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serre 115
This is a deck i made to jump start. I've been playing a while a similar deck, but thought it was still missing something, so i adapted it and came with this:
Basic Idea: Making a deck that provides card drawing and lots of tokens to all party members.
I think Erestor is the key in running this deck, i played similar decks where i used 3 color setup, but i think this one is much better. With erestor's ability of drawing 3 extra cards is Huge. -> + you'll basically never need to mulligan. The chances that you don't have Legacy of NĂºmenor, The seeing stone, deep knowledge, are very small, since you'll have campfire tales + daeron runes to draw even more cards. Play as much cards on your first turn and play as much doomed allowed (depending on the starting threat of your companions ofc). Do not be afraid to put them on 45 threat turn 1 or so. IT's worth it.
Cards that you wanna see apart the doomed cards, are Celebrain stone, for the blue icon. If you got unlucky and not drawing 1 copy in your first 20 cards or so their is still good harvest to save the day. Raise doom, and lower 1 player with galadrim's greeting -6 threat, and if playing with 3 or more reset the highest player in doom with desperate alliance.
Now with message of elrond you can basically do some funny stuff. You do not need to worry about you're own threat since we got aragorn, but we can give gandalf or sneak attack (if has gandalf in his hand) to or mates so they can use him to lower their threat as well, so message of elrond = threat reduction in a way. Also i believe it can be used for plenty cards like treebeard. If we did not have the tokens to play him or we needed to play a gandalf we can always give him away.
Also i included low cost ally's to be able to play them and provide 2 willpower. I did not include arwen because i don't want to much blue cards in a deck without blue sphere heroes.
Heed the dream is only necessary to use for this deck at the beginning to get the cards you need at turn 1 to jump start or for example a rally the west on turn 1 in play is also very good. Mid game i think you best give it to your companions deck to get a feint or a test of will or something.
I play mostly with 3 players and this deck has beaten a lot nightmare scenarios and difficulty 7 scenarios. Lastly we played the attack on dol guldur in standard mode and won it because this deck gives great boost to other decks. Imagine this and a big ally spam deck (gondors, silvans, outlands, ents,... ) those decks jump start big time.
I like to know what you think of this. their are many ways to play this, this provides more willpower and with treabeard, aragorn, quickbeam, gandalf you can also defeat some enemy's.
Great hero lineup and support idea! These heroes can certainly provide fast and endgame powerful effects to the table!