|Card draw simulator|
Odds: 0% – 0% – 0% more
|Fellowships using this decklist|
|Saga Deck 3.2: An Island in the Fog||0||0||0||3.0|
I used this deck for the third quest of my Saga Campaign. I am going to try and keep it as thematic as possible, stemming from the 'What If?' of 'What if Gandalf didn't escape from Orthanc in The Fellowship of the Ring?' Please note, I don't own all the cards, so am not able to make the most powerful thematic deck theoretically possible, but constrained by what I have, here is my best attempt.
The journey through the Barrow Downs nearly ended in disaster when Frodo and his companions became lost in the fog, After nearly losing Findol to the wights, Frodo, Merry, Fatty and Tom Cotton were captured and almost killed in part of some dread ritual of the undead. Rescued from the Barrow by Gildor, the company were able to make their way back to the Road and are now approaching the village Bree, where they hope to spend a night in relative comfort after their time in the wild. Unbeknown to them however, the servants of the Dark Lord are waiting for them, ready to report their every movement to the Nazgul, who are eager to reclaim the One Ring for Sauron and atone for allowing the halfling to slip through their grasp before.
The Deck: This deck is again primarily designed to handle the combat side of the quest. Ring Mail served us well being played on Tom Cotton, which put him on the same level as Beregond for . This will be boosted as much as possible with buffs from Bill the Pony or Dúnedain Warning from the partner deck. At least one Dagger of Westernesse needs to be played on Merry, hopefully two with a spare going on Sam Gamgee. Feint could be called on in a pinch to defend against the Wight enemies, but the main defender should be Tom Cotton who needs an Unexpected Courage to truely make him shine. There nine enemies in the quest, so not a vast amount, but they all have nasty effects for sticking around. To that end, Marksman of Lórien should soften them up after the Dúnedain Hunter has fetched them out of the encounter deck, while Longbeard Sentry with a Ring Mail will be helping Tom Cotton defend against the wights. I have also included Quick Strike to use in conjunction with the Dúnedain Hunter, with the idea that once he fetches out a wight, I can then obliterate it using Merry before its effects cause me too much damage.
The Song of Travel is needed to get this deck firing on all cylinders, hence the inclusion of three of them, but friendly Elf-stones or Ranger Provisions will also help. Ancient Mathom will help share the love, and Secret Vigil with a seasoning of Hobbit Pipes/Smoke Rings will help in keeping threat low to stay before the wights' engagement level. Northern Trackers and Woodland Couriers will help clear out Barrow locations, as will West Road Traveller or two will swap out nasty locations from the staging area and help keep my questing going.
Thematically, this deck represents the survivors of The Old Forest making their way to the Barrow Downs with the hopes of heading on to Bree afterwards.
The play-through using this deck can be found here: https://theroadlotr.wordpress.com/the-saga/