Encounter Control For Fun and Profit

Questlogs using this decklist
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Fellowships using this decklist
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Inspiration for
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apparentlyalvin 75

If you like:

  • Drawing more cards than you know what to do with,
  • Manipulating the staging area,
  • Free stuff,
  • Not losing to threat,
  • Drawing cards,
  • Doing multiple things with your dudes each turn,

then this is the deck for you!

I've played this deck through the Haradrim and Ered Mithrin cycles with one of my pals, and it is a blast. Said pal was playing a deck capable of defending for both of us, notably.

Card Draw!

All three heroes contribute towards drawing your entire deck. Haldan makes your Ancient Mathoms draw four cards each, Galadriel keeps your threat down while helping dig for cards in any phase, and Damrod does exactly what his card text says.

Economy whee!

I'm still shocked by how much stuff this deck can afford, and I've played it several times. Elf-stone gets your big allies down for free (and draws you cards!), and with Woodmen's Path mitigates the stone's downside. Damrod lets you play Entangling Nets for free* (and draws you a card!). With as many location attachments as there are, Mirkwood Hunters are super easy to play for free. Magic Ring goes on Galadriel, as Nenya lets her play or cards, and her base ability lets you ignore the added threat (and draw a card!).

Staging area control!

Alright, you've drawn your entire deck (it happens pretty often). What do you do with it?

For starters, you keep surprises to a minimum. I make sure to always leave a resource on Galadriel for A Test of Will. Firyal and Interrogation let you see what nasties are lined up, and prepare accordingly. One of my favorite moments with this deck was capturing a 4 Sand Viper with a Forest Snare and getting some answers out of it. Sang like a canary.

The dream is using The Hidden Way to draw only one card, and using Firyal or Interrogation to ensure that card is an acceptable one.

This deck keeps locations reasonably under control. Rhovanion Outrider and Eryn Galen Settler can lighten the load in the staging area, and Thrór's Key is basically a Test of Will for locations (plus it draws you a card!). The aforementioned Woodmen's Path ensures that a given active location won't stick around for too long. Thror's Map lets you ignore nasty Travel effects.

When all of your traps and location attachments are used up, Erebor Hammersmith lets your recycle them. Anborn helps with the traps.

Exhausting! What is it good for? Absolutely nuthin'

Say it again.

Haldan quests, and can still attack. As can any of your allies, courtesy of Galadriel. This deck can commit a bunch of dudes (and some ladies) to the quest, and still have plenty of left.

It isn't that great at defending itself, hence my buddy playing a sentinel deck; however, all of the traps help on the defense, and the dwarves are good for soaking a big hit.

In Conclusion

Your friends will love this deck, cuz many of the effects mentioned above can be applied to other decks in the fellowship. Galadriel can target anyone. Woodmen's Clearing can lower your buddy's threat, and still draw you a card. If someone else needs a bunch of cards, time your Ancient Mathom for when they're First Player, and you will have a new Best Friend.

I usually just draw a million cards for myself, though.

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