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Win - The Antlered Crown - 1 Player - 2020-02-28 |
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Three Hobbit Treasure Hunters for Antlered Crown | 0 | 0 | 0 | 5.0 |
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Three Sneaky Burglars | 2 | 1 | 2 | 1.0 |
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kattattack22 859
This is a solo Hobbit Three Hunters deck modified for The Antlered Crown.
Expert Treasure-hunter is a key card as you blindly use it to add attachments to your hand. If you do not have it in your opening hand, use Heed the Dream to try and find it.
Most attachments should able to be used right away with the contract's resource acceleration. This also should allow the contract to flip easier as can pile on a couple restricted attachments fairly easily. Protector of Lórien can be used to mitigate any encounter card effects that trigger off hand size.
Early on Sam will be the main one to load up with the defense attachments as he will be the primary defender. After him, Bilbo should get the defensive ones and Pippin the offensive ones. This should split the restricted attachments enough to flip the contract ASAP.
Usually everyone one of the heroes will quest and be counting on Sam's built in readying for defense or an early Fast Hitch. Be sure to spread out the Fast Hitches. This let's everyone quest and get them all ready for combat later. Try to engage and kill only one enemy a round. Bilbo's ability basically negates the threat of one enemy in the staging area and hopefully damages them. This mitigates rounds where multiple enemies are added to the staging area.
Heed the Dream is nice for hunting up Expert Treasure-hunter, Celebrían's Stone, or another restricted attachment to help get the contract to flip. Both it and Expert Treasure-hunter don't draw the cards and don't trigger the condition attachments or Dunland Berserker.
The guarded attachments should only be played when the staging area is relatively clear. One enemy or low threat location shouldn't be too bad if active location is empty or will be after questing for sure.
Willpower boosts should go on Bilbo as we'll want to quest with him all the time anyway. The exception being Sting.
Sting should go on Sam. Sting on Sam is awesome as it usually results in 2 direct damage per round with his built-in readying and Fast Hitch from defending and attacking. Sam is also the main person for Magic Ring. It is only really used for readying. The cost curve is low enough that resource pile up after the first few turns.
Pippin is a good choice for the attacking particularly once he isn't needed to quest or has a Fast Hitch.
Feint if possible should be saved for late game or Dunland Chieftain. Those are the two times you might have to engage 2 enemies. Cheif Turch is usually a good reserve defender for the lower attack Dunland enemies since he doesn't exhaust to defend. Especially the berserker since he'll likely attack more than once in a round.
This deck can easily get overwhelmed early so not the best for quests with lots surge or early onslaught of enemies. Ranger Spikes can be extremely useful in mitigating this risk.