[DB14] Oh Trap! Dúnedain!

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JbanMormegil 675

This deck is part of a set of 16 decks, for all details check out the project here: 16 Decks Were Given to the Race of Men.

Rating:

  • Preferred Player Count: 2 - 4
  • Complexity: Medium
  • Time Intensity: High
  • Focus: Defense (Combat)

Synopsis:

The Dúnedain trait is mostly centered around keeping enemies engaged. Many of the Dúnedain cards are directly related to the number of enemies engaged with, since the cards scale directly with the number of enemies engaged with you. Eg. Heir of Valandil, Guardian of Arnor, Sarn Ford Sentry, Knowledge of the Enemy.

To ease the challenge of keeping all these enemies several traps are included as do we try to maximize Vigilant Dúnadan. This ally can become a never exhausting defender with 4 (Read 5) defense. To not succumb to shadow effects a Silver Lamp to give you the required knowledge on how to defend everything safely. In case a shadow needs to be cancelled, you have access to both Armored Destrier and Déorwine.

The deck has a tendency to go high on threat due to Pillars of the Kings, but you can keep your threat in check thanks to Beregond, Double Back and Pillars of the Kings.

How it's played:

In your opening hand you like to see any good drawing effect such as Master of the Forge, Pillars of the Kings or Sarn Ford Sentry. After you have decided on your opening hand, you just look to increase your defensive potential by

You try to play a trap every round for maximizing draw and minimizing the offensive threat of the enemies. The deck is limited on healing by only having a single Ioreth and The Long Defeat but usually this doesn't give problems.

Strengths: Defense

Weaknesses: Early Willpower

All decks:

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