The Elves sail west

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Roka 1665

This is my first deck using the new Into the West contract. It's a Silvan deck, which is not only my favorite archetype and makes thematic sense, but seems also to be a mechanical strong fit.

The Silvan allies trigger their "enters play" effect and get Celeborns and Galadriels boost in the first round they come into play. With Into the West you can play an ally, take advantage of these effects, and use the ressources and card you get when they leave play to play a new ally.

Another selling point of the Silvan archetype is that it includes a lot of 0 cost events and with Galion even a 0-cost ally. That gives you more freedom in deckbuilding cause the contract makes no restriction how many 0 cost cards you have to play. So you get away with playing 20 0-cost cards and only 6 of each other cost.

While more 1/2 cost cards would be useful you don't really want to include more high cost cards that slow your deck down, even having to play 3 Grim Resolves is not that useful. There is an argument to play a higher ally count cause you sometimes don't have enough targets to return to hand to trigger all this events and you don't want to chose the ally with Into the West attached. So I added a card of each cost to the sideboard that you could include and cut down to 15 0-cost cards, but I'm not sure if this makes the deck better overall.

One card I used here that doesn't see much play is Horns! Horns! Horns!. It works here as a pseudo Sneak Attack that works with Gandalf, inferior cause he get's shuffle back into your deck, but it doesn't take away a slot for a valuable 1 cost card. Given that Gandalf is a 5 cost card that is useful in almost any deck, I could see this combo become a staple in Into the West decks. I'm not going to talk about the hero line-up and the other cards in this deck any more here, there are a lot of other decks on this side featuring them that you can check out.

Overall I like the design of the Into the West contract. It's not as powerful as Bond of Friendship or Forth, The Three Hunters!, the deck building restrictions balance out the free ally and during the game the contract sort of balances itself out. But it's really fun to play and gives meaningful decisions both during deckbuilding and playing when deciding which ally to remove from play.

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