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Silvan deck for multi | 2 | 3 | 0 | 1.0 |
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Rouxxor 1860
This is a versatile multiplayer deck. It can quest, cancel, heal, produce resources. It main issues is to block and to have enough to quest and/or attack after the many allies of the firsts turns.
I- The Heroes
The theme of the deck is based around the silvan jump: allies are 4 times more powerful the turn they get into play: they get a +1/+1/+1 bonus thank to Celebron and can both quest and act during attack with Galadriel.
II The events
The turn after we can return them in hand to play them back and have another time the boost. I only play feigned voices and the tree people, I found them way more effective than Island Amid Perils. For Feigned voices and tree people bring back an ally is see as a reduction for an effect than would have cost more way more resource. But Island Amid Perils is less effective than an elrond counsel. Since I both found 6 jump event is enough and don't find elrond's counsel effect important I have no regret not to play it ^^.
The others event are not thematic, they are auto-include in my deck of the associated sphere: Daeron's rune is a card who help us to improve the quality of our hand without real drawback. A test of will help a lot against a lot of nasty treachery. I found that legacy of Numenor is a must have in every non secrecy decks. Yes it is 4 threat but it give us what is important in the first turns of the game: resources. It give us almost a free turn to be ready. I don't care about playing one or even two or three so we can play everything, wipe out all enemies and sucess the quest without any problem. At the end the threat raise will be under control thanks to some powerful effects (double back, secret vigil, elrond's counsel, galadhrim's greeting) and we usually able to finish the game several turns before thanks to them (it that amount of threat that we will not take).
A very good tale is a complicated card. I found it garbage the first time I play it, because it was with the deck that developer advice us to play on hobbit saga and there wasn't enough allies. I now play it almost in every my tribal decks. We generally put as many cost we can to exhaust with it to avoid no being able to take the best allies we can. Sometime we reveal only one, or even not any allies and we just exhaust two allies for nothing. But usually we exchange the use of two allies for the turn against two new allies for 0, quite neutral, and have the four of them for the rest of the games, it is very powerful. In this deck it is even better since we put allies that no longer0 enjoy Galadriel & Celeborn effects and get two more powerful allies.
III- Attachments
O Lorien! is a resource generator only for silvan deck, who produce one of the sphere of our choice. Perfect for the deck, we want three to draw it as soon as possible. Steward of Gondor is a classic. Still as powerful. We can give it to another player if we already have O lorien but we will enjoy it a lot on Galadriel at the moment we also have nenya. I'm not a big fan of Nenya because I want to use Galadriel effect each turn to draw. In this deck we will both enjoy the lore sphere and be able to ready her on a moment were not any other heroes will enjoy with greenwood archer.
IV- Allies
It is the most complicated part of the deck, so as the more interesting :).
To me the whole deck work around Galadhrim Minstrel. I jump her every time I can. The way I play the deck is the following: I play her and hope to find a The tree people. Then I'm able to bring her back to get another silvan ally. I play her again and found another one. It also work with a very good tale. If we found a feigned voices but can buy a turn and play galadrhim ministrel back next turn. With a daeron's rune we will go deeper in the deck, so we may found another ministrel, a very good tale, tree people of feigned voices and do it anyway. The work case is to "only" found a test of will or legacy of numenor ^^. The best is to have two galadhrim minstrel so we can jump the one we play the turn before.
Defender of the Naith is our only defender. so we take good care of him. He can even block in another player zone. But let be honest: when he go back to 2 defense he get really weaker. It still work very well with a very good tale since we can ready him when we jump.
Naith Guide is the reason we don't play light of valinor Main Deck: we can already on many turns have our heroes used both in quest and fight with this cool ally.
Galadhrim Weaver is here to give many willpower for a low cost. It also bring back events like a very good tale and the three people, especially when we bring her in play thanks to those events. It also give a loop when our deck is empty: we can make a feigned voices each turn, returning her in hand, playing her to brind voices in deck and drawing with Galadriel, or with 2 feigned voices alternatively and using your draw of the turn.
Galadriel's Handmaiden have a very small effect and, like weaver, is quite usefull to use spirit resource and bring enough silvan deck in the deck in order to have a great use of many silvan cards, but don't have the major impact of the board.
Greenwood Archer is my most recent add to the deck. It fit very well as a support for Haldir about act ranged for killing enemies in at another player zone. His ability is hard to use because we usually get allies before quest (even with events, because we want to put them in quest without exhausting with galadriel), but can be used with Galadriel + Nenya.
Silvan Tracker is a good card for silvan deck, it make all archery quite useless. I only choose to run more Warden of Healing than him because usually silvan are not blocking a lot so we prefer to heal another player character. If this is not right feel free to put the sideboard silvan tracker in and get out 1 warden of healing.
Orophin is another card I like to play in X2 in my solo version. Here if felt less the need to bring many allies, or even to make a loop with one who are looking to the other, with the opportunity to sacrifice one of this each turn blocking.
Here Henamarth Riversong as no ability and is "just" for one a 2 willpower in quest then 2 attack the turn it arrive :).
V- The sideboard
We may include some hasty stroke if no one play any, in particular if there is more than two player, in such case counter are really essential. Feel free to remove some weaver.
We include 2 Light of Valinor when nobody play them.
Cloak of Lórien is a try to make to this deck able to even block, but this is not a real success.
May be some The Galadhrim's Greeting should be included in this side in case there is many doomed among the decks.
VI- What deck could be paired with this one? Against wich quest?
I recommend a deck who can block, so a tactic deck with gondorian shield is usually good. But as I said at the beginning this deck is versatile so it can paid lot of decks.
It is less versatile in quest matter. It really need to get many decks to be able to handle mid and long term game. Some quest that swap allies (Dunlap trap, nightmare foundation of stone...) and some who make us more difficult to play card (escape from dol guldur, nin-il-eipht, crossing at poros) are a pain for this deck. Otherwise it is absolutely able to deal with majority of nightmare available.
Great write-up!