Halbarad the G.O.A.T. (MD - Dúnedain Alternative)

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Mormegil 5393



This deck is part of Mormegil’s Deckbox, an effort to create an extensive catalogue of decks for the different archetypes, themes and playing styles available to players. Click here to check out the whole project.



Preferred Player Count: 2-4

Rating: .5



Premise


This is a quite fun deck utilizing Halbarad as your only hero to take two enemies per round with his double engagement ability and then never defends any of them, not killing them either and stacking them at your side permanently. How? You start by gaining the spirit resource icon through Song of Travel (which is fetched through The Grey Wanderer) and then afterwards playing either Out of Sight or Desperate Alliance to not have to defend any enemies (since - if you give Halbarad away during the combat phase - you can just choose to take enemy attacks undefended and they fizzle).

You then use Sarn Ford SentryGandalf alongside Sneak Attack and Knowledge of the Enemy to sustain the combo, cycling your key attack prevention events with Dwarven Tomb (and later on with Will of the West if need be). Most cards fall firmly into the category of enabling the combo, however you then also have a few payoff cards to control other aspects of the game as well, such as Northern Tracker, Warden of Annúminas and A Test of Will.


How To Play


In my opening hand I like to have at least one way to prevent enemy attack (so either Desperate Alliance or Out of Sight) but even more importantly I prioritize seeing draw. Running out of combo-pieces due to lack of draw and therefore out of steam is usually how you lose the game, especially since (if you die), all engaged enemies return to the staging enemy, most likely losing the game for all other players. So seeing Deep Knowledge, Gandalf/Sneak Attack or Sarn Ford Sentry early on is also very useful. Pillars of the Kings is not needed most of the time, but if you have no other options, it can be a very useful hail-mary type panic-button to see more combo-pieces.


Considerations


Celduin Traveler and Misty Mountain Journeyman are decent includes if you want to contribute to questing early on already, however I usually found that usually not be a problem (since you are dealing with quite a lot of enemy pressure, the rest of your playgroup should have some resources free to quest). Fornost Bowman is great for quests where you need to kill something (e.g. for the quest to advance). Campfire Tales is a striaght include in 4-player-games for me, with me often already opting to take it in 3-player-games. Hasty Stroke is very clutch for quests with shadow effects punishing you even if the attack doesn't matter (e.g. shadow effects discarding cards from hand or raising your threat by a lot). Increases in attack or attacks made is not a problem, but there are a select few other nasty effects that I like to have a silver bullet in the sideboard for.



Enjoy!!!


6 comments

Nov 03, 2024 gableleig 1

Hello Mormegil. First of all, congratulations for such a hard job you have done with your Deckbox. My question is, what is the point of having We Are Not Idle in a deck with no dwarfs heroes?

Nov 03, 2024 Marctimmins89 115

It's a deck thinner. Just replaces itself, essentially allowing you to play a deck with 47 cards instead of 50. More consistent.

Nov 03, 2024 gableleig 1

If I understood well, basicly you play the card, paying 0 resources, to draw another card, don't you?

Thank you for your answer.

Nov 03, 2024 Marctimmins89 115

You got it. In theory, just about every 47-card deck with leadership could have 3x WANI and be just that little bit more consistent. Incredibly boring addition to a deck though.

Nov 03, 2024 gableleig 1

Indeed!

Nov 04, 2024 Mormegil 5393

Thank you @gableleig for the kind words and thank you @Marctimmins89 for clearing this up.

WANI is actually a tricky one since it has two major drawbacks - potentially limiting the information on which you decide on a mulligan and distorting your card spread towards events (which can be an issue if you rely on cards like AVGT or Timely Aid). So I actually dislike it in a lot of decks.

If it is included, I can very much understand the sentiment of finding it quite boring. However if it helps set up a fun combo more reliably, I think it actually does provide enjoyment (even if indirectly).