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Outlandish Elves | 4 | 1 | 3 | 1.0 |
Outlandish Elves | 0 | 0 | 0 | 1.0 |
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Goggen 113
While Thranduil isn't an Outlander, he is most definitely an outlandish character. That may be why he works so well together with the outland-crew.
The synergy between them is amazing. First on the list is Lord of Morthond. The non allies Thranduil lets you play means this card now gives an insane card-drawing power. That is amplified even further by The Elvenking ensuring that you always have a non silvan ready to bounce and then play again for an extra card (for free if we're talking about Galion). Then there is The Elvenking and Prince Imrahil who gives you a huge action-advantage. Add the Greenwood Archer into that mix and you get 3 extra hero-actions at the cost of 2 resources, and you can repeat it every round if you should want to. Ideally you turn Prince Imrahil into a stat-monster with Prince of Dol Amroth, and then you give him multiple actions as well. That'll take care of …. just about anything (almost).
Another nifty little silvan-outlands combo is how the Galadhrim Weaver can help you recover key-cards lost to Hunter of Lamedon or to A Very Good Tale (who isn't technically an outlands-card, but plain awesome in an outlands deck).
I also very much like how the possibility of repeatable Healing or Threat-reduction increase your toolbox, by adding options not normally found on the outlanders, while they at the same time add synergy to Lord of Morthond.
As for piloting:
Muligan hard for Lord of Morthond. It's a key to the deck (and admittedly the deck is therefore perhaps a bit lacking in consistency). Legolas can save you if Lord of Morthond fails to appear, but you need carddraw here. Ideally you also want to see some resource-accelerators in your starting hand, but here you have more options (Steward of Gondor , Prince of Dol Amroth or A Very Good Tale) and it's less crucial. As long as you've got the card-draw you'll very likely draw into the accelerators fairly quickly even if they're not in your starting hand.
Galadriel is a tricky card here, but also a potential life-saver. Playing here the very first round can turn a bad starting hand into gold by digging out the right attachment, and then lining up your next couple of draws.
The low number attachments means she does have a certain chance of whiffing (especially since the attachments are all unique as well), but the power of each of the attachments makes up for that. Timing her right is a key tough. Pay attention to what cards pass and which that are left, and play her when the odds are in your favor.
Even if she does fail to grab an attachments her ability to view and re-arrange the top of your deck shouldn't be underestimated. Here it can be especially helpful in timing your Hunter of Lamedon or getting a shuffle from A Very Good Tale right before you would otherwise get a dead-draw with a duplicate of a unique card. Her cost also makes her a good choice for an ally to exhaust with A Very Good Tale, in case Forlong or Legolas are among the allies discarded, and 3 extra is also always welcome. All in all I find her useful even if you must expect to whiff on the attachments every now and then.
Comments are appreciated.