|Questlogs using this decklist|
|Fellowships using this decklist|
|The Old Forest Nightmare Campaign|
|Nightmare on the Barrowdowns|
|None. Self-made deck here.|
|Card draw simulator|
Odds: 0% – 0% – 0% more
See the deck in action here: https://youtu.be/OlDCm1TOYIU
Normally for this section I say what cards you want in your opening hand, but Galdor makes this section really interesting and fun. Draw your 6 cards and then discard EVERYTHING except: Reforged, Card Draw, and To the Sea, to the Sea!. Do not be afraid to discard all other cards. I mean it! Discard everything else, it's hard to discard some cards but the deck will work very consistently if you do. A possible exception is keeping Armor of Erebor in a multiplayer game (if you are playing multiplayer you might consider another copy and 1x more Unexpected Courage, drop 2 Sailor of Lune to make room).
It is not uncommon to empty your hand in your opening turn, and then draw 6 more cards. You should be discarding to Arwen Undómiel, To the Sea, Elven Jeweler, Guardian of Rivendell, and to other ally abilities. Start building your Noldor army. Steward goes on Arwen to fuel Eleven-Lights returning to your hand. When you need a push, save the resources for Lords of the Eldar.
Defense is easily handled by Dáin Ironfoot who can help you get cards into your discard pile. If you need an extra defense you can chump. Glorfindel is a great chump blocker (or he could live) since he can be played from your discard pile. When your deck is getting low, use Will of the West or Dwarven Tomb to dig out a Will of the West, to shuffle everything back in. Make sure you have at least 1 Elven-Light back in your hand before you do this.
I have found you do not need to quest with everyone since this deck ramps up in quickly. A lot of quests I have played you can keep the game moving nicely by supplying plenty of to keep clearing the Active Location so you don't get location locked. Dain can handle pretty much any enemy you choose to engage to get that threat out of the staging area. With the Staging Area clear (or at least under control) you can hold back your army for combat on the next turn to kill the enemy(s), then recommit the army to questing next round to advance.
My final thought about this deck is how much fun it is to play. You will have a lot of great decisions to make and have some truly bonker turns where you play and draw a ton of cards.