The Morgul Vale Solo Progression (2 Cores)

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MiskatonicKnight 1

This deck was specifically built for The Morgul Vale scenario using a Solo Progression play style. This final Adventure Pack of the Against the Shadow cycle is certainly the most difficult scenario, so far. That is going all the way back to the Core Set scenarios. I've had some tough ones before, but this one had me stymied through 20+ attempts.

The three Captains faced in the encounter deck are all tough in their own right. But throw in some strong enemies, several brutal treacheries, and an objective that makes the scenario progressively harder, and you've got a heaping serving of humble pie. You need to quest successfully, defeat enemies quickly, and manage your threat or things quickly get out of hand.

The combination that worked for me was Tactics , using Háma, and Spirit led by Dúnhere and Glorfindel. There are three main strategies: Dunhere with Spear of the Mark attached, Hama playing Feint with retrieval, and Glorfindel using Light of Valinor to quest and attack. With allies taking all of the hits and providing quest support, the three heroes can focus on dishing out the damage.

An ideal opening hand will be Spirit of the Mark, Feint, and some cheap allies that can quest early. It is important to keep your threat low to pin Murzag in the staging area for Dunhere to attack while building up a defensive wall of allies. Progress quickly through to the second Captain but don't take him out until you are ready. The Nazgul king is 4 threat, and comes with a location and an additional encounter card. Keep A Test of Will handy to deal with any potentially game ending treachery.

All decks, including this one, will need several things going well to get the win. I can't say this one is any more consistent, but in my wins, every card came in handy at some point. Good luck out there!

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