58 - The Passage of the Marshes (Progression Series)

Description

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!

Traps have quickly risen up my favorite types of decks to play, so it was pretty much a no-brainer for me to try to use Damrod and build around that idea. This quest punishes you for having enemies engaged once you reach Stage 3, so ideally you will really want to save up some Forest Patrol and Infighting (to move some damage down from enemies trapped in Ranger Spikes) for Stage 3 so that you can wipe out all of the trapped enemies right in one combat phase. Doom Hangs Still can be really useful with the valour action if you can't quite take them all out in one go.

Getting two enemies engaged early on with the Dunedain deck can power up Amarthiúl and allow this deck to really get moving. There isn't a lot for Frodo Baggins to do, so both decks have Gandalf to be hard cast with his resources, as well as Ranger of Cardolan if need be. Both Gandalf and the Ranger are fantastic targets for A Very Good Tale during the refresh phase before they leave play, and can really allow for a lot of allies to be dropped in very quickly for this deck.

If possible, it isn't a bad idea to stick around Stage 1 for a little while, going after some side quests to get some allies out or move locations to the victory display. Once you get to Stage 2 and 3 you will want to press through them as quickly as possible, hopefully having a few enemies trapped in staging and engaged with the Dunedain deck.

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