Dunedain in Weather Hills

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Derived from
Dunedain in Chetwood 8 4 0 1.0
Inspiration for
Dunedain - Deadmen's Dike 4 3 0 1.0
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Tubarush 458

Tubarush has a newer deck inspired by this one: Dunedain - Deadmen's Dike

I enjoy this game the most when I can hold to a thematic element. I don't care about the most powerful decks. I want to be immersed in the story. My goal here is to put together a set of Dunedain "story" decks that run thru the Lost Realm and Angmar Awakened quests. This deck is for the 2nd quest - The Weather Hills.

Theme Notes: Based on the prologue, Aragorn is not available -- so that was the first challenge. Also, Amarthiul doesn't show up in the story until later. If I'm going Dunedain, that narrows down the hero choice pretty quickly.

Elrond is willing to help, so I'm not against putting a few Elven cards in the deck (Master, Favor). However, the warriors are off with Aragorn - so no twins, and very few Elven allies. Also, later prologue/epilogues make it pretty clear Elrond is at most an ally - so no Elrond hero.

Finally, I'm not against including a few Ents (which I did not do) or Gandalf (which I did). I have no problem imagining they would be involved and helpful. Steward of Gondor is out as long as Aragorn is not involved. (Thus the resource accelerating events.)

From the previous deck, I had to remove some allies to include some healing and bring in Elrond to remove the Condition that attaches to the quest.

This deck plays slowly -- mainly due to needing to play very carefully in the beginning. You want the Exposed Ridge cleared ASAP, but that means a likely orc showing up. That's the first challenge. As you deal with that, it's fairly common to see several locations which can rapidly lead to a lock. I have found that there's a pretty obvious turning point in the quest (usually around Round 6 or 7) where I'll know if I'm going to win or not.

There are lots of things to look for in your opening hand: Master of the Forge, Cram, Unexpected Courage, Northern Tracker (esp. w/ Good Harvest). The counter-intuitive part here is if you get an early Cram -- don't use it for card draw. You need to save it for those damn Cornered Orcs which attack twice in the first round they appear (or for an orc who shows up from the orc deck).

1 comments

May 07, 2016 dragonwarriorfan 706

I could not agree more about theme. I feel like as the game is progressing, theme decks are much less viable - and frankly, that's how I really want to play. So, I'm looking forward to giving this one a try. You mentioned it can be slow. I'd be curious as you test and find ways to speed it up what you come up with.