Quad-Sphere Dwarven Swarm

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jjohnson111 57

This deck is a very fun dwarf swarm that I have slowly tailored as cards have come out. When I first started playing this game about a year ago, Dwarves were the first trait that I built around, as my play group never played them and so those cards were always ready to play.

This deck started as a Dain Ironfoot/Ori/Óin led team. That was where the quad-sphere was born, and I really enjoyed it, but over time I wanted to branch away from Dain Ironfoot - not that he is bad, he is just really good though kind of one-dimensional (in my opinion). If I find myself really stuck in a quest, I do bring him back out for disrespecting my Dwarves.

In comes Thorin Oakenshield. He's the leader of the crew in the Hobbit tales, and I think his ability works with pushing that 5-dwarf limit that synergizes with the swarm and Ori as well. Knowing when to blow his resources and knowing when to hold back is a test. Not to mention his ability works really well with Gaining Strength.

I also swapped over to Nori - for obvious reasons. With him in the line-up, it is not unusual to possibly finish a game with less threat than you began with in this style of deck. Obviously, Nori+Bofur is OP.

My play-group hates watching me as I play a dwarf, then draw a card and lower my threat 2 or more times when my Planning Phase begins every other round or so.

This deck has served me well in a wide variety of quests. Not to mention, there are plenty of one-use tools that can be added for specific quests. Belegost or Dwarrowdelf cycles? Ever My Heart Rises. Locations being a pain in the butt? Thror's Map or Thrór's Key.

The only downside I can think of is this deck takes at least a turn to get off to a good start sometimes - mainly so that you can stockpile resources round one. If your playgroup is strong though, they can live without you for one turn while you gather your Dwarven forces!

A great first hand: Tighten Our Belts - do not play anything or very minimally first turn, start round 2 with 3 resources on each hero, Fili/Kili (so that you can play one of them, find the other, be at 5 dwarves), Legacy of Durin - to begin the janks: play a dwarf, draw + lower threat, and round out the starting hand with some low cost allies if possible.

Also, Will of the West is pretty superb, because it is entirely possible for you to draw through your deck entirely. Also makes the threat of the Zigil Miner digging to not ruin some of the 1-of's that are in the deck too. And what group doesn't beg for more cancellation by the way of Will of the West or Hasty Stroke?

Hope you have as much fun playing this deck as I have had! Let me know if something works great for you!

2 comments

Aug 16, 2016 toxiczammy 175

Dude, I love watching your deck pull janky stuff! I might be amazed by it, but not angered by it!

Aug 16, 2016 jjohnson111 57

Haha ok, fair fair! I always feel like my turns take so long everyone is like "alright already!" ;)