Sammath Naur

Questlogs using this decklist
Passage Through Mirkwood - 1 Player - 2021-01-07
Journey Along the Anduin - 1 Player - 2021-01-07
Into the Pit - 1 Player - 2021-01-10
The Seventh Level - 1 Player - 2021-01-12
Flight from Moria - 1 Player - 2021-01-12
The Redhorn Gate - 1 Player - 2021-01-14
Road to Rivendell - 1 Player - 2021-01-16
Escape from Dol Guldur - 1 Player - 2021-01-17
Escape from Dol Guldur - 1 Player - 2021-01-17
Fellowships using this decklist
None.
Derived from
Naur dan i ngaurhoth 2 1 1 2.0
Inspiration for
None yet.
Card draw simulator
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Gameplay simulator
Round
0
Threat
0
Hand
In Play
Deck
Discard Pile

AJ_800 89

This is an Elrond/Vilya/Gandalf/Wizard Pipe deck with the following design aims:

  • Provide a toolbox of options so that the deck can be played against various quests, including those that the player has not played before.
  • Use a wide range of Allies to avoid wasting Vilya and provide solutions to multiple challenges.
  • Keep Starting Threat under 30 to give the Vilya engine time to set up before larger enemies engage.
  • Utilise Word of Command as a reliable way to get the key cards into play, and then as a toolbox for the wide range of Allies, Attachments and Events.
  • Utilise Flame of Anor as an attack swing and readying effect, taking advantage of the high cost Allies that are already in the deck for Vilya to target.
  • Add a range of readying effects, all of which can be used by Gandalf.

(MotK) Ioreth as the third Hero

  • (MotK) Ioreth generates a resource that can be used for Master of the Forge and Word of Command in the early game.
  • The availability of her healing ability on Turn 1 (especially in combination with Elrond’s healing boost) allows Elrond and/or Gandalf to take damage in the early game if necessary.
  • The reliable source of healing removes the need for Warden of Healing, freeing up deck space.
  • Being able to remove one copy of Ioreth from the deck during setup effectively reduces the deck size to 49, providing a marginal consistency gain.
  • She does all of this for 1 Starting Threat, giving the deck a total Starting Threat of 28.

Card Commentary

How to Play

  • Mulligan for Vilya, or a way to find it (Master of the Forge or Word of Command depending on the circumstances). In the unlikely situation where your second (post-mulligan) Starting Hand contains both copies of Ioreth, you will have to choose another unique Ally to become a Hero (be conscious of your threat level in this situation).
  • Turn 1 is about finding Vilya and surviving. If you don’t have Vilya, play some combination of Master of the Forge and Word of Command. Quest enough to avoid threat increase. Defend if necessary though don’t be afraid of a small undefended Enemy Attack.
  • Utilise (MotK) Ioreth to heal damage when needed, though it is best to do this at the end of the Combat Phase. This avoids her being killed by effects that damage exhausted characters and still allows her to be readied in the Refresh Phase.
  • Play other exhausting effects at the end of the Combat Phase unless you absolutely need to use them before. This maximises your options during the prior phases and still allows the exhausted characters to ready during the Refresh Phase.
  • Once Vilya is in play, start bringing in the high cost Allies and support cards. In general, use Vilya for the high cost Allies while using resources for low cost Allies and support cards.

I would welcome any feedback or comments.

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