Galdor and the Knights of the Ring

Questlogs using this decklist
None.
Fellowships using this decklist
None.
Derived from
None. Self-made deck here.
Inspiration for
Denethor Seizes the Ring and Blitzes an Army 15 9 5 1.0
The Grey Wanderin' Grey Company (Thematic Dunedain GW Deck) 5 4 3 1.0
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

Imrahil13 1254

Imrahil13 has a newer deck inspired by this one: Denethor Seizes the Ring and Blitzes an Army

Imrahil13 has a newer deck inspired by this one: The Grey Wanderin' Grey Company (Thematic Dunedain GW Deck)

This is an ally blitz deck. Galdor of the Havens is the most reliable hero for maximizing early game copies of Timely Aid and A Very Good Tale, and being means he can run incredible card draw in the form of Daeron's Runes, Deep Knowledge, and Drinking Song. A Song of Kings from the The Grey Wanderer gives Galdor access to more deck-thinning card draw in the form of We Are Not Idle, while also granting the ability to attach Steward of Gondor and play as many copies of Timely Aid, and A Very Good Tale per turn as possible. Many The Grey Wanderer decks only seem to run Timely Aid, and often they are set up to only play copy per turn as the deck's one non-unique off-sphere card per turn. This deck, on the other hand, aims to play 2-3 copies of Timely Aid and 2-3 copies of A Very Good Tale all in the first turn, giving you an impressive set of 4-5 cost bodies from Round 2 and onward, at which point the deck is hopefully gaining 5 resources per turn and playing at least one 4+ cost or ally.

Set-Up

Attach the The One Ring and fetch your lone master card, The Master Ring. Draw your six cards, then use Galdor's set-up ability. Never mulligan -- always use Galdor of the Havens' ability to discard and draw new cards, as the idea is to thin your deck out as much as possible while you ruthlessly search for Timely Aid and A Very Good Tale. When you pitch cards from your starting hand in lieu of taking a mulligan, keep only 1x Steward of Gondor and any and all card draw events. Depending on the nastiness of the Quest's treachery cards, you may either keep The Master Ring or toss it to increase the chances of finding Timely Aid and A Very Good Tale.

Galdor of the Havens's selective pitching and refilling, coupled with the copious amounts of card draw means that it is not uncommon to see 30 cards from your deck in your first Turn, with a good chance of playing multiple copies of Timely Aid and A Very Good Tale. In a pinch, you can use Ioreth or Ithilien Lookout in conjunction with a 4-5 cost ally to play A Very Good Tale, hopefully at least netting on more 4-5 cost ally. An Ithilien Lookout and a 5 cost ally can combine on A Very Good Tale to grab two 4 cost allies, so that's the best math when telling a tale using the Ithilien Lookout. Even in a desperate pinch, two Ithilien Lookouts can A Very Good Tale to snag a 4-5 cost ally, which is still usually a net gain.

Don't be too worried about rapidly filling your discard pile due to Galdor's starting hand purge, Daeron's Runes, or A Very Good Tale, as you can always play Will of the West as your first out-of-sphere card in a later round to recover your entire discard pile (along with all of those sweet card drawing events, Timely Aid, and A Very Good Tale cards already played. It's not unusual to play the same Timely Aid or A Very Good Tale card multiple times over the course of a game, as even if you are out of Secrecy paying 4 for Timely Aid is still always a good deal, as you're likely to get a 4-5 cost ally in exchange.

Glorfindel, the Knight of Dales, and the Giant Bears can self-ready, meaning they can be used to quest and tell a tale, or they can even be used twice to tell tales as needed. Glorfindel in particular is very valuable, because his discard-to-self-ready effect is very handy for getting down to 0 Cards in your hand, allowing Galdor of the Havens to use his once-per-game ability to redraw 6 new cards. If you can get Glorfindel into play during your first round, it's even possible to trigger this before the end of the round, potentially getting 6 more chances at finding first round Timely Aid and A Very Good Tale.

This deck tends to, on average, put about 20 resources of allies/attachments into play by the end of the first round. It's best opening ever put into play 49 resources worth of allies on the first round, and a handful of other openings have also exceeded the 30 resource mark. But, there is the rare disastrous start where, despite seeing more than half of the deck on Round 1, you just don't come into any copies of Timely Aid, which is hard to rally from. Fortunately, this is very unlikely statistically.

13 comments

Aug 03, 2020 doomguard 1963

nice use of galdor, nice grey wanderer. i should try it. what about hidden cache and ered luin miner? (for good tale they count as 3)

Aug 05, 2020 Imrahil13 1254

Thanks. Ered Luin Miner would be really nice for AVGT with their printed cost of 3, and the Ithilien Lookouts do much the same with their 3 cost Secrecy 2. You can play them for 1 and use them to a Tale, ideally with a 5 Cost ally because then you can grab a 4+4 cost duo.

That said, I'm not sure what I'd drop to be able to squeeze the Miners or Caches into the deck, especially given that the only way they'd be discarded from the deck would be during Tale-Telling, I think. Though, maybe that's enough to be worthwhile, I must confess I have no experience with Mining Decks.

Thanks for the suggestions, @doomguard!

Aug 05, 2020 Imrahil13 1254

Unfortunately, I did a bunch of Quest Logging for this deck back in February and March, before publishing it, and it looks like the previous-logged quests don't also publish. This is my first time publishing a deck, after a discussion on the FFG boards expressed interest in seeing this deck.

Here's a summary of its quests so far, I was initially trying to see if it could be a Gray Wanderer "The One Deck" and run most of the gamut of quests, setting aside of course Escape from Dol Goldur. It's made it through Mirkwood, Dwarrowdelf, and Heirs of Numenor so far, but I set it down for other decks. The downside of this one is that it's very repetitive and just tries to approach every quest-related challenge as a "throw ally stats at it!" kind of solution.

1.1 - Passage Through Mirkwood - Beaten, 1st Attempt

1.2 - Journey Down the Anduin - Beaten, 1st Attempt

1.3 - Escape from Dol Goldur - n/a

1.4 - Hunt for Golloum - Beaten, 1st Attempt

1.5 - Conflict at the Carrock - Beaten, 1st Attempt

1.6 - A Journey to Rhosgobel - Beaten, 1st Attempt

1.7 - Hills of Emyn Muil - Beaten, 1st Attempt

1.8 - Dead Marshes - Beaten, 1st Attempt

1.9 - Return to Mirkwood - Beaten, 1st Attempt

2.1 - Into the Pit - Beaten, 5th Attempt

2.2 - The Seventh Level - Beaten, 1st Attempt

2.3 - Flight from Moria - Beaten, 1st Attempt

2.4 - The Redhorn Gate - Beaten, 3rd Attempt

2.5 - The Road to Rivendell - Beaten, 1st Attempt

2.6 - The Watcher in the Water - Beaten, 2nd Attempt

2.7 - The Long Dark - Beaten, 1st Attempt

2.8 - Foundations of Stone - Beaten, 2nd Attempt

2.9 - Shadow and Flame - Beaten, 3rd Attempt

3.1 - Peril in Pelargir - Beaten, 1st Attempt

3.2 - Into Ithilien - Beaten, 1st Attempt

3.3 - Siege of Cair Andros - Beaten, 3rd Attempt

Aug 06, 2020 doomguard 1963

i would put in the miners for the bears. once at hand, the bears are dead cards, and o.k. they are good in fighting, but you will pile up enough attack during the time. at leasts 2 bears for 2 miner wouldbe my version.

Aug 06, 2020 Imrahil13 1254

@doomguard The bears are playable from hand, since the Gray Wanderer contract lets the first non-unique card you play each round not require a sphere match. So you can pay-to-play bears in any round. I find their ability to self-ready and then return to hand to be invaluable, as this allows them to "heal" so they are great archery sponges. And, you can use the self-ready to let them tell two Tales in the same round, where hopefully they fish two other big allies from the deck before returning to hand to be played again.

I think I'd actually jettison Haldir and another ally before the Bears. One could also get rid of the second Song of Kings, I suppose, but having a back-up is nice since so much stuff can discard attachments. But I suppose it's less crucial now, I built this deck back when Set-Up stuff was all resolved in Step 7 of set-up instead of Step 2, so having a back-up Song of Kings was crucial in case you drew your other copy into your starting hand. Since it seems like the consensus is shifting back toward this set-up stuff being in Step 2 of set-up again.

Aug 06, 2020 doomguard 1963

is it really needed to heal them so costly? i would think there are so many allies with some wounds, that ist not needed to heal the bears. specially if you be faster because of possible ered luin. if you have a different lets say 4-cost-ally and a ered luin instead of a bear, seems to be + for me. o.k. the bear if you take him back is worth 1 cost mor for a tale, but you spare 4 res that can be put into a new ally.

by the way, the bear goes not back into Hand, it is shuffled into your deck if you use his ability.

but you can use him with Sneak attack and use him twice for the tale and then take him back in the Hand (both end of Phase you can choose). if this matters much, then i can understand it, but i am not shure if sooo many tales are played, that it matters much. and if the Sneak attack is not better be done with gandalf.

Aug 06, 2020 Imrahil13 1254

Ah, good correction, thanks! The bear's ability shuffles them back into the deck, while Sneaking them lets them self-ready and still go into hand. It's been months since I've actually put this deck on the table, so a little rusty.

Still, I've frequently had the deck run out of cards with this deck, so it's not inconceivable that returning a bear to the deck really just means you draw them next turn. It is indeed a costly way to heal them, but in quests with a ton of archery, it can be helpful. I wouldn't shuffle them back in solely to heal them, but that can be an added perk on top of readying them anyways for something else (Tales or clawing two enemies or something). This deck can pretty quickly run out of cards in the deck and in the hand that are worth playing, so having to replay a Bear each turn isn't always that inconvenient (since you can't do anything else with the Resources at that point anyways). If the deck ran Blood of Numenor / Gondorian Fire or something, yea probably not.

Aug 06, 2020 doomguard 1963

if your deck emptys to fast, consider dwarfen pipes, and then the ered luin miner makes even more sense (your only dwarf is gimli)

Oct 13, 2020 doomguard 1963

another card to consider: soldier of erebor ringsdb.com he is also doubleusuable for the tale

Oct 15, 2020 doomguard 1963

this version made carn dum: ringsdb.com

Oct 15, 2020 kattattack22 791

If you want the quest logs to be linked, you have to publish the deck first. Then put in the quest logs. You could delete the ones you made earlier and remake them so they show up linked if you want. Your summary of games works too.

Oct 15, 2020 doomguard 1963

no thx would just add that this deck in a quite different version handle one of the hardest quests

Oct 15, 2020 kattattack22 791

@doomguard Sorry I was referring to @Imrahil13's Aug 5, 2020 comment. I should have been more specific considering the long dialogue here.