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Copterman 1238
DECK NAME - ISO Orc
OVERVIEW - We come to one of the harder quests in solo so far. It's not that it's impossible to win, but it is difficult to win consistently. I tried just about every type of deck and came up with this convoluted (but fun) deck with a weird hand size of 56. Just won 5 in a row, so I think this deck is done.
HEROES
- Beravor - attach Song of Travel eventually; no rush; draw cards
- Eowyn - quest and pitch
- Glorfindel - attach Asfaloth, Light of Valinor and at least 1 Protector of Lórien
STRATEGY
- SETUP - Remember to mulligan BEFORE quest setup. After any mulligan, you will shuffle 20 cards at random into the Mugash deck; Choose Methedras as the setup location
- STARTING HAND - Light of Valinor is our priorty followed by Outlands allies, Asfaloth, Protector of Lórien, Ranger Spikes, Thrór's Key, and A Test of Will
- TURN ONE - the dream is Light of Valinor and Thrór's Key on Glorfindel and either Protector of Lórien on Glorfindel or a Ranger Spikes lined up for round 2
- STAGE 2 - keep your threat low and try and trap enemies with Ranger Spikes; the goal is to never engage an enemy below 28 engagement; early on, use Thrór's Key on locations with "search" forced effects so you don't find Mugash too early; clear attached locations asap so you can have Thrór's Key ready to go again; draw your entire deck (minus the Mugash 20) and possibly recycle using Will of the West before beginning to "search" for Mugash
- STAGE 3 - Faramir, 3X Protector of Lórien, and your army of allies will give you the needed to quest for 50 or so
- OUTLANDS ALLIES - watch out for Take Cover! treachery; try and have an Anfalas Herdsman out to boost
- Beorn - use to easily kill Mugash
- Silvan Refugee - early on the is helpful; eventually will serve as your Mugash chump; have one out for this purpose so the other 2 don't leave
- Asfaloth - can remove Mugash's Lair after staging; I especially love using Asfaloth during combat or refresh on locations in case Mugash comes out; that way he won't engage us til next round
- Protector of Lórien - sooo helpful early on to make sure you quest successfully
- Thrór's Key - use to remove the "search" effect on locations early
- A Test of Will - make sure to have one ready for a possible Orc Hunting Party treachery or to stop Orc Hunter from surging
- THREAT REDUCTION - don't ever let your threat get to 30; easy to do with Elrond's Counsel, The Galadhrim's Greeting, Dwarven Tomb and Will of the West
- Stand and Fight - use to put Beorn and Faramir (and any other allies in your discard pile) into play