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Passage Through Mirkwood - 1 Player - 2023-12-23 |
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matrosh 552
I decided to do little experiment and try how many attempts I will need to win 5 times with deck, also using progressive play, so only the cards, which were available at that time, when scenario was out. This is #1: Passage through Mirkwood. The deck is inspired by my older one, Mirkwood Runners, but the point stays the same: go through the scenario as quick as possible and avoiding travelling.
Choice of heroes and attachments:
Éowyn is obvious choice due her will power and ability to boost her will power, using only Protector of Lórien as attachment, to boost here even more for questing. Also Self Preservation for removing damage from treachery cards. Aragorn was chosen due his ability of second action (attack/defend). Steward of Gondor is for him and also Celebrían's Stone giving him access to resources and boosting his will power. Denethor i think is the best choice due his very powerful action to move encounter card at the bottom of the deck before it comes to play and knew what is going to be the next encounter card. Unexpected Courage is for him, 'cause he is also a great defender, so he can do both those actions in one round. Self Preservation is for him to deal with damages from attacks. Forest Snare is for Ungoliant's Spawn or Chieftan Ufthak, which are the strongest enemies in this game.
Choice of allies:
Daughter of the Nimrodel will heal your heroes using her only in last phase of the round to avoid damage. Erebor Hammersmith will bring back your attachments, which you lost due shadow effects. Faramir will boost your will power after new encounter card is shown if needed, otherwise use him for defending. Gandalf is most powerful card so far, using him for everything he can do. Gléowine will give you extra card per round, using him only in last phase of the round to avoid damage. Guard of the Citadel is quite cheap soldier, extra muscle for questing and attack, expendable in defending for big enemies. Henamarth Riversong is game changer as Denethor and will show you the next encounter card, using him only in last phase of the round to avoid damage. Miner of the Iron Hills is here to deal with caught in the web treachery, extra muscle for attack and defense. Northern Tracker deals with locations in staging area, so no need for travel there. Snowbourn Scout extra cheap help for locations and expendable in defending for big enemies. Wandering Took same as Guard with one extra shield.
Events:
A Test of Will for canceling treacheries. Dwarven Tomb to bring back Will of the West or Galadhrim's Greeting. Ever Vigilant to give allies second action. Hasty Stroke to cancel shadow cards. Radagast's Cunning and Secret Paths to avoid traveling and accelerating progress in scenario. Sneak Attack for Gandalf, still best combination in the game (also for Miner, Erebor and Scout when needed). Stand and Fight is here for Scout mostly. Strength of Will to accelerate game progression usually used with Wandering Took. The Galadhrim's Greeting to lower your threat and Will of the West to bring back cards you need again.
I won 5 games in 5 attempts usually in 5 to 8 rounds.