Dunedain - Dread Realm 2

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Derived from
Dunedain - Battle of Carn Dum 10 5 3 1.0
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Tubarush 458

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 final quest - The Dread Realm. (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 a few changes - the most notable being the addition of Dwarven Tomb.

This deck won't win every time, but you should have a fighting chance if you don't get swarmed with enemies early (by far the most common way to lose). Try to get your Forest Snares on either the Cursed Dead or the Wraiths. And make sure you have A Test of Will handy when the Encounter discard has a few Cursed Dead in it.

The first stage of this will take forever, then usually around 5-7 rounds to defeat Daechanar in stage 2 (depending on how many Sorcery attachments came out), then you can blitz the final stage in 1 round.

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