Swift Justice

Description

This fellowship is based off of my wanting to use Justice Shall Be Done. It's such a cool card in premise, but not one which you want to plan on playing. But what if there was a deck which played it every game? What about on the first turn? Which then made me wonder, why not use it twice? By the end of the first turn, deck 1 should be eliminated, and deck 2 should have enough of a head start to face any challenges the encounter deck might throw at it.

Deck 1 should always start as first player. One of its main priorities is playing Justice Shall Be Done at least once. Word of Command can find deck 2's copy, which can be passed by Message from Elrond, and Heed the Dream can find the copy in deck 1. The second feature of deck 1 is playing as many copies of Deep Knowledge and Legacy of Númenor as possible, using Song of Eärendil to keep deck 2's threat from getting too high. All other resource generation is to go on Denethor, which is then passed over to deck 2 with Parting Gifts. This includes the resources of Envoy of Pelargir and when Blue Mountain Trader is passed to deck 2. It is not uncommon for deck 1 to threat out during the first planning phase, so Parting Gifts should be played before then.

In my experience, deck 2 generally ends up with around 20-25 resources worth of cards on the table by the end of the first planning phase. While it's threat starts in the high 30's, Elrond's Counsel and The Galadhrim's Greeting keeps it from threating out, and the head start provided is more than enough to make up for a high starting threat. It managed to beat Siege of Annúminas for example, with the city strength in the high 40's (over twice its starting strength). Basically this is the fellowship for people who thought easy mode was good, but didn't give the players quite enough resources.

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