Kamikaze Folco

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Derived from
Fairy entmother 6 1 3 3.0
Inspiration for
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Jtothemac 477

Credit goes to sappidus for inspiring this deck from his Fairy Entmother Deck

If you run a 1-3 person game usually, run with this deck, additionally, for a couple phases before returning to your normal play. No more than 1.5 full rounds. Get Folco out of here. End the player's game early.

The idea is that The Grey Wanderer contract allows you to put a 1 cost attachment into play to start the game. It doesn't specify that it has to go on your hero. It can be any 1 cost attachment to be put into play. So before you start the game, decide what one-cost attachment your group would like to start with. Light of Valinor for Glorfindel? Friend of Friends for one of your hobbits? Horn of the Mark for Lothíriel? The possibilities are nearly endless. Brok Ironfist is your place holder for that attachment (so that Ringsdb registers that I have a 50 card deck).

Then, once the game starts, Folco's job is to get as much help to you as he can before he peaces out. Mulligan for Justice Shall Be Done... that's ultimately what you want to do. He can attack the encounter deck with Far-sighted, Risk Some Light and Out of the Wild. Or he can help get you get started with Soldier of Isengard, Tom Bombadillo!/Tom Bombadil or The Galadhrim's Greeting .

Message from Elrond is an interesting play, as you can kick the 1-per deck cards over to other players. You absolutely must end Folco's game the round you play that, however, unless that player can play it then and there. Black Arrow and The Red Arrow might not apply if your group is not running ranged or gondor heroes. In which case, Protector of Lórien or The White Council might not be bad substitutes.

Gildor's Counsel is your "oh crap" card... if you can't seem to get the cards you need, you can sit around for one more turn without having to add another card during staging due to an extra player being at the table. Of course, you wouldn't be playing this if you have already played JSBD.

The best ending move is Desperate Alliance, having a player discard folco for the threat drop, and ending this deck's game at that point.

2 comments

Feb 21, 2020 Jtothemac 477

One thing you need to consider (I forgot to include this in the description), is that you need to weigh how this deck might scale the setup cost. If there is any "add x enemies to staging" to start the game, the juice of the deck might not be worth the squeeze. But short of any linear scaling setups, you'd be crazy not to throw this deck next you to start off your quests!

Mar 13, 2020 askelad 640

this immediatly reminds me of those Aragorn decks that abuse doom to give a massive boost to the other player turn one before peacing out. this version is not as extreme but is viable in multiplayer.

I've always though of those kind of techs as both cheating and also incredibly interesting to explore. well done!