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Dunedain keep enemies engaged, very strong deck | 3 | 4 | 0 | 1.0 |
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Rouxxor 1860
I decide to rebuild more thematic version of my tribal decks, based on the rules of the Free Races of Middle-earth of the Lure of Middle-Earth event: http://lureofmiddleearth.com/rules-the-free-races-of-middle-earth/
For dunedain I choose to build around doomed Aragorn. The idea is to play as much doomed (legacy of numenor, deep knowledge, seeing stone for tutoring them) turn one and get down to your original threat after that with Aragorn, and give Aragorn to friend(s) with desperate alliance so they can do it also (the once per game rules allow each player to do the ability one time, rules exploit). So we are, in the turn one, a few turn in the furure since we already draw and produce a lot of resource. We will have to prepare ourself to a lot of enemies, since the purpose of the deck is to keep engage a lot of them. Normally I use Spirit Beregond with gondorian shield, and 6 defense is normally enough for most of the enemies, even for nightmare quests. Here we can't have this and it is pretty sad. We will have to kill the big enemies and let the small ones engaged with us. To avoid the annoying shadow we must have a continuous way to cancel them. Burning brand is not efficient since we will only block from time to time with Aragorn (our main blocker is Amarthuil). Silver lamp and armored destrier is more efficient way to control everything. We need heal because we can't stand all those attacks (4 or 5 each turn) perfectly and there is no really good way in dunedain (athelas is only one shot) so request from your gondor friend to have his healer.