Weaponless hunters

Questlogs using this decklist
Celebrimbor's Secret - 1 Player - 2023-06-11
The Antlered Crown - 1 Player - 2023-06-16
Intruders in Chetwood - 1 Player - 2023-06-17
The Weather Hills - 1 Player - 2023-06-22
Deadmen's Dike - 1 Player - 2023-06-22
The Wastes of Eriador - 1 Player - 2023-06-22
Escape from Mount Gram - 1 Player - 2023-06-23
Across the Ettenmoors - 1 Player - 2023-06-23
The Treachery of Rhudaur - 1 Player - 2023-06-24
The Battle of Carn Dûm - 1 Player - 2023-06-24
The Dread Realm - 1 Player - 2023-06-24
Voyage Across Belegaer - 1 Player - 2023-06-24
Fellowships using this decklist
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Preotet 65

I'm a really big fan of this contract. I made close to 50 decks with it, so a big, big fan. Naturally, one day I came up with the idea for a deck with no weapon attachments and no out of sphere cards to challenge myself, and this is the result.

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Many cards are important but in my opening hand I like to see Light of Valinor for obvious reasons, Elven-light, and one or more restricted attachments. It really depends on the quest. I've had games where I got Light of Valinor around round 7 or 8, but it didn't matter much because the questing was done solely by Arwen. It is also great to see early Fair and Perilous because there are some pesky enemies that you cannot afford to have around for long, even if you need only 4 attack to dispatch them.

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Spare Pipe is great cos it let's you fetch Elven-light, or A Test of Will, or whichever event you need at the moment. It sometimes whiffs, but that happens rarely. Map of Earnil, Dwarven Tomb, and Reforged are for recycling. The latter is quest dependent: but mainly I'm using it to bring back Ancient Mathom, Map of Earnil, or Thrór's Key.

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Power of Orthanc - I never leave home without it. Most quest have some kind of condition attachments, so it's a great card in my book.

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Backtrack and Ride Them Down are really useful in this deck. The first is great for locations with nasty effect, the latter for enemies you don't want to engage (cos of nasty effect), or because there's just too many enemies in play. Ride Them Down especially saved me many, many times. Great card for this deck, I'm always happy to see it.

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There's really not that many combos except maybe Steed of Imladris plus Elven-light. Many times I have two of each, which means I usually get rid of a location quickly AND draw two cards.

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Silver Harp is here because of the contract and for occasions where I don't have Elven-light in hand and I would really like 1 resource, but I would also really like to not lose an important card.

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Side quests are in because I like them and are so beneficial. I usually manage to do both, I haven't used them only in some quests of the Ring-maker cycle (the quest cards won't let me).

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I've won all quests (eventually!) up until Ring-maker cycle which I'm currently playing. For obvious reasons, the hardest were in Heirs of Numenor box: the first two (Peril in Pelargir and Into Ithilien) I had to repeat like 5 times, The Siege of Cair Andros was the longest, like 30 or something tries. But I did beat it, so it counts. I also beat The Battle of Carn Dum in 15-20 tries (skipped ahead just to try it). All on normal mode.

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But I have to say, the games are not quick. Usually, it takes me around 12-20 rounds or more to finish a quest. I don't mind, but some might. Sometimes it's quicker, it really depends on the luck of the draw. Return to Mirkwood I finished in 6 rounds on my first try. But on subsequent tries I got demolished almost immediately, or I threated out because I could not dispatch all the enemies at the last stage. Similarly, the longest one was The Fords of Isen. Quest card 3B and Dunland Chieftain spew out enemies like there's no tomorrow and you can't win if there are enemies in play.

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I indent to go as far as I can with this deck, but I have a feeling that The Lost Realm may be the end of the line, especially Intruders and Weather Hills. We'll se. Thanks for reading.

4 comments

Jun 11, 2023 Marctimmins89 105

This is awesome! I too love Three Hunters decks but find myself often reverting to a similar script for building them. This makes me think I need to be a bit more creative!

Jun 12, 2023 doomguard 1976

like the idea, but would definetly take as much restricted as possible. means in this case max the Silver Harp.

then, it might be better take Dáin Ironfoot instead of Beregond. his discard can help to get fatser through the deck, and you have more spiritrestricted that are possible: Armor of Erebor

you allready have Reforged that would perfectly match with Dáin Ironfoot with Inner Strength dain is even a better defender than Beregond because his ability. if using Dáin Ironfoot the Dwarf Pipe is worth consideration.

Jun 12, 2023 Preotet 65

@doomguard Totally agree the deck would be more efficient with Dáin Ironfoot, but it's just a personal preference. I like Beregond and his threat reduction better. But I'll explore your idea, thanks for the suggestion. Then, Dwarf Pipe is a must. As far as more restricted cards go, it suits my playstyle to go slow. There's no rush to flip the contract, in most cases. The games are more tense and interesting that way. It's not trying to be the one deck, nevertheless I am interested in how many cycles it can last.

Jun 16, 2023 Preotet 65

@doomguard Tried a couple of games with Dain and I didn't like it. Threat escalates rather quickly because of The One Ring and I'm overwhelmed by enemies cos I can't kill them fast enough. Also, I don't really like discarding my deck and "losing" crucial attachments or events. Beregond is just better suited for this deck, I think. Or rather, better suited for my playstyle.