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A Progression Through Mirkwood |
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AlistairB 107
The 'questing deck' of my Mirkwood progression fellowship. This deck will quest as hard as the cycle ever requires, while digging for whatever cards are needed for the particular encounter.
The Heroes
Beravor is the real MVP of this fellowship. For each quest in the cycle, there'll be a different set of cards you particularly want to see, and she'll dig until she finds them. And in desperate times (or with an Unexpected Courage), her stats are solid across the board.
Éowyn is fairly self-explanatory. Questing for 4 is already fantastic, but to be able to fine tune that by another 1 or 2, when Beravor is dumping enough cards to fuel it? That's ridiculously good for a 9 threat cost.
There are a handful of treacheries in the cycle that we really don't want to gamble on drawing a A Test of Will for (think Gollum's Anguish, or Exhaustion). Eleanor deals with those.
The Allies
This deck is made for questing, and that's just what Escort from Edoras and West Road Traveller do (especially with Astonishing Speed for the pushes). The latter can work the locations with nasty travel effects into the active location for you too.
With Dáin Ironfoot on the table, the dwarves in this deck perform better than their stats suggest. Although of course Miner of the Iron Hills was always going to come along and cut through those webs and sacks.
You might well question Longbeard Map-Maker, and he'll often be Éowyn-fuel, it's true. But sometimes (I'm looking at Conflict at the Carrock) you'll want to be able to fine tune your questing output to quest hard but not too hard (provided you can hold back a resource or two on Beravor, or play Steward of Gondor). Or if you've accumulated resources and need to make a final questing push (a pretty common job for this deck), he's got your back.
Northern Tracker. He is what he is. And he's fantastic.
Gléowine helps Beravor with the card draw that's critical for this fellowship to function at maximum efficiency, and can even form part of an Astonishing Speed push.
Elfhelm's ability will occasionally help you out, but he mostly provides one of the few points of bulk in this deck.
The Attachments
Have I mentioned that I think card draw is the cornerstone of a cycle-beating fellowship? Have an Ancient Mathom.
Unexpected Courage. See Northern Tracker.
One too many Attercops in play? Didn't get the threat reduction to keep the Hill Troll from the other deck? Forest Snare.
Song of Wisdom gives us some resource smoothing, but also allows for A Burning Brand on Dain, and more resources for the Longbeard Map-Maker.
The Events
Quite often in this cycle, we'll be called upon to make a massive questing push (stage 2 of Journey down the Anduin, and the finale of the Dead Marshes spring to mind). Nothing accomplishes that like Astonishing Speed.
Ideally, you'll want to send any enemies with any bite to face the combat deck. Sometimes that doesn't play out though, and if you find this deck stuck with a Hill Troll that it's not going to be able to shift, then you'll need A Light in the Dark. At worst, it's an expensive (and less effective) version of Feint.
Lore of Imladris is purely here for Rhosgobel.
The Galadhrim's Greeting isn't needed for most of this cycle. But when it's needed, it's immensely good, and it'll be one of those you're using Beravor to dig for (I'm thinking Journey Down the Anduin, Conflict and the Carrock, and Return to Mirkwood).