Eyes of the White Tower

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Deep Knowledge
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Onidsen 1102

"Didst thou think that the eyes of the White Tower were blind? Nay, I have seen more than thou knowest." - Denethor, The Return of the King

Theme: ‘After [Finduilas'] death Denethor became more grim and silent than before, and would sit long alone in his tower deep in thought, foreseeing that the assault of Mordor would come in his time. It was afterwards believed that needing knowledge, but being proud, and trusting in his own strength of will, he dared to look in the palantír of the White Tower.'

‘In this way Denethor gained his great knowledge of things that passed in his realm, and far beyond his borders, at which men marvelled; but he bought the knowledge dearly, being aged before his time by his contest with the will of Sauron.' - The Return of the King, Appendix A

Deck: This is a multiplayer mono-Lore deck built around leveraging the power of scrying and encounter deck control. The centerpiece of the deck is Denethor, who will become a powerful defender while also scrying the encounter deck and helping to neuter its most potent efforts. A strong Traps subtheme helps to extend the ability of the deck to manipulate the encounter deck, while a number of Gondor Ranger allies contribute to questing and combat.

Using his Palantir, Denethor can see the next 3 cards to come off of the encounter deck. Between his card ability and Firyal's response, if either of the first two cards is unacceptable, they can be either discarded or moved to the bottom of the deck. All of this requires multiple actions out of the son of Ecthelion. This particular setup is designed to be played with a partner deck which can play multiple copies of Unexpected Courage onto Denethor, and so Heir of Mardil is the only readying included in the deck. Together with Steward of Gondor and A Good Harvest, it is a 3-card combo that is not guaranteed to hit the table - although the hefty card draw available to this deck makes it more likely than you might otherwise expect.

In multiplayer settings where partner decks aren't able to provide extra readying, Heir of Mardil should be replaced by Unexpected Courage, for better consistency. It should also be noted that Steward of Gondor isn't central to the functionality of the deck although it is wonderfully thematic, and the resource acceleration is helpful. In case of uniqueness conflicts with a partner deck, it can easily be dropped.

The use of the Palantir implies large threat raises over the course of the game. The partner deck in this particular build also contributes a great deal of threat reduction, but in a setting where the other decks in the fellowship don't have threat reduction to spare, Gandalf should be subbed in to provide control over threat raises.

Questing: Although this deck cannot carry the whole weight of the quest phase on its shoulders, with a little bit of setup, it can still offer a sizeable contribution. Ranger Spikes and Ithilien Trackers help control in the staging area, while Emyn Arnen Rangers (proxied here by Miners of the Iron Hills) can put up respectable willpower after a medium enemy is caught in a trap. But this deck's most important contribution to the quest phase comes from helping to pick and choose what cards come off of the encounter deck and which ones do not.

Combat: This deck offers a number of ways to deal with enemies. The heavy emphasis on scrying and deck control allows you to make every Trap hit where it will be most useful. Enemies that aren't debilitated by one of the Traps can often be avoided using Denethor or Firyal to ensure they don't come up.

For those enemies that cannot be avoided, Denethor offers a potent answer. With A Burning Brand and Gondorian Shield (paid for via A Good Harvest), he defends for 5 while ignoring shadows - enough to stand firm against all but the most powerful attacks. Protector of Lórien can boost him up to 8 in an emergency situation, and the Wardens of Healing mean he can even tank a heavier hit, and then heal up to face it again the next round.

Ithilien Archers and Anborn can usually muster enough attack to strike back and eliminate the foes that end up engaging. If not, they can at least send the enemy back to the staging area, where it can be targeted by Guardians of Ithilien or Ithilien Trackers armed with Ranger Bows.

Against quests where direct damage is ineffective, or in a fellowship that requires this deck to take a heavier share of the combat, Ranger Bow and Forest Patrol can be dropped in favor of Ranger Spear, which directly increases power.

2 comments

Jan 19, 2018 GrandSpleen 1398

Palantir is one of my favorite cards, so I'm always excited to see others using it (which is basically never!). My first good Palantir deck was a Gondor swarm I called 'Doom of Gondor' (for thematic reasons, not mechanically... no Doomed cards in there).

I would fear going into any game with a Palantir deck and no threat reduction, though. The fellowship you've got here is relying on 3x Galadhrim's Greeting and Double Back -- not enough, I think! Side quests are defeated in many situations and so not reliable, and GG is quite expensive. The Deep Knowledge in this deck is also going to hurt (though it helps your partner deck). Palantir may quickly end up being a dead card, at which point the deck stops feeling 'special' and plays like any other ranger/trap deck.

Mono-lore is hard to reduce threat in. I usually end up putting Lore Aragorn into the mix (although he does bump up your starting threat a lot). For the deck you've got above, Gandalf is expensive. Favor of the Valar is less so, but it can only bring you back to 45 threat, at which point you're not going to use the Palantir again. Folco Boffin is a new 'Palantir friend' who I have not yet tried out, but could do some work here. The other good one is Keen as Lances, which gets less expensive the more you use it (or if combined with other victory shenanigans).

Jan 19, 2018 Onidsen 1102

Folco Boffin might actually be a better hero than pippin here. Same threat cost, same willpower. I lose some card draw, but a 1-off drop of 7 threat is impressive. And I have increased attack relative to Pippin. And once I get Steward onto Denethor, the lost resource issue isn't a problem anymore.

Deep Knowledge can be problematic, it's true. Daeron's Runes is a better card in general for this deck, but I've already got it in the partner deck, and I was hoping to build these two with a single card set. Now, I might think about dropping Deep Knowledge (although the thematic pairing is wonderful!) and replacing it with 2x Gléowine. Less burst, but a better long-term effect, with the same ability to offer targeted help to a partner deck.

An earlier version of this deck ran 3x Out of the Wild. That would enable Keen as Lances sufficiently on its own, and might be worth considering. I cut it when I realized that it was very often a dead card in my hand, but as an enabler for Keen as Lances might be effective. Not sure what I'd cut for it, though. Maybe the direct damage stuff? Ranger Bows and Forest Patrol aren't always necessary, but when they are, they are clutch.

On the other hand, I bet I could get away with increasing the deck to 56 cards. It only dilutes it a little bit, and adding 3x Keen as Lances and 2x Out of the Wild (dropping 3xDeep Knowledge and adding 2xGleowine) significantly improves the threat reduction capabilities.