Meetup Dunedain

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Warden of Arnor 5911

A deck I put together to play at my recently established monthly play-group. I'll freely admit that it's not quite optimal - it was built with a restricted card pool, some cards which would make a lot of sense not being available at all, and some others like A Test of Will and Unexpected Courage being in my brother's deck instead. My brother also helpfully included Star Brooch and Silver Lamp particularly for me, which turned out to be very useful (especially the Lamp, since I engaged almost every enemy we saw for 2 games and that was a lot of shadow cards).

That being said, this is of course a Dunedain deck. It intends to engage a few enemies and then use Heir of Valandil to get in allies for cheap or free. Oddly for a deck intending to engage most enemies, it doesn't have a huge amount of combat power - this is because I had it in mind to play opposite this deck of Qwaz's: http://ringsdb.com/decklist/view/2179/solve-their-combat-1.0 Which can handle a lot of combat but doesn't want to engage anything itself, making Dunedain a fairly natural complement (though the desire to keep enemies alive meant a certain amount of the power became irrelevant). This deck can get some decent combat power out of Halbarad and Idraen if no-one else but it's not a huge focus. It does more to simply negate combat threats with Forest Snares and Ranger Spikes.

Cheap or free Northern Trackers make for solid location control along with Expert Trackers. The Heir of Valandil discount can lead to resources stacking up with little or no need to spend them, but the Errand-riders can then redistribute them to other players as needed. The deck can draw through itself very impressively between Daeron's Runes, Deep Knowledge, Sarn Ford Sentries, the draw from Damrod's traps, and Sneak Attack Gandalf, plus the possibility for a Weather Hills Watchman to hit a Ranger Summons. Once set up the deck quests very well - I quested for 30 in the final round of one game, and that was with only one Warden of AnnĂºminas, who feels pretty ridiculous when you manage to turn him into a 0-cost 4 ally.

As noted, a lot of costs are removed by Heir of Valandil, with the bulk of what remains being concentrated in the sphere. This can be eased with A Good Harvest (also works in other directions of course, just generally useful for early-game resource smoothing), Envoy of Pelargir played by the other heroes and returning the resource to Damrod, and of course the Errand-riders.

I mostly wanted to post this decklist as is because I was pleased with how well it worked out in the games, but I may try and piece together a full card pool version because the concept definitely seems like it has a lot going for it.

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