|Questlogs using this decklist|
|Fire in the Night - 2 handed|
|Mount Gundabad - 2 handed|
|The Fate of Wilderland - 2 handed|
|Roam across Rhovanion - 2 handed|
|The Withered Heath - 2 handed|
|The Ghost of Framsburg - 2 handed|
|Fellowships using this decklist|
|One-shotting Ered Mithrin|
|None. Self-made deck here.|
|Card draw simulator|
Odds: 0% – 0% – 0% more
[Half of the fellowship I used to one-shot the Ered Mithrin cycle.]
This is a variant on the idea I already published in Eventful: an event-heavy Erestor build. I refer you to the description there for why this isn't a completely insane idea. As in the original, the hero lineup generates 4 resources every turn from the get-go (at the cost of a card, big whoop), which lets you play a ton of green cards over the course of a game.
The specific focus here was on Gildor's Counsel and The Hidden Way as staging reducers. In 2-handed play, these cards in concert with Henamarth Riversong almost feel like cheating. Firyal is almost like icing on the cake but certainly still excellent all by herself.
A little bit of new tech was added in the form of Ered Nimrais Prospector. I mentioned this in another related deck as a possibility for retrieving that 1x Will of the West that maybe you had to discard early, and I thought it worked swimmingly. He can also trigger his ability if brought back via Stand and Fight. Happily, the Prospector even has 2, which can occasionally be very useful if you need to chump when direct damage effects are floating about.
Message from Elrond remains 3x (!). I waxed poetic on it in the original deck's description, but it really did show its quality throughout the Ered Mithrin cycle plays. Being able to rebury that Will of the West, or the 2nd Gildor's Counsel in my hand (particularly an issue for the opening hand), or a Test of Will I didn't need this round, etc. was very useful indeed. I would be remiss not to mention that it is a hilarious tech card for the treachery Lost in the Wild, as Caleb confirmed.
Once, I even crucially used it for its implied purpose: I passed an Elrond's Counsel to my other hand, which was at 49 threat, and the resulting breathing room was enough for me to stabilize and pull out the win (against the sometimes irksomely long Ghost of Framsburg).
The only sideboard change I made for the entire cycle were Legacy Blades for their obvious value in Fire in the Night—it was a straight swap for the Woodmen's Clearings. Over the course of the 6 EM cycle quests, there was not a single card here that I felt didn't have its moment in the sun at some point. I would say the Forest Snare would be the easiest card to cut, though—the other deck was good enough at defending (and killing) that Snaring enemies often seemed like overkill. Another Henamarth instead would probably improve consistency.