Forth, The Three Riders!

Questlogs using this decklist
None.
Fellowships using this decklist
None.
Derived from
None. Self-made deck here.
Inspiration for
None yet.
Card draw simulator
Odds: 0% – 0% – 0% more
The gameplay simulator is an experimental feature and is currently only available for those that support RingsDB development on Patreon.
Gameplay simulator
Round
0
Threat
0
Hand
In Play
Deck
Discard Pile

3ric 131

This is a thematic Rohan deck built around Forth, The Three Hunters!. It is intended primarily for solo play, but can also be effective in multiplayer.

This deck has done surprisingly well with a large number of different quests, including ones where I thought it would really struggle, such as the sailing quests in the Dream-chaser cycle (I guess the Corsairs were unprepared to deal with three heavily-armoured warriors on horseback leaping onto their ships :-) ). For scenarios that have the siege keyword, you'll likely need to swap out a few events for Grappling Hook (use with Éowyn for maximum effect).

With only 3 available characters, action advantage becomes absolutely essential. Direct action advantage comes in the form of readying effects on Rohan Warhorse, Snowmane, Steed of the Mark, Unexpected Courage, Hour of Wrath, and Éowyn. However, another important form of action advantage comes from avoiding enemy attacks. For that, there is Dúnhere, Forth Eorlingas!, Quick Strike, and Feint.

The combo Hour of Wrath + Forth Eorlingas! + Éowyn will pretty much annihilate every enemy in the game, especially if she's wielding a weapon (use The Hammer-stroke instead for multiplayer). It was pretty funny to have her one-shot kill 5 trolls at once in the Conflict at the Carrock, immediately winning me the game. However, I wouldn't hold on to these cards waiting for this combo. Each of these effects are individually powerful and should be used as soon as it makes sense. The timing of Éowyn's ability in particular is often the key to winning many scenarios in my experience. Sometimes "wasting" her ability on a trash enemy in the early game gains you enough tempo to beat the scenario.

Starting Hand

Count the number of restricted attachments in your starting hand (count Open the Armory as one, Snowmane as one, and Raiment of War as two). If you have four or more, keep your hand. If you have two or less, toss it. If you have three, then it depends on the exact cards and the scenario you're playing. Generally, consider keeping it if it includes key cards like Snowmane, Unexpected Courage, or Foe-hammer + a weapon, otherwise maybe try for a better start. You really want Forth, The Three Hunters! flipped to side B as soon as possible, especially once the staging area starts filling up.

Restricted Attachments

How you distribute the restricted attachments between heroes will depend greatly on what you draw and the needs of the specific scenario. However, here are some suggestions for priority placement:

0 comments