Questlogs using this decklist | |
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Passage Through Mirkwood - 1 Player - 2019-11-08 |
Fellowships using this decklist | |
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Thorin's Company - Hobbit: OtD (Flies and Spiders) | 0 | 0 | 0 | 2.0 |
Inspiration for | ||||
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Thorin's Company - Hobbit: OtD (The Battle of the Five Armie | 2 | 2 | 0 | 4.0 |
Card draw simulator |
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oxnateri 308
Going for the typical dwarf swarm approach of my previous Hobbit decks: use Nori to keep threat in check, resource smooth with Bifur + Thorin Oakenshield.
The Lonely Mountain
Approach for this encounter: stall in stage 2 as long as possible to build up allies and keep threat suppressed with Nori's ability. Also, try to get the combo Untroubled by Darkness and Lure of Moria in hand. In stage 3, quest hard using Bilbo Baggins to defend and holding back a chump blocker or two in case Smaug turns a card with burgle effect as a shadow card. Gandalf is super useful here because he can quest and stay readied for attack/defense. If Lure of Moria is in hand, ready all questing characters and counterattack Smaug to lower his HP and make it easier to meet the win condition. The real ace in the hole is if there's a mountain or underground location active. Then combo Untroubled by Darkness for the questing willpower boost and follow that with Lure of Moria to counterattack Smaug to drop his HP.
V2
Updating this deck after a vacated victory that was due to Core Gandalf using direct damage against Smaug, which shouldn't have been possible because Smaug is immune to player card effects. Changes to the deck add action advantage (OHaUH Gandalf, Lure of Moria to enable quest and attack in the same turn during stage 2b for heroes and allies. Also adding Durin's Song to provide willpower and attack buffs as necessary. Updates:
- +3 Gandalf (OHaUH)
- −3 Gandalf (Core)
- +3 Lure of Moria
- −3 Lure of Moria (s)
- −2 Ever Vigilant
- −2 Hasty Stroke
- −2 Secret Paths
- +2 Ever Vigilant (s)
- +2 Hasty Stroke (s)
- +2 Secret Paths (s)
- +3 Durin's Song
- −3 Durin's Song (s)
V1
This quest looks fairly location heavy and doesn't have any scary enemies to defend against except for Smaug, who will one-shot any hero or ally. So, tech choices sub out hit point, defense, & attack boost in favor of willpower boost and location control:
- +2 Thror's Map
- +2 Secret Paths
- +3 Longbeard Map-Maker
- +2 Untroubled by Darkness
- +3 Ancestral Knowledge
- −3 Dúnedain Warning
- −3 Mirkwood Runner
- −3 Durin's Song
- −3 Boots from Erebor
Flies and Spiders
Tech choices:
- Dori: Soak damage from spiders from venom as necessary to keep heroes from going unconscious.
- Miner of the Iron Hills: Counter Dark Bats or remove poison from heroes.
- Dúnedain Warning + A Burning Brand: Look to get this combo on Bifur to get a defender who can stop most spiders. If Dori is out, then even better as any excess damage can be passed to him.
Remaining card choices should be fairly self explanatory.
Strategy for Flies and Spiders:
- Stage 1: Get 3-4 allies out if possible so that we can get Thorin's resource generation bonus in stage 3 after we lose all resources. Try to buff Bifur with Dúnedain Warning and A Burning Brand.
- Stage 3: Ready Thorin Oakenshield first for his resource generation, question, and attack. Next Bifur, especially if he has any attachments to boost defense. Then Nori and start working through allies. Make aggressive use of Bilbo's Magic Ring to generate Baggins resources and ready an unconscious character each round.
- Stage 4: Fairly straightfoward. Quest as hard as possible while making sure to have enough characters held back to potentially defend and counterattack.