Dunedain - Wastes of Eriador

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Derived from
Dunedain - Deadmen's Dike 4 3 0 1.0
Inspiration for
Dunedain - Escape from Mount Gram 3 2 2 1.0
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Tubarush 458

Tubarush has a newer deck inspired by this one: Dunedain - Escape from Mount Gram

I enjoy this game the most when I can hold to a thematic element. I don't care about the most powerful decks. I want to be immersed in the story. My goal here is to put together a set of Dunedain "story" decks that run thru the Lost Realm and Angmar Awakened quests. This deck is for the 4th quest - Wastes of Eriador. (FYI - I am a solo deck 2-core player.)

Theme Notes: Based on the prologues, Elrond is willing to help, so I'm not against putting a few Elven cards in the deck (Master). Also, later prologue/epilogues make it pretty clear Elrond is at most an ally - so no Elrond hero.

Finally, I'm not against including a few Ents (which I did not do) or Gandalf (which I did). I have no problem imagining they would be involved and helpful. Aragorn is around now, so Steward of Gondor can make an appearance -- slight theme break with that, but it's one I don't have a real problem with if I take the longer view.

From the previous deck, there have been massive changes. Amarthiul is not available as a hero (due to him being an Objective/Ally) so I brought back Beravor to help pay for some traps and healing. That takes out all the Tactics cards. Originally, I had Forest Snares here, but since enemies don't stay engaged with you for long, I switched them out for some Ranger Spikes. Huge difference there.

For opening, you REALLY want Master of the Forge, so that you can use Beravor for questing instead of card draw. Unlike the earlier quests, I split the Unexpected Courages between Aragorn and Beravor, so that Aragorn can attack after questing. Early Crams are used on Beravor for card draw. Later ones I probably save to deal with an emergency defense. Northern Trackers are in to deal with potential location lock, so that is the purpose of A Good Harvest (in case Celebrian's Stone doesn't show up early enough for Aragorn to build up resources.)

I love the thematic feel of this quest. Yes, it's a slow developing quest because you can only progress every other round. But being a slog in which you are constantly in danger of warg attacks brings so much theme into the game.

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