Dunedain Rangers

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Lordofthedance1337 13

My first run at my Red/Purple Dunedain deck. Obviously all combat focused with the idea of loading my heros up with attachments to both ramp up and engage as many enemies as possible per round, also attempt to clear sidequests early by increasing Halbarads Lore. The Allies in this build have tilted more towards having very high damage stats and the ranged ability in order to pick off as many enemies per round as possible. With the ability to block mostly falling on the Guardians of Anor and my heros once their equipped with Armor. There are a few possible changes I might make like either toning down some of the resource ramping to give myself some more defensive options, or adding in a couple extra ways to draw cards. Normally I would be playing at least a few Gandalfs, but with one of my party members using him as their Hero, that's not an option for me this go around.

Certainly some room for improvement but this deck is pretty much always coming out very quick and holding down the first few encounter rounds pretty easily and giving the rest of the players some breathing room to set themselves up and carry into the later rounds.

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