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doomguard 2226
this would be my 1. trial.
you will have very few cards, so, the heroes alone have to survive. these can and build up slowly the board:
- tacticeowyn, one of the best standaloneheroes there is
- spiritberegond, good defense and thread reduction, can have shield and defend moreoften with cozrage or behind strong walls
- bifur, good i a deck whjere every hero have to be from a different sphere. so you can pay a 2-cost-card from the start
- denethor good startboost, and a medium defender, can give res to beregond (then courage is playable 1. round) or bifur
the only expensive allies are treebeard or leadership. both are quick playable (treebeard 1. round faramir, gimli, knight, only with miruvor, captains wisdom or envoy of pelargir)
all the mostly cheap allies have good cost/stat ratio and most of them are gimmiky
with startingwillpower of 6-7 it is moderate, but it is very likely to get 1+ in the first round, and after that ther is at least a good defense and a good attack (eowyn), that should help to get a good start in the game.
some remarks to the allies:
- pippin(2 willpower for 2 tactis-res!) and treebeard twice, they are so good they have to be twice, perhaps quickbeam should too, but there are so many other good cheap lore-allies
- envoy, helps to swap resources and goos stats for 1 cost
- hammersmith, take some arrows and can get miruvor, favor of the valar or lembas back
- eregion survier, they are very szenario related. it could soon be happen that you find yourself without cards
- knight of dale, even without cards, he can have 2 actions
- gimli, angbor, ceorl, veteran, knight all targets for the wild stallion
but beware, in the whole game you will only see up to 20 cards, not more. carddraw is bad, but every card is good and except of tactic, every sphere can spend 2 res from the start
5 comments |
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Oct 06, 2020 |
Oct 06, 2020i see it as challenge, and the standart gandalf-elrond or swarmdeck will probably not make it. have not played it yet, but i doubt, that its harder then carn dum. |
Oct 06, 2020I think you need to get rid of all 1 hp allies because of that castle side quest that deals 1 damage to each character in play. |
Oct 06, 2020these are only handmaiden, ioreth, warden of healing and envoy. hm, envoy still good, even if he goes at a moment. the others, i think about or wait to play them after that sidequest |
Oct 10, 2020after 1. trial lost (i got a troll and an attack of the boss (event) and beregond has "only" 5 defense) and lots of res on eowyn and bifur, i modify a bit: |
This deck illustrates my main complaint about Fortress of Nurn; it takes away 4/5 of your deck. What deck can function with only 1/5 of what it's supposed to have access to? IMO, Battle of Carn Dum looks like a much better quest than Fortress of Nurn (granted, I possess neither of them), being hard without necessarily being unfair (3 4 surger, "Deal 1 damage to each character," the side quest that makes you have to deal with the Castle side quests for multiple turns). Granted, there is the potential for unholy Sorcery chains triggering Thaurdir in Carn Dum, but that's potentially house-errata fixable, as opposed to Nurn's "If a treachery aside from the resolve Travel cost one gets revealed, you will die a horrible, horrible death."