Dunedain Aggro Trappers

Questlogs using this decklist
None.
Fellowships using this decklist
None.
Derived from
None. Self-made deck here.
Inspiration for
Dunedain Aggro Trappers 1 1 2 2.0
Card draw simulator
Odds: 0% – 0% – 0% more
The gameplay simulator is an experimental feature and is currently only available for those that support RingsDB development on Patreon.
Gameplay simulator
Round
0
Threat
0
Hand
In Play
Deck
Discard Pile

Magumba 35

Magumba has a newer deck inspired by this one: Dunedain Aggro Trappers

Deck is designed to quickly engage enemies in order to buff Amarthiul and Dunedain allies. The primary engine is the use of traps and Damrod's response ability to draw cards. Anborn's exhaust ability makes this repeatable by returning traps to hand. Damrod and Bifur ensure you can play a trap from round one, while Bifur allows you to draw resources from Amarthiul's pool, which by round two or three should grow by two resources each round. Putting two Armored Destriers on Amarthiul provides readying and shadow card cancellation to defend for 3 three times per round until you can get a few Guardians of Arnor in play. One Silver Lamp helps to coordinate shadow cancellation with the Destriers, while one copy of Blood of Numenor can make Amarthiul a longer-term defensive solution.

The goal is to use Forest Snare and Entangling Nets to keep five enemies permanently engaged. Forest Snare can be used to nullify powerful enemies, while Entangling nets can neutralize enemies attacking at 2 or less, though they do still attack and resolve their shadow card. Ambush and Ranger Spikes help time engagement and to supply card draw through Damrod's ability.

0 comments