Palantir Party

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This is a brand new version of my older Palantir decks. The older Palantir decks focused on using that attachment to scry and stay out of the way of the enemies. I wanted to try a Palantir deck that could actually stand up to foe and take on harder quests. With that in mind, I went with a hero trio of Beregond, Eowyn, and Glorfindel that is pretty much solid whatever you do. Then, I added the Palantir and mixed to taste.

Things to keep in mind:

  • The Palantir goes on Glorfindel. It is especially useful in the early game before you get set up in order to draw cards and see what's coming. Later on, you might want to chill on using it too often if your threat is getting too high. There is plenty of threat reduction in the deck (Galadhrim's Greeting, Elrond's Counsel, Handmaiden, etc.)
  • Glorfindel, along with some toys, is also the main attacker, but he can get some help from the Galadhon Archer, Treebeard, Trollshaw Scout, and Rider of Rohan.
  • Double Back is another useful form of threat reduction and also helps to turn on the Rider of Rohan's ability.
  • Overall, this is a fairly straightforward deck, but the addition of the Palantir makes it a bit more tricky to pilot well. Remember that one of the great uses of the Palantir is that you can see what potential shadow cards might be. If you see something nasty coming two or three cards down the road, why not engage that enemy to get rid of it as a shadow instead?

I should say this was designed and tested solo, but could be used multiplayer with very few changes. Enjoy!

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