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Jtothemac 477
This is actually version 4.0 of this deck. I am not sure why I wasn't able to make edits to the original. oh well.
This is my take on the most powerful deck you can have with the contract, while still staying somewhat themed. Noldor has some strong allies, as do the Harad trait. I've play tested this deck through some of the dream chaser cycle and it has absolutely dominated the quests once the fellowship card flips. The key to it is patience. I have not tried this one handed, but paired with a deck that can grant a little bit of time in the combat arena.
Opening hand: Steward, Man the Walls, Jubayr, Glorfindel are all good ones. I like having Jubayr + Glorfindel/elven-light so that I can play Jubayr in the first round, and have something beneficial in the discard pile. The rest of the allies either need time to store up resources for them or tricks to get them into play.
Early game: Getting our big three Harad allies should be a priority, though any allies will do. Perhaps the weakest one is Erestor, though if you have him and elven light, you can do some serious card draw to get to who you need. This deck should have no problem questing in the early game, especially if you get either light of valinor or kahiel's headdress. Based on the fact that this deck likes to discard from hand, Galdor is also not a bad one to get into play early to maximize card draw.
Mid Game: Elrond + Vilya, Send for Aid, or A Very Good Tale should help accelerate your ally placement. You will find that readying is pretty good in this deck, so if you can time it right, you can get some strong allies in quickly at this point.
Late Game: Once the contract flips, just look for your readying effects and Elrond's counsel to stay in the game as long as you need. Whatever your nine characters are, you should have the strength to dominate whatever phase of the game you need.
Tricks to play: Gildor + Vilya -- Pretty self-explanatory. Gildor can help you scry your deck and even place cards you drew on top so that you can trigger Vilya when most appropriate. Glorfindel + To the Sea -- Not a game breaker, but you shouldn't pay 5 cost for Glorfindel in hand if you have this card in play. Discard him, then pay 4 for him. Kahiel + Kahiel headress + duplicate unique allies -- This trick extends your strength indefinitely. Even if you include Prepare for Battle from your sideboard and have burned through your deck, keep cycling those allies for the sake of readying. Valiant Determination + any of the Big Three Harads -- When the contract flips, the big three quest for either 4, 3, and 2, or 5, 4, and 3 if the headress is attached.