|Fellowships using this decklist|
|Burglar's Turn to Side Quest through the Drowned Ruins||0||0||0||1.0|
|Looting with Location Control||1||1||0||1.0|
|Card draw simulator|
Odds: 0% – 0% – 0% more
Questing and location control deck built for multiplayer. It's pretty straightforward deck. Play lots of allies and quest hard to explore locations for loot from the contract and complete side quests to boost Thurindir. Maybe get Thalion turned into a hero.
Zigil Miner and Arwen are primary sources of resource acceleration. Early on miners work best to give resources to Thurindir to get Explorers and East Road Rangers into play. Otherwise, Stand and Fight, Dwarven Tomb, and Will of the West included to recycle key cards or bring things out that were mined. Stand and Fight is generally the best way to get Faramir into play. It's not hard to put in him the discard between Arwen, Cirdan, and Zigil Miners.
If you don't have Elven-Light first turn or Test of Will its generally good to mulligan. An ally you can play first or second turn with one of those two is a pretty good start. East Road Rangers are better to see early when you're more likely to stall and side quest to build up. Side quest to start with in hand generally it is hard to go wrong with Gather Information. Especially since it can fetch another side quest if needed. Rally the West can be really good to complete early since it makes questing easier.
Generally, the deck does not need any of the loot to work well. It quests fine without it and if someone else can defend for you then pass out the loot around the table. Even Necklace of Girion and Stone of Elostirion that can help this deck are fine to give away. Narya is nice to play Faramir and give the deck some defensive capability but you still could give it to a hero Gandalf or OHaUH Gandalf player if you wanted to.
It's defense. No character in the deck has more than 2 defense. This deck really needs at least one other player with sentinel. The allies are too expensive to make chump blocking sustainable. It usually does fine on threat to not engage everything but it also isn't going to be low enough to avoid all the enemies either. Hopefully if this deck does have to defend, Northern Tracker or Thalion are out. If Narya or Ancestral Armor are on Cirdan it can engage enemies and let a deck with ranged attackers handle them.
The Tricky Parts are Remembering the Triggered and Static abilities
- Draw 2 cards each turn and discard one because of Cirdan.
- Thurindir's Willpower increases for every completed side quest (easy to overlook after a few are completed)
- Northern Tracker and Lorien Guide add progress after commiting to the quest, but Mirkwood Explorers get progress on themselves only after questing successfully. 3a. Mirkwood Explorers have to exhaust to move progress onto a location.
- The contract adds 1 quest point to the active location when a loot card is attached.
- The Arkenstone gives +1 willpower to each unique character you control, but Rally the West is +1 willpower to each hero.
Sideboard I'm listing this here since sideboard is the loot deck for OCTGN
- Jubayr, if playing solo or really need a defender for a particular quest.
- Warden of Healing
- Elrond's Council
- West Road Traveler
- 3rd Will of the West
- The Hidden Way
- Strider's Path
Thanks Alonewolf87 for reminding me to add Hidden Way and Strider's Path to the sideboard for quests with bad travel effects