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GrandSpleen 1413
For starters: this deck doesn't care too much about flipping the contract.
This is an adaptation of a non-contract deck called Bear Trap. That's a multiplayer combat-only deck that doesn't do willpower. By flipping the contract, this deck gets a small amount of healing, but it doesn't really care about the willpower. I've included Wingfoot here to take advantage of the willpower, but it can go to hell.
The regular version of the deck contributes no more than 2 willpower to the quest in the best of circumstances.
Pleasantries out of the way, the real benefit of doing this deck in a Three Hunters format is the extra restricted slot and the cost reduction for restricted attachments.
So, you'll be looking for 3 restricted attachments on Aragorn and Damrod. Aragorn likes Rohan Warhorse, War Axe, and Ranger Spear. Damrod likes Ranger Spear and Dagger of Westernesse. If you never flip the contract, no big loss. If you do manage to flip the contract, it's Damrod who will be your quester with Wingfoot. Why? Aragorn and Damrod have equivalent starting willpower, but if you have enemies engaged with you from a previous round, you want your attacking hero to be ready, and Wingfoot could whiff. Since Aragorn is the stronger attacker, Damrod is the better candidate for Wingfoot.
Traps soften up enemies. Your goal is to keep Beorn alive for as long as possible. Decrease enemy attack power with Entangling Nets, prevent attacks with Ambush, and use Aragorn for defense when Outmatched allows it. Meanwhile, Beorn takes every attack for the table.
Dúnedain Pipe clears out extra uniques and replaces them with other cards.
Vigilant Guard can only go on Aragorn. He siphons damage from Beorn and also gets Self Preservation. He also gets Magic Ring in the event that you draw it, in which case he can attack twice, maybe defend, or maybe take advantage of his flip-side willpower boost. Because this deck starts with very high threat, and Magic Ring increases threat even more, you've got Secret Vigil and Woodmen's Clearing to manage threat. If you don't want those, drop Magic Ring and the threat attachments and include some fun events, like Beorn's Rage (not included here).
Song of Wisdom is an iffy inclusion here. It's unneeded except to allow you to actually consider playing The Houses of Healing.
In case it's unclear, you would flip the contract by going kamikaze with Beorn. With only Damrod and Aragorn left, you can flip the contract, then revive Beorn with The Houses of Healing.
Two paws, way up. Even if you never flip it, the cost reduction and extra restricted slot granted by the A-side are still excellent. Granted, this would be suicidal in solo, but it’s more fun than a bear drunk on mead in multiplayer.