Questlogs using this decklist | |
---|---|
None. |
Fellowships using this decklist | |
---|---|
None. |
Derived from |
---|
None. Self-made deck here. |
Inspiration for |
---|
None yet. |
Card draw simulator |
---|
Odds:
0% –
0% –
0%
more
|
Gameplay simulator | ||
---|---|---|
|
||
Hand
|
||
In Play
|
||
Deck
|
||
Discard Pile
|
TritonWreck 257
In anticipation of (hopefully) being able to play again in person with others, here is a multiplayer support deck ...
How many times have you been in a multiplayer setting and have to leave in about 30 minutes while everyone else is talking about playing another game. You know you don't have time for another full game but really want to play some more. This deck allows you to leave the game on your terms and tries not to leave the other players with a big mess when you do.
The key is to find Justice Shall Be Done and then play it when you need to leave. In the meantime, you want to support the other decks and help them get going and not let the locations and enemies pile up.
This deck started as a standard, no-contract deck but I had a fair number of 1x cards so I thought I would try the Council of the Wise contract. It helps a lot with your draw, resource smoothing and threat. A standard support deck may be more consistent but I think this version is more fun to play.
Gameplay:
Use Gather Information to get JSbD so that you have it when you need it. You don't need to Gather Information right away if you don't want to. Maybe you'll draw JSbD in other ways, then you can gather something else (Errand-rider and Rumour from the Earth are good cards to search for). Song of Eärendil is another good card to find to help others with their threat (you can also fetch it with Rivendell Minstrel).
The best events are ones you can play anytime so you can benefit from the contract (which is why there's no A Test of Will). But you may want to save some other events till the end (like Parting Gifts or The Galadhrim's Greeting).
You need the other decks to handle most of the combat. You may be able to take the inoffensive goblin once in a while (defend with Eleanor), but you don't have much attack power. In fact, you really don't want to excel in any one area of the game since the other players may come to rely on you for it before you leave.
There's no attachments to play on others since you will have to take your cards with you when you leave. Miruvor is available since it's temporary and can provide resource smoothing.
Be sure to trigger all your allies discard abilities on the last round (e.g. Ghân-buri-Ghân, The Riddermark's Finest, etc)
There are 60 cards in the deck. I couldn't really settle on 10 cards to drop so you can mix and match them depending on the quest and other decks in play (but I would keep at least half of your cards as events).
If you are playing a quest not suited for Side Quests, you can drop all but Gather Info (or play Beravor and hope you find JSbD).
Otherwise, have fun!