Rescue Mission: Escape from Dol Guldur

Description

TL;DR

  • Assault Team handles combat with a strong emphasis on cancelling shadow effects that can wreck both decks.
  • Infiltration Team quests, controls locations, avoids travel effects, and tries to avoid nastier enemies with a little encounter scrying.

Assualt Team Strategy

There is only one copy of Deowine for MotK. I put his copy in the decklist too for OCTGN.

Heroes and Attachments

All start with 3 defense. This is high enough to block almost every enemy except the Nazgul, Spawn of Ungoliant, and Chieftan Ufthak. All the heroes are Warriors so Hauberks of Mail and Warrior Swords can go any of them. Generally Deorwine should get the first Hauberk, Dunedain Warning, and Armored Destriers. Once defense is 5, other warnings and hauberks can go to Erkenbrand. Amarthuil is the priority for Warrior Swords.

Erkenbrand is here for his sentinel and built-in shadow cancellation. The shadow that discards an attachment or all attachments if undefended is a killer for this and the Infiltration Team deck. Sentinel is also important as the Infiltration Team is needed to quest. Erkenbrand can become a secondary attacker with a Armored Destrier + Warrior Sword. If Amarthuil is the prisoner then Armored Destrier + Steward of Gondor + Gondorian Fire.

Amarthiul is also a good defender but his primary role will be attacker which is good at 3. He gets better with a Warrior Sword or even better Gondorian Fire. His engagement ability also helps smooth resources and some resource acceleration. Likely won't want to keep 2 enemies engaged just for the resource acceleration because the enemies can come out pretty quick especially early on. If he is the prisoner it is not a great loss.

Deorwine is generally the first choice defender. If you can get Destrier on him and keep a couple Leadership resources available then shadows are no longer a problem. Keeping reosources back with this deck generally is not a problem thanks to Legacy of Numenor, Steward, and Amarthuil. I'm not sure if Deorwine can be the prisoner. I played it that Messanger of the King was selected after the prisoner. If you play it differently then Erkenbrand becomes the main defender and getting a Honor Guard or healing online with the Infiltration deck is a priority.

Favor of the Valar keeps the deck from threating out. Also note a second copy can go on Infiltration Team as threat can be an issue with all the doomed cards.

Allies

Galadriel helps quest and get heroes equipped.

Gandalf generally will want to use his direct damage to help take out the the tougher enemies. His card draw is a good second choice. Threat reduction will only want to use late game since this deck wants to be in Valour.

Honour Guard helps with a few different things. He can stop some damage if defending against Spawn of Ungoliant or Chieftan Ufthak, prevent the loss of hero to Hummerhorns engagement, and prevent damage from Skeleton Key once claimed.

Legolas helps with attacking and card draw.

Steward is very helpful for questing and possible card draw off Feint, Fierce Defense, and Open the Armory.

Events

Feint and Wizard's Voice help stop Nazgul from discarding allies. Also important to keep Chieftan Ufthak in check. Wizard's Voice especially can be a great source of action advantage as it stops an attack on the Assault and Infiltration Teams.

Legacy of Numenor and Open the Armory included to accelerate getting set up.

Last but probably the most important, Fierce Defense included to discard the Nazgul once in Valour. The Nazgul is non-unique and not immune to player card effects. It makes getting Stage 3 complete super easy if it is in hand. Save this for the Nazgul unless playing means the difference from being eliminated or not.

Infiltration Team

Heroes

Pippin is included mainly to quest. His ability might draw a card or two, as not always possible to avoid engaging enemies. Also the Assault Team has 2 heroes with sentinel that can defend for this deck and engaging an enemy or 2 is not a big deal. Pippin is a good to hold Gandalf's Map as he shouldn't be participating in combat. If he is the prisoner it's not a big loss as Assault Team has Legacy of Numenor and Steward of Gondor to help compensate for the loss of Lore resources.

Argalad mainly is going to quest. Light of Valinor (if Glorfindl is the prisoner) or an early Unexpected Courage is really nice to quest and use his ability. Most enemies in the quest have 1 or 2 threat so he'll essentially quest for 4 and deal a damage. His ranged can also be handy to help the Assault deck take down some enemies.

Glorfindl included for Asfaloth, action advantage, and Spirit access. He is a good target for Caught in a Web as with Light of Valinor he doesn't need to exhaust. He's also a good secondary target for Gandalf's Map because he generally does not need to attack. The deck generally does not need his 3 attack power. He also is good target for the other objectives. If you are worried about the threat gain from Dungeon Torch, put it on Glorfindl. The Assault deck has restricted attachments for Warriors which can detach the torch from Glorfindl.

Healing and Condition Removal

Warden of Healing and Daughter of Nimrodel included to counter the direct damage of Necromancer's Reach, Skeleton Key forced effect, Hummerhorns shadow effect, and Dol Guldur Orcs when revealed. Elrond also provides emergency healing, but his condition removal is the more important effect for Caught in a Web. Power of Orthanc also included for that condition.

Location Control

The locations in this quest are only really bad for their travel effects. They're typically only have 1-3 threat and 1-3 quest points. The travel effects require exhausting heroes, revealing an additional encounter card, random discards, and creating an orc guard from top card of your deck.

Glorfindl with Asfaloth is fantastic because of the low quest points. This will often explore nastier locations the turn they come out. If Glorfindl is the prisoner or Asfaloth is not in opening hand, the deck has a lot of additional options.

Norther Tracker, Mirkwood Explorer, and The Evening Star can do much of the same exploring as Asfaloth. Although trackers and explorers are little more expensive to get up and running. The Evening Star isn't repeatable but it can still be great to get a location guarding an objective cleared.

The Hidden Way and Strider's Path also help bypass the nasty travel effects. The Hidden Way also can be great to avoid Hummerhorns and Chieftan Ufthak.

Encounter Control

Risk Some Light and Ithilien Lookout included for some encounter scrying to try and avoid Chieftan Ufthak and Hummerhorns. Hummerhorns in particular since the Assault Team runs high on threat. It can easily lose a hero if Honour Guard isn't in play. They also can help stack the encounter deck to get a break from enemies if already have a number of them engaged.

Other Cards

Magic Ring included for additional readying and healing. It can be attached to hero that is Caught in a Web. Erkenbrand in the Assault Team is a great target as the healing can fuel his shadow cancelation and ready him for more defense.

Song of Travel mainly included in case Glorfindl is the prisoner. It can also help smooth resources to get Northern Tracker into play.

Deep Knowledge for some card draw to dig up Asfaloth and help the Assault Team.

2 comments

May 31, 2020 Zura 297

I always like building against the quest instead of just building all rounders, but to be honest, is a dedicated deck for 2p Dol Guldur even neccessary? Have you standard or maybe nightmare?

May 31, 2020 kattattack22 791

It was standard. I normally play single hand solo. I already lost to the quest a lot with a single deck, and I decided to try 2 handed. Once I needed to build a pair of decks, I might as well build them to tech against this quest. I also only play on the weekends so I had all week to theorycraft. I'm very happy with the results. It was very stasifying to discard the Nazgul with Fierce Defense in Valour.