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DarkChucky 24
This deck was made for multiplayer games (you must have partners to help fill your weaknesses)
Currently, I only play with at least 3 players, and I don't play solo. For this reason, I made this deck for Multiplayer.
Objective: While the other players are concerned with engaging enemies and sending willpower into the quest, Aragorn fully supports the other players.
Deck focused on:
- Use Secrey a lot;
- Removal of the encounter deck;
- Encounter deck control;
- Support with Draw;
- Other minor supports: cancel encounter card effets.
Aragorn Max Stats:
6 ;
9 ;
16 + 2 ;
Surviving in the chaos:
- Aragorn attack with 8/9 before enemy hits. Using Strength and Courage to +1 and double (7 ) and Dagger of Westernesse to get to 8 or 9 , depending on the enemy. What makes it attack first is Roheryn;
- If the enemy does not die, aragorn has 16 for a defenseless attack. What makes it possible is the Ring of Barahir combo with various artifacts and cards that increase . This causes Aragorn to have a base health of 5 plus 7 artifacts (12 ). Plus 3 Spare Pipe and 1 Well Preserved. Getting to 16 .
- In cases of defending attacks, Aragorn needs to take 18 damage to be destroyed (16 + 2 );
- For , use Strider and Stone of Elostirion to get aragorn to 6 . And it is possible to send on quest without exhaustion, either with Strider or with the Aragorn skill.
- Resources won't be a problem, with The Grey Wanderer and Resourceful;
- The need for this deck is draw. Then use cards like Heed the Dream, Deep Knowledge, Keen as Lances, Gléowine and Stone of Elostirion. With the right combination, Aragorn draws 3 cards per turn.
- To deal with the threat (since you have 45 max) and many cards that increase your threat like Palantir, Contract, Master cards and Doomed cards, you will have Aragorn help with Thorongil. In case of scenarios with large threat increases, use Favor of the Valar. I was hardly defeated by threat. Since to reach that, in a game you should receive 71 threat.
Use Secrey a lot
With an initial threat of 12, Aragorn can use Secrecy. But with increased threat using The Grey Wanderer, you don't have much time to use this skill. In the worst case, Aragorn ability with Thorongil may reduce again.
Removal of the encounter deck
Uses Leave No Trace, None Return and Out of the Wild to purge the encounter deck (Total of 9 cards removed);
Encounter deck control
Using Palantir to your advantage, depending on the number of players, you can predict 100% of the Quest Phase revealed cards. Also, depending on the amount of cards in the encounter deck in the quest phase (before shuffling), you can use Ranger Summons (knowing when it will come) and using Gildor's Counsel to decrease the amount.
Support with Draw
Help other players (and yourself) with cards like Deep Knowledge and Heed the Dream.
Other minor supports: cancel revealed effects
With The One Ring equipped and using The Master Ring, you can cancel a encounter card effects.
Starting the game
- Aragorn already starts with Ring of Barahir, due to The Grey Wanderer ability. And it starts with The One Ring. This causes Aragorn to start the game with two spheres ( + and 7 ). You can also choose a Master card to start in your hand. I usually choose The Master Ring, but can focus on + or more (Well Preserved or Strength and Courage respectively.
- For the starting hand, I like to have a Deep Knowledge to help other players. When I don't have it, I use Heed the Dream or Spare Pipe to find it.
- The idea is to have as much Secrecy at the beginning of the game to enjoy it. Like Resourceful and Out of the Wild.
My current team
My current team focuses on filling each other's weaknesses.
1 - Player using a deck of Ranged Heroes and Forth, The Three Hunters! contract. Focus on eliminating enemies with ranged attack and staging area. Decklist soon.
2 - Player using a deck of Dwarves with extreme . Thanks to Fellowship, Dáin Ironfoot and The Arkenstone. Decklist soon.
3 - Player using Gandalf, Elrond and Glorfindel deck. Focuses on negate (A Test of Will + Hasty Stroke), lower threat players (The Galadhrim's Greeting), and is flex in other situations (boost willpower, defending with sentinels or attacking with ranged).
Side cards explained
1 - Faramir: A great support to increase willpower. It's on my side because the other player (3) already uses it.
2 - Gandalf + Sneak Attack: To survive with this deck, this combo is one of the best options, being able to draw, damage or reduce the threat. It's on my side because the other player (3) already uses it.
3 - Northern Tracker: With 3 of these in the field, you can eliminate multiple locations. It's on my side because the other player (3) already uses it.
4 - Steward of Gondor: To gain more resources than usual. It's on my side because the other player (2) already uses it.
5 - Favor of the Valar: Use in games that greatly increase threat.
The other cards in Side Deck, are cards that already start with me in the setup, and do not count towards my deck limit (50). Ring of Barahir + The One Ring + The Master Ring