Foundations of Stone Nightmare Solo Progression

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Discard Pile

Copterman 1312

DECK NAME - Someone with Intelligence

https://youtu.be/IyrkIrZire0

OVERVIEW - Poor Spirit Pippin gets no love, so when I had an idea of how to build a deck that actually works well with him I jumped on it. What's crazy is I nearly published the deck using Fatty Bolger instead of Sam, but we need leadership access more urgently than Fatty's action in the final stage. The idea here is to push all enemies back to the staging area using Pippin's response. Eventually, we'll lower our to 0 and use Lay of Nimrodel to insure the win.

Loses can occur if you are unlucky enough to draw multiple low engagement cost enemies early as you may threat out before you can get rolling. Also if you reveal the Stage 4 that makes you discard your hand certain treacheries can be an issue.

HEROES

STRATEGY

  • OPENING HAND - card draw and Henamarth Riversong
  • STAGE 1 - push all enemies back to staging using Pippin's response; turtle here (Henamarth Riversong necessary) and cycle through your deck 2x (using Will of the West) as your slowly lower to single digits; make sure your draw deck is empty before advancing to stage 2
  • STAGE 2 - should be able to progress in 1 round using Lay of Nimrodel; make sure your draw deck is empty before advancing to stage 3; best to have 0 when advancing; I usually keep Arwen Undómiel and 2X Ethir Swordsman in play after forced effect forces us to discard allies down to 6 total cost; 3x Hobbit Pipe will be discarded as they are "item"
  • STAGE 4 - the worst stage to draw is The Shivering bank, but we can play a Will of the West from discard if this happens using Map of Earnil; if a Primeval Thing enters play it will not have any cards to attach to itself due to its forced effect
  • STAGE 5 - quest for the win using Lay of Nimrodel as Pippin will have lots of resources
  • THREAT REDUCTION - extremely important here; Hobbit Pipe fuels card draw; Arwen Undómiel is necessary to play Elrond's Counsel; not bad to use Dwarven Tomb to recur The Galadhrim's Greeting; use Good Meal to lower cost
  • Fast Hitch - negates Watchful Eyes condition; no need to waste A Test of Will on it
  • Map of Earnil - allows us to play a Will of the West if the 4B is the one that forces us to discard our hand
  • Ranger Spikes - crucial in some playthroughs to keep low engagement enemies from constantly making us use Pippin's response
  • Lay of Nimrodel - makes Pippin quest for insane when necessary (last stage)
  • Sneak Attack / Gandalf's Search - sometimes necessary to destroy an enemy; always push enemies back to staging
  • TREACHERIES - be aware of Sudden Pitfall, Crumbling Ruin, and Dark and Dreadful; take note of which of these treacheries are shuffled into the new encounter deck on Stage 3
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