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The Tower of Pain 2.0 (Gloin Jank) *CotR Deckbox* | 91 | 65 | 4 | 1.0 |
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Discard Pile
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Gandalfury 19
And where is Elrond, for I much wished to speak with him...
If you're going to through hell, keep going.
Welcome to the newest, greenest, richest damage healing deck of all time. We have card draw, resource generation, card draw, high questing and high damage output, readying and card draw all in one deck.
< Yes, it's a Gloin deck. Yes, it's a healing deck. First things first - a healing [Glóin](/card/01003)/[Treebeard](/card/143003) deck...without [Elrond](/card/04128)**?** (Or at least without Hero Elrond). And 'nary a [Warden of Healing](/card/04083) in sight. I had tried this deck several times https://ringsdb.com/decklist/view/944/the-tower-of-pain-2-0-gloin-jank-cotr-deckbox-1.0 from Sean of COTR fame, and found it didn't work as well as I'd hoped for several reasons. Firstly, the starting threat was 35. "But don't you want to be engaging enemies and taking damage" says you. "Not on turn one you dont want a 5 enemy engaging you and killing [Glóin](/card/01003)" says I. And secondly, I didn't find [Elrond](/card/04128)'s text particularly helpful in this high healing deck. "What about his healing boost" you exclaim! >Enters....
< *What is one more than "all damage"? [Gandalf wondered] Go big or go home. I want to heal 6,7,8,9,10 in one go. Not a problem for [Healing Herbs](/card/04109). Bit of a problem for [Elrond](/card/04128). But you have to exhaust a hero, and a lore one, so they'd need cheap lore readying!? >Also Enters
?< *Pippin admiring his starting threat of 6* With his trusty sidekick of
 **Nuts and Bots of the Deck** So it's a Lore Pippin, Lore Treebeard and Leadership Gloin deck. First things first, a starting threat of 28. Not bad at all. You'll hopefully be able to selectively engage some lower power enemies early on, and let them hack at [Glóin](/card/01003) keeping under the 4 limit. You probably wish to quest for 2 with Gloin, and take undefended attacks (especially after you have more hit points) but you can always hold back to give a small 1 buffer, but its rare early game for shadow effects to +2, so a 3 enemy is perfect. Quest with Pippin until you need to heal with healing herbs. Quest with Treebeard - we don't want to be killing our resource-generating enemies engaged with us, although you will want to keep it probably at 1 engaged enemy early on. Use [Treebeard](/card/08146)'s **action** cautiously early on, as we want to focus on getting our Gloin engine running quickly. *Card Draw*: Card draw/selection is mainly via [Master of the Forge](/card/04134), dedicated fetch cards [Rivendell Minstrel](/card/02008) and generous card draw [Peace, and Thought](/card/04135), especially when [Pippin](/card/06056) has a [Fast Hitch](/card/02103) and isn't doing a healing (also use [Glóin](/card/01003) and let him take an undefended attack). You also have [Heed the Dream](/card/12009) which was made for this deck. Some resources, and lots of resources? You can then go and get whatever cards you need! Its perfect! And then, give the relatively low starting threat, and our willingness to take undefended attacks with [Glóin](/card/01003), engaging enemies with higher threat threshold than our current threat will trigger Pippin's **response** for card draw. *Resource acceleration*. Let's put theme aside. Punish Gloin. Let him bleed. Then heal him and let him face that pain again tomorrow. But he needs some hit points, so early game focus on [Ent Draught](/card/143009) but he really needs his 2 [Citadel Plate](/card/01040)s on board. Healing should focus on Gloin early on. Occasionally trigger [Treebeard](/card/143003)'s response to help get over a location, but we're not hoping to destroy enemies in the first couple of rounds (*we needs them*) as they help extract value out of [Glóin](/card/01003). *Attachments:* [Song of Battle](/card/02104) and [Song of Wisdom](/card/02034) onto Gloin to pay for his plates, and then pay for everything else. [A Good Harvest](/card/06010) can help you get the plates on him to start. [Fast Hitch](/card/02103)s onto Pippin to help heal, quest and trigger [Peace, and Thought](/card/04135). [Ent Draught](/card/143009) onto [Glóin](/card/01003) early, or [Treebeard](/card/08146) if [Glóin](/card/01003) has plating. ([Treebeard](/card/143003) cannot take the restricted plates). [Healing Herbs](/card/04109) always onto [Pippin](/card/141004) and [Cram](/card/131011) onto [Treebeard](/card/143003) and recycle with [Erebor Hammersmith](/card/01059). [Self Preservation](/card/01072) goes onto Treebeard. His hit point pool will be more limited (max 7 with [Ent Draught](/card/143009), but needing more frequent healing, so these are better on him. *Allies:* Your main hitting allies are the [Wellinghall Preserver](/card/10061). These have 3 and 2 , which means they'll do what you want. But they will also heal [Treebeard](/card/143003) when they ready, and if you get a [Leather Boots](/card/19060) on them, not only will they ready the turn they enter play if a location is revealed, but they will also heal [Treebeard](/card/143003) twice per turn. (*It is a gift!*). Often 4 or 6 can be removed by this passive effect each turn. *Mulligan/Early start*: Aim to get a [Healing Herbs](/card/04109) on Pippin, and a [Fast Hitch](/card/02103) soon after. [Citadel Plate](/card/01040) is the focus, followed by the songs and another [Citadel Plate](/card/01040), but this can wait a turn or two. I have occasionally waited 4 turns to build up resources each round, but usually you want a nice low enemy helping you get there. One 2 enemy engaged with you one turn 1 gets you [Citadel Plate](/card/01040) on turn 2 (if you pay a song with a lore resource) and you're pretty much then set up.