Siege of Cair Andros lore

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benkirby317 11

Used to beat Siege of Cair Andros from Heirs of Numenor two-handed, along with a tactics deck (https://ringsdb.com/decklist/view/11379/siege-of-cair-andros-tactics-1.0).

This deck was using progression cards from one core set, the Shadows over Mirkwood cycle, the Dwarrowdelf cycle, and the Heirs of Numenor expansion. I used two mono-sphere decks for this quest due to The Master's Malice punishing multi-sphere decks. I aimed to clear The Banks and The Citadel, removing quest cards 2 and 4. This allowed me to remove Quest card 2B, which I viewed as the most dangerous for the deck, while turning Quest card 5B into a battle instead of a siege.

Warden of Healing and Master of the Forge are both extremely useful in this quest -- with Elrond, Warden of Healing's very good at reducing archery damage and damage from your designated blocker, while Master of Forge should be drawing an attachment most rounds. Vilya and Song of Travel allow Elrond to play the spirit cards in the deck. I never drew Ravenhill Scout, and will probably be trading it out for another card next time I play this quest.

Burning Brand is extremely important in this quest, as it contains extremely threatening shadow effects. Placing one on Denethor allows him to block the glut of 4 attack enemies with ease, especially if a Warden of Healing is in play. Forest snares are useful for more threatening enemies, especially ones with Doomed, as snaring them means you won't suffer the doomed effect more than once. With 3 lore heroes, they're also less cost prohibitive than usual. Light of Valinor allows Elrond to quest and use Vilya. Gildor's Counsel was also extremely useful, as almost every card in the encounter deck is tough to deal with.

Hasty Stroke is key for cancelling the nasty shadow card effects, particularly when the other player will be blocking, as he won't have access to Burning Brand. I also used Galadhrim's Greeting on the other player, since I have access to Aragorn's hero power. I tried to use Aragorn's power at around 45 threat, as several doomed effects are present in the quest.

This is also the first quest I haven't used a Test of Will, as the treachery cards aren't too bad -- the worst, The Master's Malice, is useless against us. Still, Orc Assault is nasty, and can be devastating if it comes up at the wrong time -- it may still be worth to include Test of Will at the expense of Ravenhill Scout and perhaps Ithilien Tracker.

3 comments

Mar 04, 2019 Wandalf the Gizzard 2414

There is one treachery card that is game-ending if it comes out early on stage one: Power of Mordor.

Anyway, great pair of decks, thanks for sharing! Since you have Vilya and Song of Travel, I'd recommend adding Imladris Stargazer to make Vilya-ing more reliable.

Mar 04, 2019 benkirby317 11

Yeah, Power of Mordor is awful, but it can't be cancelled, so if it happens it happens. I've lost everytime it comes out turn 1, unfortunately.

Imladris Stargazer is a good idea, I'll try it out next time I try this quest. Thanks!

Mar 04, 2019 Wandalf the Gizzard 2414

Yup, good catch! I missed that.