|Questlogs using this decklist|
|Fellowships using this decklist|
|None. Self-made deck here.|
|Card draw simulator|
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Here is my first shot on using the new The Burglar's Turn contract. Take a look at let me know what you think!
My thought on building the loot deck was to try and not worry so much about whether I get specific cards out but instead used as generic augments to hero roles, if that makes sense. With 4 of each "type" of card, this should help with the consistency issue of using the loot deck.
Arwen Undómiel is my main quester. Loot that could go on her will be Celebrían's Stone, Silver Circlet, Necklace of Girion. I also have tendency to put The Arkenstone on her, but could really go on anyone.
Haldan is then the main attacker. Loot that could go on him would be Orcrist, Glamdring, Durin's Axe and Legacy Blade. I wish there were some non-restricted items or items that go on allies that could fit here so I could use more than two of these on Haldan.
Card draw is also present in Glamdring and Magic Ring. Once it comes out, I will be replacing Silver Circlet with Stone of Elostirion (which gives the hero +2 and lets the player draw an additional card during the resource phase)
The main deck is focused mostly on getting allies out quickly while playing on some “attachments on active location” shenanigans.
Strider's Path is a fun card in this deck and can be great on turn 1 if a location is pulled and you held the resources back for it. If you were able to play Dunedain Pathfinder as well and put a location into the staging area, you will also have a location to travel to if you were able to clear the active location created by Strider's Path.
Distant Stars is a way to cheat a piece of loot into play. The best time to use this card is after questers are declared so that Haldan will remain ready. One draw back though is that if used multiple times, you start to strip out locations, giving you less opportunites to get loot out.
Gather Information is an odd card in this deck in that the card you get will most likely get discarded. Usual targets will be Lords of the Eldar, Glorfindel, Elrond's Counsel, Well Warned (if I will be engaging anything) or Will of the West (if I need to reshuffle the discards back into the deck).
Strengths - The deck is a fairly strong questing deck with some location control in managing the active location. Also, the deck does a good job in driving down threat which really helps in controling what is coming down and engaging you.
In multiplayer games, the side quests will be beneficial to everyone at the table. Although there is a home for almost all of the loot attachments, these can be spread out to other players if they can be further optimized. The Arkenstone is a perfect example.
Weaknesses - I choose not to put A Test of Willl in the deck since the deck does not have any ability to hold onto cards. Also, the deck can struggle with putting together enough attack to knock out large enemies on a consistent basis.