Infiltration Team for Escape from Dol Guldur

Questlogs using this decklist
Win - Escape from Dol Guldur - 2 Players - 2020-05-30
Fellowships using this decklist
Rescue Mission: Escape from Dol Guldur
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None. Self-made deck here.
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Discard Pile

kattattack22 803

This is the questing and location control deck for a 2 handed fellowship to beat Escape from Dol Guldur with a modern card pool.


Pippin is included mainly to quest. His ability might draw a card or two, as not always possible to avoid engaging enemies. Also the Assault Team has 2 heroes with sentinel that can defend for this deck and engaging an enemy or 2 is not a big deal. Pippin is a good to hold Gandalf's Map as he shouldn't be participating in combat. If he is the prisoner it's not a big loss as Assault Team has Legacy of Numenor and Steward of Gondor to help compensate for the loss of Lore resources.

Argalad mainly is going to quest. Light of Valinor (if Glorfindl is the prisoner) or an early Unexpected Courage is really nice to quest and use his ability. Most enemies in the quest have 1 or 2 threat so he'll essentially quest for 4 and deal a damage. His ranged can also be handy to help the Assault deck take down some enemies.

Glorfindl included for Asfaloth, action advantage, and Spirit access. He is a good target for Caught in a Web as with Light of Valinor he doesn't need to exhaust. He's also a good secondary target for Gandalf's Map because he generally does not need to attack. The deck generally does not need his 3 attack power. He also is good target for the other objectives. If you are worried about the threat gain from Dungeon Torch, put it on Glorfindl. The Assault deck has restricted attachments for Warriors which can detach the torch from Glorfindl.

Healing and Condition Removal

Warden of Healing and Daughter of Nimrodel included to counter the direct damage of Necromancer's Reach, Skeleton Key forced effect, Hummerhorns shadow effect, and Dol Guldur Orcs when revealed. Elrond also provides emergency healing, but his condition removal is the more important effect for Caught in a Web. Power of Orthanc also included for that condition.

Location Control

The locations in this quest are only really bad for their travel effects. They're typically only have 1-3 threat and 1-3 quest points. The travel effects require exhausting heroes, revealing an additional encounter card, random discards, and creating an orc guard from top card of your deck.

Glorfindl with Asfaloth is fantastic because of the low quest points. This will often explore nastier locations the turn they come out. If Glorfindl is the prisoner or Asfaloth is not in opening hand, the deck has a lot of additional options.

Norther Tracker, Mirkwood Explorer, and The Evening Star can do much of the same exploring as Asfaloth. Although trackers and explorers are little more expensive to get up and running. The Evening Star isn't repeatable but it can still be great to get a location guarding an objective cleared.

The Hidden Way and Strider's Path also help bypass the nasty travel effects. The Hidden Way also can be great to avoid Hummerhorns and Chieftan Ufthak.

Encounter Control

Risk Some Light and Ithilien Lookout included for some encounter scrying to try and avoid Chieftan Ufthak and Hummerhorns. Hummerhorns in particular since the Assault Team runs high on threat. It can easily lose a hero if Honour Guard isn't in play. They also can help stack the encounter deck to get a break from enemies if already have a number of them engaged.

Other Cards

Magic Ring included for additional readying and healing. It can be attached to hero that is Caught in a Web. Erkenbrand in the Assault Team is a great target as the healing can fuel his shadow cancelation and ready him for more defense.

Song of Travel mainly included in case Glorfindl is the prisoner. It can also help smooth resources to get Northern Tracker into play.

Deep Knowledge for some card draw to dig up Asfaloth and help the Assault Team.