Dúnedain: Pure Series Deck #2

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Dúnedain: Pure Series #2 4 3 7 1.0
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Mustardman 576

Mustardman has a newer deck inspired by this one: Dúnedain: Pure Series #2

Pure Series:

This is a series of about 10 decks that I made that don’t share any cards with each other. Meaning I can only use Steward of Gondor in one of my 10 decks. This forces me to use different methods of card draw and resource generation.

I have every expansion, but only 1 core set :(

I do include different cards of the same unique character in different decks. (Ex. Haldir of Lórien hero in my Scout deck and Haldir of Lórien ally in my Silvan deck.)

Dúnedain Deck:

This deck is a multiplayer deck, best with 3-4 players. It focuses on helping others while taking all the enemies for its self.

Taking Enemies:

Dúnedain decks in general want to have a few enemies engaged with them at all times.

To reach it’s full potential this deck wants 2-3 enemies engaged with it at all times. This allows both Halbarad and Amarthiúl’s abilities to take effect (and helps various other cards).

If your lucky enough to encounter a weak 1-2 attack enemies, DO NOT KILL IT, keep it around.

In order to deal with 2-3 attack per turn this deck is loaded with ways to deal with enemies (Feint, Guardian of Arnor, Descendants of Kings, Forest Snare, and Ranger of Cardolan)

Lets say you have one enemy engaged with you and no allies out, I would usually commit with Aragorn and have Halbarad commit automatically. Leaving Amarthiúl and Halbarad to defend + any of the cards listed above to help. Halbarad’s defense is pretty low at 2 defense, but can be upgraded with Dúnedain Warning or can be healed with Dúnedain Remedy.

Powerful enemies you want to put in a Forest Snare

Helping Others:

All the Dunedain ____’s (Warning, Signal, Mark, Remedy) can be played on other players. But usually the only cards that get played on other player’s heroes is

  • Dúnedain Signal: so one of their characters can block one of the enemies engaged with you
  • And Dúnedain Mark: because you don’t need it, since you don’t want to kill your enemies

I’ve also included Weather Hills Watchman in order to help fetch those signals.

Card Draw:

Card draw is a little weak in this deck, so a great card to see in your opening hand is Sarn Ford Sentry. But you usually don’t want to play him until you have 3 or 4 enemies engaged with you. You can also use Dúnedain Hunter or Mablung to help fetch enemies right before you play Sarn Ford Sentry.

Deep Knowledge and Campfire Tales help everyone, by letting everyone draw cards.

Resources:

In order to get a out a lot of your high costing allies, you need some resource generation. Amarthiúl’s ability helps, but Heir of Valandil is KEY. If you don’t get Heir of Valandil you can also play Ranger Provisions for yourself.

Willpower:

This deck focuses on taking a ton of enemies, therefore it lacks a ton of willpower, but can hold it’s own. Sword that was Broken will really help shore up its weakness, giving each character you control +1 willpower.

Threat:

The starting threat of this deck is pretty high at 32, but can be used to our advantage to help us engage more enemies. Although, if the encounter deck has some doomed effects or our threat gets to 45+, we can use Aragorn’s ability to put us back down to 32 threat!

Opening Hand:

In your opening hand, you typically really want to see…

If you have any suggestions or questions comment below

Thanks!

2 comments

Jun 16, 2017 Benedikt 249

You have so many Dunedain Signal's in your Deck, that you could benefit from a Rune-master

Jul 25, 2017 Mustardman 576

I have tried Rune-master, because it would seem to go perfect with this deck. Unfortunately card draw is pretty weak in this deck, and deck spaces are already pretty tight. Therefore, I haven't been drawing a boatload of signal to make Rune-master worth it.

Be my guest to try out Rune-master and see if it works for you!