47 - Intruders in Chetwood (Progression Series)

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This is another fellowship continuing on in my goal to play through all of the quests in release order to learn how all (or most) of the cards interact with one another. The first fellowship for the quests in the core set can be found here, and it contains a slightly more detailed overview of what I'm going for with building these decks. As always, any feedback is appreciated so that I can continue to learn more!

Dunedain were one of the first decks that I ever looked up and built when I first started playing the game, and I really enjoyed trying to balance staying alive while keeping enemies engaged. So, I am quite excited to be diving into this deluxe and cycle to see how these decks can build and grow. With the current card pool, there isn't much of a need to keep too many enemies engaged with the Aragorn deck, though once some readying comes over from the other deck, it can certainly handle a few.

Halbarad will be the main defender, and can quest for 4 without exhausting once Star Brooch and Sword that was Broken are out on the table. DĂșnedain Hunter and Aragorn should be enough to take out any of the enemies that arrive, with the Hunter working really well if you can play it while this deck is first player, allowing the questing deck to throw a Forest Snare on it during the planning phase, essentially netting a free 3 ally, plus keeping an enemy engaged.

The Dunedain deck has a ton of resources to spend, so Errand-rider and Bifur can help spread them out to the questing deck to help get more willpower on the board to quest through the Orc War Parties until the Aragorn and company are built up enough to handle them.

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