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Erestor Outlands for multiplayer | 4 | 4 | 0 | 1.0 |
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Rouxxor 1860
Introduction
Here is the fastest Outlands deck I know. We have a great use of Erestor ability to draw 3 additional cards per turn to put many outlands in play each turn. And if you ever get a chance to play or see outlands you know that when many of them are on the table you can do all that you want.
This deck is a variation of Flash outlands.
I- Erestor, Hirluin and the resource generation
We need to play all our cards each turn (we discard hand at the end of turn because of Erestor). That is why we play so many resource generation. The key one is legacy of numenor but since we play 6 of it (3 seeing stone to go look for him) and many of my others deck also play it it is easy to find him on turn one. It allow us to play the second key card, steward of gondor, and gaining strenght on hirluin (every resource generation go on hirluin anyway). When we have steward we can also play wealth of gondor and envoy of pelargir. Because of this need to have the right resource generation and the possibility of discarding many outlands if we don't first afraid me about the regularity of the deck. But I play it over 30 or 40 times without having even once this issue. Sometime I doesn't have my steward turn one but I can play all my important outlands anyway.
II- Galadriel, draw cards and go questing
If we miss a key card (legacy of numenor or steward of gondor) we must draw using Galadriel ability to hope to find it.
Now that we have gain as much resource we can we must calculate how many cards we can play. The most important one are ethir swordsman and knight of the swan, then come in order forlong, anfalas herdsman, warrior of lossarnach and hunter of lamedon. But most of the time we can play all our outlands. If we still have resources not spend we must draw using Galadriel to get a chance to play even more allie of turn one. After determining if we need to draw, or make our partner draw we must play daeron's rune and then make another calculation about what we can play (and so what we must discard ^^). Hunter of Lamedon ability should be done only if we are sure to be able to play the outlands drawn. So really, calculation is needed for this deck ;).
That among 13 cards already drawn so more than 1/4 of our deck is already in our hand during this turn one. And after playing all the ally we can we send all of them in the quest without having to exhaust them. It is a drawback for Arwen, but not for the others ^^. At this point we also play our elrond's counsel to lower our threat and add one willpower. Otherwise we need to discard it at the end of the turn. That mean we can put something like 15 on the quest turn one.
III- Fight
After sending them in the quest we can play a very good tale, put as many high cost as you can to be exhaust. Of course the best to perform it are Arwen and Forlong since exhaust them is not a default ^^.
It could be hard to defend for us in the first(s) turn(s). We still have Hirluin and or Erestor who can stand against medium strength attacks. Otherwise we have small allies that we can sacrifice (silvan first, then envoy). Sometime there is many enemies so we have to sacrifice also an outland. It will, of course, be hunter of lamedon who don't have ability since he is in play. On the following turns we make Arwen ability so a partner character can defend for us, but quickly we will have all warrior of lossarnarch in play so we rather defend for him. Forlong became also quickly a good defender.
Depending on how many knight of the swan we have we can be short on attack or boss killer since the turn one ^^.
IV - Some other cards
We play double back because it is so efficient to lower the threat. In many quest there is a stage where we can progress anyway. In major part of the quest we can choose to go on double back if threat begin to go over 45. But there is among 5% of the quest in the game where you simply can't go to the encounter quest since drawbacks will be worse than benefits. I accept that the card is great 95% of the time and useless 5%. It stay the best threat dealer of the game ^^.
We only pack one deep knowledge. We don't want to draw too many cards since this can lead us to discard good cards at the end of the turn. Allies that we will all have in play within 4 or 5 turns anyway. But there is situation where this card is better than legacy of numenor (for example if we have already 2 legacy of numenor in hand ^^) so we enjoy having one to tutor it.
V- What we ask for our partner?
As we say even without ethir (or only one) we can quest decent, but blocking our enemies are more an issue so a deck who can handle fight is a better partner than a quest deck. Another things that is missing from this deck is cancel. A treachery can be devastating sometime so please play some test of will. Doomed combination is something particular. If the partner have a good way to deal with threat after that (like Aragorn II ^^) it will be awesome. Otherwise we must consider not to play too many legacy of numenor (we are allowed to discard them if we have enough resource to play all that is our hand ^^).
I have one deck who cover everything needed: Dunedain
VI- Does the deck work? What can he win of loose?
This deck have a big weakness against some scenario. Don't even try to play espace from Dol Guldur for example. It will be risky to play against scenario that ask you to have few allies (three trials, foundation of stone nightmare) late in the game since you can already have your deck empty.
Except for this case it is a war machine. He rolled over quest, even the hardest. The number of ethir swordsman and knight of swan in play than the number of encounter cards there in the staging area. And as I say the deck is very regular so we don't loose against ourself either.
Another default of this deck is to have a recipe about how playing the cards. It obviously lead to playing the deck the same way every game. The first game are very funny but it is not the most complex deck to play, so neither the most interesting to me.
We use it recently to take more than 10 turns in the back gate open then sucess against mount doom (having many allies is supposed to be a default but we defeat a quest each turn so we are fast enough). I also crack the nightmare challenge of shadow and flame nightmare with this, winning at turn 2 two games in a row: The fellowship
Thanks for reading me.
2 comments |
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Mar 26, 2018 |
Mar 26, 2018Thanks! Yes it is. Not only because of drawing one card per turn thanks to Galadriel ability but also because you can send more in quest each turn because allies don't exaust to do so on the turn they arrive. Denethor is only mandatory when you play without legacy of numenor. |
Cool deck. Is this deck quicker than the version that uses Le Denethor instead of Galadriel?