Shhh, I'm getting rich here (OHaUH Gandalf/Noldor flavor)

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Shhh, I'm getting rich here 2 1 1 1.0
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sappidus 727

An update of my "Shhh, I'm getting rich" Secrecy deck, meant to make more resources than you think should ever be necessary, then use them.

Two major differences here... First, the jettison of any threat-reduction effects in favor of hoping to use those first few rounds to spam out the Secrecy stuff you draw into. (Vanish from Sight can help with stragglers that show up later.) There are 15 cards that benefit from the Secrecy discount, so even if you don't play the majority of them during a game, you're pretty sure to get at least a few out.

The Secrecy allies, particularly the much-maligned DĂșnedain Wanderer, synergize very goodly with A Very Good Tale. Imagine dropping a 1st-round Wanderer and Rivendell Scout for 2 resources (total!), playing AVGT and hitting Treebeard and Guardian of Rivendell (discarding Glorfindel for later), then Timely Aiding your way into Gandalf, and by the way, drop a Celduin Traveler with Arwen's resource too. These explosive plays are possible in this deck, and even the more sedate starts can be pretty shocking if you're not used to this kind of style.

Moreover, the synergy of OHaUH Gandalf and A Very Good Tale in the early going, before you actually need his extra action for combat, can be ridiculous. Eventually you can get Narya on him, and after he's quested for 4, he can ready both himself and some other bomb ally -- Treebeard is great if he himself hasn't already self-readied, and those Guardians of Rivendell are pretty beastly with +1 and +1 . Of course Glorfindel has his readying too, and there's even a Spare Hood and Cloak you can feel clever about using.

Eventually, Gandalf's threat increases will start to become uncomfortable, but heck, you can just let him go away, then play another copy again next round -- resources can be cheap in this deck, to the point where I occasionally just keep drawing with all those Elven-lights because I have such an excess of resources that I might as well.

You'll probably have to race through, which makes certain quests very tough, if not impossible, for this deck. But it can be great fun to vomit out all those allies in the ones it can work against. I just beat The Drowned Ruins comfortably despite the difficulties that quest puts up (no ally or attachment playing when you're at an Underwater location, attachment-blanking, really high quest point values that punish you if you can't get through them right now), and had 16 of the deck's allies on the table by the end, including all the uniques.

(A Test of Will or Hasty Stroke can be slotted if you don't feel like taking things to the face all the time, but cancellation isn't really in the spirit of the deck, now, is it?)

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