Ered Mithrin

ArtAngel 113

Description

Overview

I've decided to share some of the decks me and my friend group play with for particular cycles. This fellowship is meant to be played by 2 players for Ered Mithrin cycle. For more in-depth review of those decks check out their descrpitions :)

Each of those fellowships for each cycle contains two decks - one for players that I'm introducing to the game (Deck #1) and the other one for myself (Deck #2). Each of those Decks #1 is meant to represent the most fleshed out archetypes in the game, while Decks #2 are either some more niche archetypes or specific mechanics (think of Doomed keyword or Staging Area attack).

For additional flavour and some deckbuilding challenge I set up some rules regarding those decks:

Deck #1:

  • most represented archetypes in the game, for each cycle they were chosen either for theme or what player cards were developed during this time (mostly both), strictly sticking to the theme,
  • most powerful cards combination, while keeping in mind the rule above (so e.g. no Steward of Gondor in Silvan deck even though it is probably the most powerful card to include there),
  • no card repetition (this means, that even though A Test of Will is no doubt really powerful and technicaly fits the theme of many decks, it can be only included in one of those Decks #1)

Deck #2:

  • niche and underdeveloped archetypes in the game, for each cycle they were chosen either for theme, what player cards were developed during this time or what is the best approach to beat those particular quests,
  • sticking to theme as much as possible (it was sometimes not possible to make a functional deck around a niche archetype while only including thematic cards),
  • also the most powerful card combinations, while keeping in mind the rule above,
  • no restriction on repetition (meaning even when previous Decks, either #1 or #2, used A Test of Will, it's possible to include them in every Deck #2 - I'm not a masochist. I hope.).

Also, while appreciating what this community can create but being a bit of a purist, I've decided to include ALeP cards only to a minimum (heroes), when it's either necessary to complete the archetype or it makes obvious thematic and mechanical sense.

Another thing I forgot to mention in first two fellowships is that no changes can be made for those decks while playing for consistency's sake. So no swapping heroes or other cards between the quests.

Cycle

Ered Mithrin cycle decided to bring some nostalgia by setting itself in familiar regions of Mirkwood and Rhovanion. Furthermore we get to see some classic cards like Hill Trolls and Forest Spiders. Scenarios are fairly hard, I would place this cycle as whole on a level of Angmar Awakened. Quests can be very long forcing you to do some "side-missions" and the longer you stay some cards can have fatal effects. As I've said in one of the deck descriptions, what distinguishes this cycle from others are boss enemies, namely Dragons but also Trolls and other tankier enemies. In quests like Journey Up the Anduin you have to be weary of Hill Trolls around a corner, in The Withered Heath you have to face Cold Drake fairly early-on. Then in quests like Fire in the Night or Mount Gundabad your attention needs to focus on Dagnir basically turn one. For this you need a very strong early game defense system as well as late game potential to bring those enemies down. This fellowhip aims precisely to do that; Mining deck takes care of any early game threat while Dale tries to build itself to host an impressive army later on. At least in my expierience, this cycle is also notorious in its treacheries that unfortunatley remind some of the earlier cards in the game. I'm talking about Ruined Supplies, Lost in the Wild, Weighed Down, Gathering Gloom, Swarm of Bats, Eyes in the Dark, Dragon Breath and many more. While those cards aren't game ending itself and often they force you to make some sort of decision, more often than not (in late game) it's a situation between a hammer and an anvil. You are either forced to lose the game to threat or wipe out your board kind of scenario. That's why I feel it's a major stepback in the game design that warrants for the usage of A Test of Will. Some could argue it's design flaw in the A Test of Will itself and why I agree, game already presented some bandaids in form of cancelling prevention locations or other effects. Lore-wise I'm not a huge fan of this cycle, its very similiar to something I've already heard about (ugh ugh Hobbit). While taking inspiration in already existing sources is great, it's a bit too resembling this time (great Dragon in Rhovanion, killed only by "special item", fighting it in its lair in famous mountain, then defending it from goblin swarm lead by treacherous orc). All in all I'm not saying it's a bad cycle, it's quite good. But after Angmar Awakened, Dreamchaser and Haradrim I would like to see something on this level. That's why I'm very curious to see new campaign mode in this cycle which probably will be available sometime next year.Here is a quick overview for each scenario while using this fellowship:

  1. Journey Up the Anduin (Difficulty 4/5) - while it's suppose to be an introductory quest, it really plays on my nerves. While bringing in some of the core cards to the mix was great fan-service move, for gameplay purposes it's quite lacking. You reveal either 1 Banks of Anduin or an abomination in form of Hill of Wilderland. Or maybe you lucked out and got some Misty Mountains Goblins. But next turn you have to deal with a Hill Troll. Lack of consitency in this one can be frustrating. Best approach is to quest very safely during the first stage, hoping only to clear active location so Evil Creatures won't pile up. After acquiring a stable board state rush to the end.
  2. Lost in Mirkwood (Difficulty 3/5) - this is more of a standard scenario, though it still suffers from inconsitency issues. Threat might be a real issue here so don't daddle here too long. Keep in mind Swarm of Bats and try to spend resources when it's possible.
  3. The King's Quest (Difficulty 5/5) - very hard quest introducing us to the Deep keyword. When faced with the decision on the first stage I would alwyas increase threat by one or two, otherwise, depending on the board state, take a location. Keep in mind Dragon Breath for stages 2 and 3. For that try to time Dale Messenger accordingly.
  4. The Withered Heath (Difficulty 5/5) - probably the longest quest in the game. And you still better off stalling in the first stage, either by clearing most of the Cave deck or hunting for Creature Dens. That's because you need to defeat Cold Drake ASAP which is minimum 3 rounds. Then on the third stage you need to race through so the Dragon won't heal as much. And lastly you need to finish it of on the fourth stage. Threat is a real concern here, keep A Test of Will for nasty treacheries.
  5. Roam Across Rhovanion (Difficulty 2/5) - easier quest of the bunch. Nothing much happens here, keep in mind Durin's Key effect, I forget about it often. Apart from that only some treacheries might a concern.
  6. Fire in the Night (Difficulty 4/5) - scenario that Dáin Ironfoot really shines. You can basically defend with him against Dagnir's attack on the village from the beginning, though I would wait for some attachments on him. Side quests are actually helpful here, clear them for your advantage. Once Dagnir is considered to be engaged with everyone you should have enough stable boardstate to defend against her and attack her a bit.
  7. The Ghost of Framsburg (Difficulty 3/5) - really annoying quest, that its only difficulty lies in RNG of finding Loot objectives. Value Forgotten Crypts to bail you out after unlucky discard. Also keep your threat in check with Well Warned.
  8. Mount Gundabad (Difficulty 4/5) - scenario that is very similiar to Fire in the Night but instead of side quests you have quest stages. I would argue it's a bit tougher becasue of the Cave deck. You also need to find quickly stage that allows you to shuffle First Forge which can be quite unlucky if it's the last card in the quest deck. Dagnir has Dragon Breath now so apply the same strategy with Dale Messenger as in The King's Quest.
  9. The Fate of Wilderland (Difficulty 5/5) - this quest is very unique compared to others. Instead of standard big enemies you need to deal with probably the biggest swarm of your life. Meanwhile clock is ticking and goblins advance quicker the worse you perform. Mining deck should mulligan either for Erebor Guard or Unexpected Courage to deal with mass of enemies. Dale can struggle here since they will need to take at least some enemies early on. You can turtle against them and after a while you should be able to consitently clear them. It's by no means an easy quest but with some luck you can definitely beat it with this fellowship.

Conclusion

So this pretty much sums up the fellowship. Keep in mind it's designed for this particular cycle and with some rules that I stated at the beginning of the description. Feel free to try those decks out!

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