Breaking Pelennor Fields

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emorlecallor 1245

Play with a deck that can crank out the allies (Dwarves, Gloin, Caldara, anything that takes a while to get set up but has a really strong board presence when all is said and done, these all work).

Choose the quest The Battle of Pelennor Fields.

Mulligan for Dunedain Pathfinder who will put a location in the staging area turn one. This is why you have millions of card draw effects, because if you don't see a turn one Pathfinder, you will lose. Choose the location you see with the MOST quest points. Pelennor Field is OK because there should be no enemies in the staging area unless your partner does something trolly like Dunedain Hunter + A Light in the Dark. Then, when the quest card puts a progress on itself, use Backtrack and put it on the location in the staging area. There are now 0 progress tokens on the main quest and you have another free turn. Basically, as long as you can keep playing Backtrack, you can stall for another turn. This lets the other deck have plenty of time to wind up, get out its ally army/ megahero, and win handily. A few notes on effective use of the deck so you can stall for as long as possible:

-Extra resources from card effects go best on Arwen if possible. She needs to pay for Map of Earnil and Backtrack.

-Use Beravor on yourself every turn without worrying, since you don't need her for anything else!

-Tell the other deck to bring threat reducers because they will be going up quite a bit between Deep Knowledge and Legacy of Numenor.

-You can play Pathfinder and Backtrack on the second turn but you are cutting it close, especially for recursion. Pull out all stops to get both cards in your hand early.

-Dwarven Tomb exists to either return a Map or a whiffed Pathfinder.

Enjoy a more stress-free Pelennor experience!

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