using this decklist|
|None. Self-made deck here.|
|Pride of Erebor||1||0||0||1.0|
|Card draw simulator|
Odds: 0% – 0% – 0% more
Real things that have been said while playing this deck:
"That dwarf just destroyed an entire boat by himself." (While playing Flight of the Stormcaller)
"I have 54 attack left standing to kill the second suspect." (While playing Murder at the Prancing Pony)
"Would you like 42 resources on one of your heroes?" (While playing Nightmare Flies and Spiders)
"I'm sending 38 questing, would you like me to scale back?" (While playing most quests)
This isn't a solo deck; it relies some on another deck that can be a little stronger in the early game and that can provide some treachery and shadow cancelation; a bit of healing helps too.
That said, once this deck gets going, it just vomits out dwarves. Late game it can single-handedly quest for the whole table and one shot any enemy. Not to mention dump so many resources on other players' heroes they won't even know how to spend them all.
Turn one you need to play one of the many 1 or 2 cost Lore (or 3 cost Neutral) dwarf allies (there are 15 in the deck) in order to trigger Ori on the next turn. After that first dwarf the number one card you need to get into play to get the deck going is Legacy of Durin, mulligan if you don't start with it. Steward of Gondor helps with the early game (play it on Dain because you generate Leadership resources the slowest), but it isn't strictly necessary because of how crazy We Are Not Idle is. You'll need Narvi's Belt eventually in order to play the Battle Masters and just to play your dwarves more easily (put it on Dain too, since he's your target for We Are Not Idle). King Under the Mountain helps in the early game, but you may stop using it once you've already gone through your deck once though. Also don't neglect to play Hardy Leadership, there's nothing worse then getting your board wiped by a stupid treachery card, but once it's out you can absorb all the random questing and archery damage for the whole table.
You'll play a couple dwarves every turn, slowly building your horde. But you'll know when you hit "The Turn." It's when you have about 10 or 12 dwarves in play, including heroes, and you play We Are Not Idle exhausting all your dwarves and putting 12 resources on Dain (and drawing a card). You tap Narvi's Belt and name Lore, so that you can play another dwarf, and draw another card with Legacy of Durin. You play another dwarf, and another, drawing a card each time, and now you've played like 4 more dwarves, so you play A Very Good Tale and play 2 more dwarves from your deck (or 3 if one of the cards was an Ered Luin Miner), so now you play another Very Good Tale, and maybe another We Are Not Idle just to play another dwarf or 2 from hand. Then with your last 3 resources you play Lure of Moria and all 20+ dwarves stand back up. Congratulations, you've accomplished what's known as "Dwarf Barf."
Rinse and repeat with Tome of Atanatar and Will of the West until you've played every dwarf in your deck. Dain can block for you in the early game, but don't be afraid to throw a Miner of the Iron Hills under the bus if an enemy looks scary because you're just going to cycle through your deck anyways.
The biggest downside of this deck is that other players will get bored while you take your 5-10 minute planning phases. Keep them excited by using We Are Not Idle on their heroes (once it no longer benefits you of course). It's hilarious to watch another player try to figure out what to do with 24 resources on just one of their tri-sphere heroes.