The Hills of Durin (riddles)

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ianriley915 13

A revised version of the Hills of Durin deck for the third and last scenario of Over Hill and Under Hill. This scenario is pretty ridiculous.

The core idea is to abandon all reason when deckbuilding and overfit for riddles. Riddles are always optional unless told otherwise. Choosing to answer a Riddle discards the card after the Riddle has been resolved. This is especially useful for clearing annoying cards from the staging area.

Since Riddles are optional, we are looking for riddles that focus card type or sphere. Riddles that are for card type are the intent of the deck. The deck has an overabundance of allies. If the riddle asks for a sphere, the most common spere is Lore followed by Leadership. In addition, the most common cost is 3 followed by 2. If the card is looking for a combination of card type and sphere, we're looking at Lore allies. If the card is looking for a combination of sphere and cost, we're looking at 3-cost allies. If it's looking for all three, we're looking for 3-cost, Lore allies or 2-cost, Lore allies.

There are some notable interactions. If Ered Luin Miner is discarded by a Riddle, he goes into play. Similarly, if Hidden Cache is discarded, it generates two resources. The main goal is to get tons of allies into play to quest and deal with the swarms of goblins that can be generated by the encounter deck. Cram has been included as a cheap way to ready. Use it to clear goblins and don't be afraid to take a few undefended attacks. Healing Herbs has also been included as a cheap way to heal Bilbo. You should be looking to aggressively mulligan for herbs.

This scenario is all about mitigating the worst possible outcomes. This requires playing a bit slower, which is why the deck is more than 50 cards.

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