Cirdan and Amarthiul are friends

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Flink 62

This deck is all about abusing Tale of Tinúviel to make Amarthiul into a 5/7/7 behemoth. Use Dwarven Tomb and Will of the West to repeat.

Cirdan gets the Light of Valinor so he's always ready to help his bff. His card draw should be enough to keep things going. He can also carry a Silver Lamp and Silver Harp if they come up, but those are gravy.

Greyflood wanderer exists in case the Tale needs to be sent back Cirdan's way.

With Light the Beacons Amarthiul could defend against every enemy on the board with defense 10 (3 base +1 and Sentinal Arwen, +2 Beacons, +4 Tale). Good Meal makes that cheaper to pull off.

With multiple core sets, the key change is MOAR Unexpected Courage, so Amarthiul gets the most out of his boosts.

Tactics cards are emergency valves (since you'll only need them with an enemy engaged).

And Merry? Merry just watches...

Possible edits: more Leadership? Some Rohan Warhorses for Armarthiul? Ancient Mathoms if more card draw is needed?

2 comments

Apr 17, 2016 Darkling Door 6446

Nice! I spent some time trying to build an Amarthiúl / Círdan deck a little while ago, but I kept getting stuck on trying to make it a Secrecy deck and it never quite worked out.

This one looks like fun! What quests have you tried it against?

May 07, 2016 Flink 62

@AuthrawI finally got a chance to try this deck out in the flesh against Journey Down the Anduin (my go to test quest). It handily won three out of three. It built a questing army very quickly, and shrugged off all but the biggest foes. It only got into trouble when the last stage once ended up with 5 enemies at once, but efficient readying and chump blocking carried the day.

Merry turns out to be very important to the success of the deck, keeping threat low enough to selectively engage. Silver Harp isn't just gravy, I discovered, it's crucial to getting the deck running such that I added a second copy and would mulligan for it. The Galadhrim Weavers were also surprisingly useful, recurring key cards, helping the Sailors of Lune keep their bonus, and reshuffling the deck when the Stargazer wasn't finding anything useful.

I followed up with Conflict at the Carrock to see if it could handle multiple large foes and the deck pulled it out again, despite Merry and Cirdan getting sacked at the same time. The single point of attack from the Sailors and Swordsmen helped Amarthiul take down the trolls one at a time.

This deck probably wouldn't fare so well against any quest with battle/siege questing, and with no healing things got a little dicey as damaged piled on the low health heroes. In multiplayer it would probably benefit from a Lore/Tactics deck with healing and a few ranged characters to pitch in when Amarthiul isn't enough to slay enemies in one shot.