Eowyn's Ents

Questlogs using this decklist
None.
Fellowships using this decklist
None.
Derived from
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Inspiration for
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Summary:

A solo lore-tactics deck with ents, eagles and Éowyn.

Hero roles:

Ally primary roles (though the ents are flexible):

Attachments:

  • Horn of Gondor goes on Eowyn or Denethor. It's the only source of extra resources in the deck. Although the deck does not want to destroy characters, letting an ally die in order to gain lore resources can be worth it if it lets you play a better ally next round.
  • Gondorian Shield goes on Denethor so that he can defend for 5 . If you want you can play a spare on Eowyn, though she doesn't want to be defending really.
  • Grappling Hooks go on Quickbeam to allow him to quest (+4 , effectively). Since they aren't restricted, he can use them.
  • Ent Draughts are primarily for Quickbeam (and secondarily Denethor), but several of the ent allies can also benefit from being able to soak more damage, especially Beechbone.
  • Elf-stone makes up for limited lore resources by helping play allies like Leaflock, Wellinghall Preserver, or Galadhrim Healer.

Strategy notes:

  • This deck aims to mostly brute-force its way through a quest. The deck lacks threat reduction options but ideally you can stomp your way to victory before threating out!
  • Given that ents enter play exhausted, the deck will be slow to start, though Eowyn's questing and Quickbeam's readying ability will help move things along in the early rounds.
  • Aim to get as many allies out as possible, keeping ent characters damaged to power up Leaflock and Beechbone while enabling Boomed and Trumpeted.
  • Cards like Ent Draught and Galadhrim Healer are there to keep characters alive for as long as possible while the board state is built.
  • Always quest with Eowyn unless you're expecting to use her once-per-game ability that round.
  • Always keep Denethor ready for any defending (and try and get a shield on him ASAP), but if there aren't enemies engaged with you then you can exhaust him for his ability during one of the later phases of a round.
  • Quickbeam will usually want to remain ready in order to attack, but he can also quest then ready later if needed. Do this if he's unwounded and/or if he has Ent Draught. Alternatively, if he has a Grappling Hook, then wait to use its ability after staging but before the quest is resolved, so that Quickbeam can add his as (and then maybe use his ability to ready for the combat phase if needed). There's a more complex combo here that includes Boomed and Trumpeted: exhaust Quickbeam to commit him to the quest, ready him with his ability by dealing him 2 damage, play Boomed and Trumpeted to give him +3 , then exhaust Quickbeam again and discard Grappling Hook to add +7 to your questing this phase...
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