| Questlogs using this decklist | |
|---|---|
| None. | |
| Fellowships using this decklist | |
|---|---|
| None. | |
| Derived from | ||||
|---|---|---|---|---|
| Wealth of the Eldar | 0 | 0 | 0 | 1.0 |
| Inspiration for |
|---|
| None yet. |
| Card draw simulator |
|---|
|
Odds:
0% –
0% –
0%
more
|
| Gameplay simulator | ||
|---|---|---|
|
||
|
Hand
|
||
|
In Play
|
||
|
Deck
|
||
|
Discard Pile
|
Turtle_Party 51
Goal 1: Get resource generating cards in play so you are generating at least 9 resources a turn.
Goal 2: Use Estel and Erestor to thin your deck to the point where you can play and draw all 3 copies of Lords of the Eldar every turn.
Play as many Noldor allies as you can on your way from goal 1 to 2. Cycling through your deck so much may require lots of stalling and lowering starting threat, but between 3 copies of Elrond's Counsel and Dwarven Tomb each, and a Will of the West you should be fine.
Use DĂșnedain Pipe as a more effective version of Silver Harp to keep cards in your deck while you wait for the right time to play them.
The key cards you want to save for the right time are:
Other notes:
Harbor Master will have up to +8 .
Swap out Misty Mountain Journeyman for other Dunedain to adapt to the quest. The cheaper the better.
Is this the most effective use of generating 10+ resources a round? Maybe not. But +3 +3 +3 on each hero and most allies certainly feels good.
If you draw Will of the West without the means to recycle it turn 1, you can likely use a Dwarven Tomb later.