The Children of Aule

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D4rkWolf10 493

"Since they were to come in the days of the power of Melkor, Aulë made the dwarves strong to endure. Therefore they are stone-hard, stubborn, fast in friendship and in enmity, and they suffer toil and hunger and hurt of body more hardily than all other speaking peoples; and they live long, far beyond the span of Men, yet not forever."

-The Silmarillion, "Of Aulë and Yavanna"

Vigilant Guard is a cool card design, but requires a pretty specific deck focus. I've had it in several lists, but it always seems to get cut. However, I really wanted to try to use it in a deck focusing on taking hits for other players, even if I wasn't able to sentinel every enemy or had ones of my own to deal with. Glóin and Gimli offer some nice bonuses when they take damage (although Glóin cannot actually have a copy of Vigilant Guard attached), so my intent is double down on their value through the use of the attachment and some other Dwarven tricks.

While the deck is definitely focused mostly around attachments for your heroes, Vigilant Guard and Dwarven Shield are particularly important to get ahold of early, and are mulligan worthy. While you do want Glóin to be your primary defender (on your side and across the table as well if you manage to get a copy of Dúnedain Signal into play), you want to make sure he has reasonable defenses given his meager 1 defense to start out with. Ideally, you'd prefer to get to the point where you can defend with Glóin, take two damage (one to fuel his ability and one for Gimli), and then give your heroes a free combat boost and a resource. If two copies of Dwarven Shield are attached to Glóin, you'll be able to exhaust both copies to trade one damage for 3 resources!

I'd recommend putting Narvi's Belt on Glóin as well once you get hold of it, as ideally he will have the bulk of your resources. Once Ioreth is in play, Bifur can make sure you are able to heal 3 damage off a character every round, which should be fairly easy once Glóin is swimming in resources. A Good Harvest and We Are Not Idle round out resource acceleration and smoothing. There is a splash of additional healing and card draw to keep the deck moving as well.

In an ideal world, you would pair this deck with any deck featuring Dain Ironfoot to give your Dwarven heroes and allies a bit more punch, but if you have a very strong questing deck that isn't Dwarf centered on the other side of the table, I think that would work just as well. Good luck, and please make any suggestions to improve the deck in the comments!

3 comments

Dec 15, 2016 WingfootRanger 2646

Cool to see a non-swarm Dwarf deck, I bet Gimli becomes an absolute beast. If I were to change anything I might add 1 Legacy of Durin and subtract 1 Boots from Erebor. I might try Self Preservation in place of Healing Herbs, but the herbs do have less of a risk of being whisked away by a shadow card. I think it's about time FFG made us a Dwarf healer ally, that could save you a little action economy.

Dec 15, 2016 D4rkWolf10 493

@WingfootRangerthank you for the kind words. In regards to your comments, I included 3x Boots from Erebor over 3x Legacy of Durin because only about half the allies listed in the deck actually have the dwarf trait so I was worried about consistency. I would think it would still work though, I'm just paranoid about it :).

I agree that Self Preservation could be considered a suitable replacement for Healing Herbs, and could be superior depending on the quest.

Also, I haven't seen you post in awhile, but did you ever get a chance to test that Scouting Party deck of mine we were theorycrafting about? I ran several playtests with it but eventually gave up due to the high cost of...well everything in the deck. I'd be curious to hear your thoughts on my new take on the deck, found here: ringsdb.com Please take a look at your leisure and let me know what you think!

Dec 15, 2016 WingfootRanger 2646

I've posted a bit here and there, mostly updating my mono-spirit questing deck and its combat partner. I have been testing your scout deck recently, I have found it to be a fun deck. It clearly needs ranged/sentinel support from across the table and it is helpful if its partner deck can pitch in with resource sharing or location control. I paired it with a Dunedain deck for Across the Ettenmoors and it handled it fine. The Dunedain deck contributed a Northern Tracker and that helped clear locations faster. Denethor helped me avoid a few terrible treacheries and sidequests, and Scouting Party was a good game finisher to get the willpower I needed to get through the last stage (especially with that willpower debuff!). That said, I have altered your deck a little, mostly trying to cheapen its costs. I'll do a little more testing and post the deck this weekend.