Questlogs using this decklist | |
---|---|
None. |
Fellowships using this decklist | |
---|---|
None. |
Derived from | ||||
---|---|---|---|---|
The Three Hunters ft. Leadership Eomer | 148 | 104 | 26 | 1.0 |
Inspiration for |
---|
None yet. |
Card draw simulator |
---|
Odds:
0% –
0% –
0%
more
|
Gameplay simulator | ||
---|---|---|
|
||
Hand
|
||
In Play
|
||
Deck
|
||
Discard Pile
|
Taurelin 517
-Éomer always looks like a fun character on paper. Go questing, kill enemies before they have a chance to attack (or even engage) you, while reducing the threat in the staging area along the way. The problems when trying to (ab)use his ability are
1) You need a way to keep enemies in the staging area.
2) You need to boost his enough so that he actually kills something.
3) You need to invest one of his resources each time.
Solution for 1: Fastred. His ability provides an excellent synergy. The extra threat-reduction is a bonus that is always welcome, obviously. However, his stats - hit-points, to be more precise - are a major drawback in contrast to Beregond, for example. Which is problem no. 4).
Solution for 4) and 2) and even 3): Equipment plus the contract = Boom! Add Éowyn to the equation and you get a strong, efficient and flexible hero-setup that can handle both questing and combat, has a reasonable starting-threat (25, actually), and grants access to several great utility-cards like A Test of Will, Unexpected Courage or Feint.
As Seastan pointed out in the description of the original build, the sequence of playing the deck should be:
Step 1: Flipping the contract
Fastred starts with The One Ring, so you only have 5 slots to fill. Note that Raiment of War can't go on Eowyn, but is 1 card for 1 resource in this phase fulfilling 2/5. Of course, defensive pieces should go on Fastred first, while the other two prefer weapons. But if a random shield on Eomer helps you to flip the contract, go for it.
Step 2: Optimizing the gear
With Golden Belt, each hero can now take up to 4 pieces of restricted attachments, each boosting in addition to its printed stats. Note that if you can find a better piece for a hero later, you can drop the stuff you don't need anymore.
One example of a potential late-game setup might look like this:
Eomer:
2x Spear of the Mark + Firefoot + Herugrim = 5 and attacking with 14 into the staging area, which should kill most non-immune enemies in existence. Told you that it's fun. ^^
Eowyn:
Windfola + 3 random pieces = 9 and her amazing once-per-game attack boosted by weapons as an option.
Fastred:
The One Ring + Inner Strength + Golden Shield + Raiment of War = 5 , 10 , 5 and the ability to cancel a shadow-effect.
One interesting question is who gets Snowmane. The answer might depend on the scenario. If more willpower is needed, you might want to give it to Fastred, so he can quest and then defend. In some cases, Eowyn might be happy to quest and attack 2 enemies with her ability that round.
Some remarks on special card-choices (particularly in contrast to Seastan's list):
- Golden Belt (was not printed back then, I guess)
- No -cards, instead Keen as Lances for the rare situation that you have more resources available than needed
- Tireless Thoroughbred as a sideboard-option for multiplayer-games
Speaking of multiplayer-games: A perfect match would be a deck / decks that can provide location-control, support (additional healing, threat-reduction, Signals and readying) while being able to handle smaller enemies on their own.
Successful playtesting:
- Journey along the Anduin (nightmare solo)
- The Battle of Carn Dum (with a partner-deck)
- A Storm on Cobas Haven (solo)
- Challenge of the Wainriders (with a partner-deck)
and a bunch of other scenarios, but these alone should prove this deck's capability.
7 comments |
---|
Aug 15, 2022 |
Aug 16, 2022I'd use the 2 copies of Tireless Thoroughbred from the sideboard. In multiplayer, ranged and sentinel become relevant. Another option, if you own them, could be some dunedain-signals from your collection, like Dúnedain Warning or Dúnedain Mark. They are not restricted, but helpful anyway. |
Aug 16, 2022another option: without Inner Strength consider using Beregond instead of Fastred, then your defensecapability from the start is even. the golden shield can go to eowyn. yes you cannot send back enemys, but keep your defense 4 from the start and also threadreduction, you gain also sentinel from the start, what is good in multiplayer. if your mate is using Beregond AND Inner Strength, you are out of the wood anyways and should spend your first 1-2 Unexpected Courage on him, because he can defend the big attacks with his sentinel at you. |
Aug 16, 2022
|
Aug 16, 2022possible, i think attacking in the staging can also be good, even without fastred. and Éomers big advantage is he spares a action (questing and attacking at the same time) that is in hunters-decks better than a good ranged (at least, until enough courages-actions are out). and get the willpowerbonus on attack is only possible with rohan + Herugrim for me Éomer Éowyn Beregond is a very solid 3huntersoption and i would play it with very limited alterations to your deck. (put in a Livery of the Tower and perhaps 1-2 Dúnedain Warning perhaps a Thorongil but leave the rest) i would rarely play Fastred without defensboost from the start as maindefender. there are to much trolls and thaudirs and others with str 6 attack (or 5 +shadow) out there. |
Aug 16, 2022Of course, attacking in the staging area with action advantage is awesome. As long as there are enemies there. That's Fastred's main job, to provide enough targets. What I mean is, that if you need a reliable defender, Beregond is a better choice, true. But he doesn't have any synergy with Eomer at all. On the contrary, as his higher threat-cost will result in earlier enemy-engagements. Herugrim is a valid argument for Rohan, though. On the other hand, Bard or other substitutes have pretty toys as well. ^^ |
Aug 16, 2022there is no toy like Herugrim that synergies with the +3(4) willpower of 3-hunters. in singleplayer it is a huge difference, but there u can have fastred +ring in multiplayer its not so uncommmon to have an enemy in the staging, and Éomer is not bad at attacking home either. alone playing anduin i would take Beregond over Fastred without ring every time. Bard the Bowman attack in the staging, have difficulties to get an attack together to kill bigger enemies using Great Yew Bow takes 1 restricted slot and gives no bonus, and you have to gain it. and Hands Upon the Bow is (sadly) officially no ranged attack. all in all, i will not say, that a barddeck would be much worse, but, then you cannot play your deck. with beregond you have a replacement and can play the exact same deck. it is not as good as the one with the ring, but it is the closest to the original with the smallest adjustments and loose not very much of its power. the ring+Inner Strength is a vital part and the safer replacement would be Beregond, the risky replacement with holding Fastreds ability would be adding more Dúnedain Warning, but i would play the low-risk-version. and i think he can now decide what he wants to do, and what is better for his fellowship. if there is a good defender who takes the big attacks, then the more risky version might be better, if you should remain/become the maindefender (perhaps the ring is not used with Inner Strength at the other deck, or its campaign) i would definitely prefer the Beregond-version. |
@Taurelin
if im playing multiplayer and I can't use one ring and inner strength cause someone using they're own what cards do you recommend to replace them with