Grima's Doomed Outlanders (Mono-Lore Solo)

By Tracker1, in Strategy and deck-building

After giving Grima a go in a few decks with spirit heroes and Aragorn to try and maintain a low threat, it just seemed like the deck was treading water to stay afloat, that's when i just embraced a high starting threat of 34!, and gave up worrying about playing doomed cards. The only threat reduction in the deck is Aragorn. To offset this i needed the deck to be fast in dropping allies on the table and with Elrond the best solution was to go with outlands, so yeah it's an outlands deck, but the 34 threat is a big hinderance on many scenarios. I have Primarily been playing this on the last 2 scenarios of VoI, which it does fine. Strategy Below.

Hero (3)

Grima (VoI) x1

Aragorn (TWitW) x1

Elrond (SaF) x1

Ally (23)

Anfalas Herdsman (TSF) x3

Ethir Swordsman (TSF) x3

Forlong (TDF) x2

Hunter of Lamedon (HON) x3

Knights of the Swan (TSF) x3

Warrior of Lossarnach (TSF) x3

Warden of Healing (TLD) x3

Errand-rider (HON) x3

Attachment (12)

A Burning Brand (CatC) x3

Ranger Spikes (HON) x3

Scroll of Isildur (TMV) x3

Keys of Orthanc (VoI) x3

Event (15)

Daeron's Runes (FoS) x3

Lorien's Wealth (Core) x3

Mithrandir's Advice (TSF) x3

Seeing-Stone (VoI) x3

Deep Knowledge (VoI) x3

Strategy:

The most important card to get early is Keys of Orthanc and attach to Elrond. The next improtant card is Ranger Spikes especially in To Catch an Orc. Playing it first round for 1 with Grima and it will give the deck a chance to breath incase a hefty enemy shows up. Then the next step is just to draw cards, don't even worry about doomed cards, play them and draw cards. Threat could be at 38 or more at the start of first quest phase. Then start dropping outlands allies, Elrond with Keys of Orthanc and Grima will be droping in a 2 cost ally for free and this will give an extra 3 resorces to play more allies or more card draw. Burning Brands are there to attach to a Heardsmen or hunter once they get more Def and Hp, Aragorn could also get a copy. Errand-rider can be chump early on or can move resorces to Elrond.

Overall it's an interesting to play, but probably does not stand a chance on the old standby quests, but right now I am pretty much just deck building for VoI, and it seems like these scenarios give you the chance to experiment with higher threat decks.

Questions, sugestions, or even comments such as "this is the worst deck i have seen" are welcomed.

Edited by Tracker1

Nice idea, Grima with outlanders, i hadn't thought it.

I will post another deck soon with Grima, aragorn lore and Hurluin. Pretty crazy with legacy of numenor!

I do not know... Doomed deck with starting threat 34 and only one threat reduction option(loragorn)? Isn't it too risky? You must be using his ability in 3rd round, don't you? Are there enough defense options to let all the outlanders come in?

I do not know... Doomed deck with starting threat 34 and only one threat reduction option(loragorn)? Isn't it too risky? You must be using his ability in 3rd round, don't you? Are there enough defense options to let all the outlanders come in?

I just use his ability right away and play doomed cards like there is no tomorrow. Ranger spikes early helps trap at least one enemy, and that will bye time by 2 or third round there will be six or more outland allies in play.

This deck is okay, but with hurluin instead of Elrond it gets nuts. With Legacy or Numenor, and doomed draw cards I can get Steward on Hurluin first round along with Keys of Orthanc, play ranger spikes and bring in a few Outlands allies. In the next round I'll drop in more allies. The deck is super fast, but it is all because of threat. In one game I went from a starting threat of 29 to 40 before the first quest phase, and drew 15 cards and had enough attachments and resources on heroes as if it were late in the game. Nuts! That's all I can say.

I'll post deck later, but it's a pretty simple build, outlands and doomed cards, definitely worth experiencing, but will probably get boring fast like most outland decks.

Nice one. I'm keen to try this deck. (once my order arrives).

I'm guessing with this deck you either win or lose rather quickly. Have you tried this deck on any of the non VoI quests?

Do you use Lorien's Wealth much? Seems like a lot of resources for this deck. Is this offset by all the other 0 cost events or simply a back stop if you don't draw any/enough of your other 'draw' cards?

I only tried it on 7th level for other quests than VoI, should do well on a number of them, but many i think it will not do well. My Hurluin version of this will do much better.

Lorien's wealth is for when the deck slows down on draw, as a last option. i'll play it for 2 cost with Grima, and if Elrond has keys he will also get a resources so it works out pretty good. Another option is Peace and Thought, but I never had any resources to pay for it at the end of the round, or the heroes would be needed next round.

Oh right, of course! (Haven't got VoI or played Grima yet keep forgetting that he's not solely designed to raise threat so that Keys gives you a resource).... so you pay 2 and get 1 back even. Its a pity, for your deck above, that you can't easily re-ready your heroes for peace and thought.

Edited by chuckles