Secrecy Traps and Snipes

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MikeGruz 50

I have wanted to build a Haldir-Damrod deck for some time, and was surprised that nobody has published one on RingsDB. I thought it would be highly thematic to imagine two rangers - one of Gondor, the other of Lothlórien - sneaking through the forest, trapping and sniping enemies along the way.

I haven't yet tested this deck much beyond the core set, but it does well solo against many of the core/Mirkwood quests (quests with a lot of treacheries/threat raising could use a pairing with a Spirit deck).

Key is to get Haldir's tools (Bow of the Galadhrim and/or Rivendell Blade) by early-to-mid game. Use traps and scrying (if Henamarth Riversong is on deck) to keep enemies from engaging, and Haldir will take care of the rest. I've played entire games where no enemies ever engaged.

Once Haldir is attacking for 5-7, he can take on most enemies in the staging area without engagement, either because of the heroes' low starting threat or due to enemies being trapped.

Key Components of the Deck

Action Advantage and Resource Generation

Mulligan for Strider and put this on Haldir - with the low number of allies you're probably looking at him questing without exhausting most of the game for 4 . I have Wingfoot in the sideboard in case one wanted to put Strider on Damrod, but honestly he's mostly here for trap support.

Try to get at least one Resourceful on a hero before leaving secrecy, though honestly the deck runs fine without it - it's just more comfortable with the extra resource each round.

Attachments

The earlier Song of Battle is attached to a hero, the better - in solo play, getting Haldir hitting for 5 or 7 (5 if coupled with a Rivendell Blade, 7 if two Bow of the Galadhrim) means that he should be able to take out most enemies in one hit.

There are a couple of ways to accomplish this - first is to get Master of the Forge out. You'll also need him to pull as many traps out of the deck. Rivendell Minstrel is also included to fetch the song card and provide the 2 boost.

Traps

It's amazing how many cards you'll draw with the combination of Damrod and Master of the Forge.

Anborn is here to recycle traps.

If scrying is available via Henamarth Riversong, you should be able to set a trap each round to match any coming enemies, especially in solo.

Low-threat enemies that will engage should ideally have an Ambush set, or Hands Upon the Bow ready, so that defense is unnecessary (this deck does not defend well).

High hit-point enemies can be ideally set up with both Ranger Spikes and Poisoned Stakes to help Haldir make short work of them. If need be, Forest Patrol can finish a big baddie off.

Ithilien Pit is here for the card draw - with Damrod's trap discount it's free, and can cycle another card into your hand when an enemy hits it.

I love scrying the encounter deck, finding a big enemy with a high engagement cost, and placing Entangling Nets to reduce their by 2. Haldir and his weapons can then deal with it quickly.

Don't forget that multiple traps can be set at a time - though only the first enemy will attach to them, you get a card for each trap that attaches from Damrod.

Other Attachments

I've got some location control included in here as well. Either/both Asfaloth and Arod go on Haldir to help with locations, and Thror's Map (such an underrated card) can help with nasty travel effects.

Allies, Changes, etc, etc

I'm still working on the right balance of allies (both in stats and number), but thus far this has worked out well. Quickbeam and Wellinghall Preserver are good to get out by mid-game, where they can mostly quest but be there for defense and attack if enemies in the staging area start getting out of hand. This deck has beaten two simultaneous Hill Trolls on multiple occasions in one Journey Down the Anduin with only two allies on the board and Haldir loaded up with weapons. That said, the deck does not defend well, so the key goal is to maintain low threat and always have a trap in the staging area.

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