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MAD4 1
This is the third version of this deck. Going TRICOLOR at first proved very difficult and frustrating. I will leave it to my future self to implement when I get better. The second version placed too much emphasis on SPIRIT to make money and not enough taking advantage of TACTICS incredible economy. This thrid version used more and more expensive TACTICS cards and limited the cand clogging of SPIRIT'S limited salary.
This deck proved extremely good at managing travel threats of the first quest. Paying for and using the TACTICS allies to "stall" and allowing SPIRIT to accululate money proved crucial to lowering and managing the threat. Plate armor on Eowyn saved her from treacheries and an increase in Blade of Gondolin and Dwarven Axe may be needed - Gimli was rerally the only one that could deal with any sort of "real" armor. Gandalf was needed to put U. Spawn in the ground as only he and Gimli could harm it.
Trivial threats seemed well managed but I wonder how the further quests will be managed with this deck. Youtube and podcasts suggest that the second quest is more indicitive of the balance this game has for cooperative playing than the first, get your feet wet quest.