Fire in the Night Solo Progression

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Copterman 1045

DECK NAME - Glowin'

OVERVIEW - When I realized how Fire in the Night works, I immediately thought of Gloin. There's not a better hero for soaking up damage for a benefit. Gloin decks are a known commodity, but this deck archetype seems tailor-made for Dagnir's constant attacks. This deck is very similar to most Gloin decks, but has been optimized and playtested against FitN multiple times with great success. (I won 5 in a row)

HERO ATTACHMENTS

  • Gloin - you'll load him up with player attachements: 2x Citadel Plate, Steward of Gondor, Gondorian Fire, Narvi's Belt, 3x Self Preservation, and Song of Wisdom
  • Eowyn - attach Celebrian's Stone
  • Elrond - attach Light of Valinor and Vilya (also can throw in third Citadel Plate for extra insurance)

STRATEGY

  • IMPORTANT - you will only ever want to complete 4 specific side quests: Douse the Flames, Hold the Door, Face the Dragon, and Defend the Town. If you add a 5th side quest then Dagnir can do 12 damage with the Bright Flames shadow effect which results in a dead Gloin w 2 Citadel Plates (12 HP). When Dagnir starts attacking with Shadow Cards, always make sure Gloin has a safe amount of HP (e.g. 0 damage when Dagnir attacks w shadow card).
  • OPENING HAND - lots of options, but it's great to start with Citadel Plate, Narvi's Belt, Song of Wisdom, Master of the Forge, Warden of Healing, Deep Knowledge, or Steward of Gondor
  • FIRST FEW ROUNDS - send Eowyn on the quest but hold Gloin and Elrond back. Gloin is fragile to start with so it's good for him to defend against an enemy attack rather than take undefended damage for the first few rounds. Once you have 1x Citadel Plate and Song of Wisdom on Gloin w 1x Warden of Healing out, you're gold.
  • EOWYN'S ABILITY - normally only used against Goblin Troop (especially early)
  • ELROND/VILYA - mostly included to allow Spirit access. 3x Test of the Will and Will of the West are essential to cancel The Dragon's Fury early and Swarm of Bats once Gloin has increased resources. Lacking a test of will at the needed time can end your game. Vilya is really only helpful early when/if you're desperate. On occasions when you have Light of Valinor and Vilya on Elrond early, it is great to get the boost of using Vilya after the quest phase.
  • CITADEL PLATE - once Gloin has 1x Citadel plate, he can start taking Dagnir's 7 strength attacks (no shadow card) that target Hrogar's Hill. He has to be fully healed when doing so of course. With 2x Citadel Plate, Gloin can take any hit this scenario can throw at him. Worst case scenario, Citadel Plate enters play in 4th round once Eowyn has accumulated 4 resources. Narvi's Belt allows GLoin to pitch in on paying sooner.
  • GLOIN HEALING - once Gloin has Song of Wisdom (or Narvi's Belt) he can constantly ready Master of Healing to keep him healed. Elrond bumps healing effects up by 1. Use Ioreth and 3x Self Preservation to save resources.
  • USING WARDEN OF HEALING - imagine Gloin has 12 HP and takes an undefended attack for 10 damage. His ability gives him 10 resources. Warden of Healing exhausts > Gloin pays 2 Lore resources to ready WoH > repeat until Gloin is fully healed. Since WoH ends the turn without needing to ready, 10 damage would require 8 resources to fully heal, netting Gloin 2 resources. Eventually, you'll have 100+ resources on Gloin (usually around round 10+ or so)
  • QUESTING - keep the staging area clear of everything but Dagnir when possible. With all the allies and Faramir boosting them, you'll end up questing for 33 towards the end
  • KILLING DAGNIR - once you have the 3 (or 4) side quests in the victory display, use Gloin's massive resource pool to hit for major damage w Gondorian Fire. Damage cap will be 4 (or 5), so it'll take 4 (or 5) rounds to kill her.

When playtesting, I usually won this quest about round 10-13. It's possible to lose too, but there are lots of triggers and timings you'll pick up the more you play. Dagnir has met her match!

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