Escape from Dol Guldur, Nightmare Mode (3 player)

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Mr. Underhill 4155

This is the deck I used to beat Nightmare Escape from Dol Guldur in three player. This quest is known to be extremely difficult so I'm not ashamed to admit that I completely teched against it.

The role of this deck is to provide early game questing power and various supporting tricks to deal with some of the encounter deck's worst threats. The other decks were a mono lore trap deck (Faramir, Mirlonde and Damrod) and a mono tactics deck (Prince Imrahil, Hirgon and Beregond). We had Faramir and Prince Imrahil as our captured heroes.

MVP cards:

  • Steed of Imladris & Elven-light to place progress on the Dungeon Labyrinth while it was the active location.

  • Bofur, Curious Brandybuck, Emery and Elven Jeweler, all of whom can be put into play to get around the "one ally per round" quest card limitation.

  • Stand and Fight, another card which gets around the quest card's ally restriction. During the game I used it to grab a Defender of Rammas from the tactics player and stop myself losing a hero to an undefended attack.

  • Thrór's Key, which I used to blank a torture chamber in round 2, meaning we could ignore it for the rest of the game.

  • A Test of Will, which I played five times thanks to Dwarven Tomb.

  • The Galadhrim's Greeting, which I topdecked on the final turn when the lore player was on 49 threat. I played it to lower everyone by 2, and we promptly revealed two Doomed 1 cards in staging. Very lucky!

An amazing quest and an amazing game in which it felt like we could lose at any moment.

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