Dunedain - Treachery of Rhudaur

Questlogs using this decklist
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Derived from
Dunedain - Across the Ettenmoors 5 2 1 1.0
Inspiration for
The Treachery of Rhudaur - Aragorn and Friends 1 1 0 1.0
Dunedain - Battle of Carn Dum 10 5 3 1.0
Dunedain in Khazad-Dum 1 0 0 1.0
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Tubarush 438

Tubarush has a newer deck inspired by this one: Dunedain - Battle of Carn Dum

I enjoy this game the most when I can hold to a thematic element. I don't care about the most powerful decks. I want to be immersed in the story. My goal here is to put together a set of Dunedain "story" decks that run thru the Lost Realm and Angmar Awakened quests. This deck is for the 7th quest - Treachery of Rhudaur. (FYI - I am a solo deck 2-core player.)

Theme Notes: Based on the prologues, Elrond is willing to help, so I'm not against putting a few Elven cards in the deck (Master). Also, later prologue/epilogues make it pretty clear Elrond is at most an ally - so no Elrond hero.

Finally, I'm not against including a few Ents (which I did not do) or Gandalf (which I did). I have no problem imagining they would be involved and helpful. Aragorn is around now, so Steward of Gondor can make an appearance -- slight theme break with that, but it's one I don't have a real problem with if I take the longer view.

From the previous deck, there have been very few changes. The most notable is replacing Elrond (no bad conditions to remove) with A Test of Will (to hopefully avoid the Dark Covenants.) Amarthiul is still not available as a hero (due to him being an Objective/Ally).

For opening, you REALLY want Master of the Forge, so that you can use Beravor for questing instead of card draw. (Using the odds calculator, you have a 57% chance of getting him in either your first hand, mulligan or first round draw). If you don't get him, you're going to need to draw as much as you can....and pray.

If you can, use your traps on the Cursed Dead to neutralize their horrifying late-game ability.

Another very thematic and fun quest.

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