Doom of Numenor

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Derived from
Doomed and Out 9 2 8 1.0
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ShortcutsMakeDelays 168

Doom hangs still over the descendants of Numenor. In Minas Tirith, the Steward sits in place of the king, while in Eriador, the heir of Elendil lives in the wild, and traitors live in the tower of Orthanc, built during the mightiest days of Numenor. But not all is hopeless. While there are still loyal friends, the king shall rise again to do justice to the Dark Lord in a last Desperate Alliance.

This is a self-destructing deck designed to be played either in multi-player, or as a second hand to a main solo deck. It grants the companion deck massive card draw, resource generation, and sets them up with some key attachments.

The concept of this deck was insired by https://ringsdb.com/decklist/view/11870/doomedandout-1.0

The companion deck gets Steward of Gondor and Heir of Mardil. Once you have Steward attached, Denethor can share his resources with that hero. If you time it right, you can maximise the benefit from Heir of Mardil. This deck uses Celebrian's Stone and Hobbit Cloaks: These are place holders for attachments that will benefit your companion deck - swap them for whatever you need. Don't forget those attachments can be from any sphere thanks to A Good Harvest, but make sure you keep one to play Desperate Alliance for the End-Game. Keys of Orthanc can go on the companion deck, but I find it is also helpful for Aragorn or Denethor. Once you have the keys, Grima's ability becomes a resource generator.

This deck should get the first player token in the opening round. In your first hand you should have some card draw from Campfire Tales, Daeron's Runes, or Deep Knowledge, otherwise mulligan or play Drinking Song. Repeat deep knowledge with Scroll of Isildur and The Seeing-stone. By this time you should have drawn into Legacy of NĂºmenor and The White Council - If not, you should have the card draw to just keep drawing. Heed the Dream is a useful draw card even if you don't use the second ability (but can also work really well with getting the companion deck set-up with a key card). Most times you'll get through your entire deck, at which point you can play everything before triggering the deck's end-game.

Favour of the Valar is here for protection from all the doom you'll be generating. If it's still not enough, Aragorn can save this deck with his ability. You should only get a few rounds out of this deck before triggering it's end game, but during that time you can use your heroes for a quest boost or to deflect some attention from your companion deck. Denethor is a good blocker, and both he and Grima can take damage undefended if needed, as long as Aragorn survives.

End-game: go nuclear. Before triggering the end game, you will need Justice Shall Be Done, Desperate Alliance, and a A Good Harvest. Play Justice shall be done, then play everything you can. If you can get the Song of Kings on Aragorn and Grima, then give your partner all remaining resources as Parting Gifts. Finally, play Desperate Alliance using A Good Harvest and hand over Aragorn. Trigger his ability, and your companion deck now has a stack of resources, a massive hand, and some helpful attachments with their starting threat.

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