Solo Progression - Return to Mirkwood

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hurr_lee 26

This deck was solid for this quest and I one-shotted it. I got lucky that I did not draw any of the threat treacheries. I did have some big enemies to manage though (Hill Troll, Marsh Adder, Attercop Attercop) - thankfully Forest Snare was available for two of them. Threat reduction was KEY, as was Beravor with Unexpected Courage.

Here is the list of all of my solo progression decks for this run: https://docs.google.com/spreadsheets/d/1uWwb0XxGEgFANyXW-V-5fxR6h2RneuOAXDTh2IsghAI/edit?usp=sharing

I use the hero and at least one other card from the pack to make the deck, and only cards released up until this point are allowed. I also use Grace of the Valar when I lose, see the rules in a comment in the sheet above.

Final score for the cycle: 5 tokens needed spread across 8 quests. Not too bad!

4 comments

Feb 11, 2021 Marc_P 1

Amazing deck, been through the quest like a breeze)

Apr 09, 2022 LLK 1

Hi, could anybody kindly explain to me what is the use for Wandering Took in a solo deck as its threat reduction ability cannot be used at all?

Apr 09, 2022 kjeld 709

A cheap ally that can quest for 1, chump block (or possibly survive a weak enemy attack), or chip in for an attack. With a card pool of just the core set and a couple of APs, he's not the worst ally just for his stats.

Apr 11, 2022 LLK 1

First of all thanks to @kjeld for his remarks. Victory came only after 4 losses, playing the scenario in basic standalone solo progression mode. I was not able to make this deck work properly for me. First 3 games were quickly and badly lost by drawing at setup respectively Ungoliant's Spawn, two Gollum's Anguish back to back and finally Attercop, Attercop all of which I couldn't counter. Last two games less enemies and more locations were drawn and I could come out with a victory. Anyway I definitely want to try a different deck