-Halbarad replacing Celeborn is an attempt to further the concept of the tactics/leadership deck being the combat deck and the other deck focusing more on willpower, healing etc. He allows the 'combat' deck to optionally engage a second enemy each turn and can contribute his willpower to questing yet remain ready if you are engaged with an enemy. This allows him to help out with questing and remain available for combat which for a 'combat' deck is perfect. He may provide one less willpower than Celeborn but will quite often provide double duties.
Two-Handed Decks
-Halbarad replacing Celeborn is an attempt to further the concept of the tactics/leadership deck being the combat deck and the other deck focusing more on willpower, healing etc. He allows the 'combat' deck to optionally engage a second enemy each turn and can contribute his willpower to questing yet remain ready if you are engaged with an enemy. This allows him to help out with questing and remain available for combat which for a 'combat' deck is perfect. He may provide one less willpower than Celeborn but will quite often provide double duties.
Also trying to decide whether or not it is worth putting x1 Gather information in each deck ... hmmm...
I'm going to give this latest pairing a spin after I take my usual solo deck through the box.
Two handed? Thanks man, let me know how you go
Just tried my new Dunedain/Noldor decks against a few combat heavy scenarios before starting from the start of the Saga quests again:
Smashed The Seventh Level even though it was EASILY the hardest game I've ever played of that quest (minus nightmare obviously) with an endless amount of enemies literally pouring out of the encounter deck (for at least 3 turns in a row I had 4 enemies appear each turn, 2 during staging and 2 from the stage effect). Late game it was slightly hard to quest and for just one or two turns I did not have an enemy engaged which was fairly detrimental (no plus 1 willpower from star broach for Elladan or Halbarad and Halbarad would exhaust to quest then could not be used for combat as well...) but overall I smashed the scenario and somehow between Halbarad's ability and careful planning I did not have a SINGLE enemy engage the spirit/lore deck and so Haldir was free to snipe away every turn at enemies. Weapon wise I only had a dunedain mark on Halbarad for the majority of the game and between Haldir, a Dunedain Hunter I played first turn, Elladan and Halbarad I was still able to kill most foes including a nasty Cave Troll without all the usual weapons I get out in a game, granted this quest has fairly weak enemies but with how many appear and the occasional stronger enemy I was still impressed by this. I got a rivendell blade towards the end which I quickly placed on Haldir so he was far more effective. I did think at one point near the end I was in trouble bit this did not last long and I was able to slow the tide of enemies down or at least slay most that appeared each turn and quest to victory.
This game could not have gone better and was really really fun (new cards are not just powerful but I am finding more fun to play with than Silvans as you must plan out which enemy to keep alive and engaged to power up Halbarad), the two copies of Star Broach and the Dunedain Hunter I played first turn (allowing Halbarad to quest for 3 without exhausting first turn as I played a copy of star broach first turn as well) were both massively helpful and the Dunedain Watcher I got out although purely used to quest was a good safeguard against shadow effects when not a single hasty stroke was drawn all game. I also managed to use a Feigned Voices on a Naith Guide allowing me to use the Naith Guide's ability twice and stopping a Cheiftain of the Pit attacking with 8 power and it then being killed the turn it came out effectively posing no threat at all which means Feigned Voices can still be very powerful even without the Galadhon Archers. I played a Son of Arnor but purely for attack strength (did not even use his ability) and he died from a nasty treachery effect the turn he was played doing nothing....
Athelas was also epic and removed a copy of watchful eyes and 2 damage from Elrond about halfway through the game (Elrond had Watchful Eyes placed on him during setup but because he had Book of Marzarbul attached he did not exhaust until Watchful Eyes had been removed and I was on the second stage with Book of Marzarbul removed from the game, Watchful Eyes ability did not trigger a single time!!) when I finally had a round I did not need Halbarad for offensive duties (after questing as well) and was able to exhaust him to use it. Was very lucky I had at least one copy of every new card appear during this game so was able to try most of them out, the only one I did not use was Tireless Hunters as there was no need at any point for it, it may just be the single weakest card that can be removed and replaced with a future card that fits in well with my decks, perhaps descendants of kings if it has an awesome effect? Need to give it more time however so time for another quest!
Took on Conflict at the Carrock and beat it fairly easily. Threat was the biggest concern but was managed with multiple Gandalfs and Elrond's Counsel. I took out the troll that raises threat first and everything was sweet after this. I even took out a Hill Troll during stage 1 before the showdown on stage 2. I had two Dunedain Watchers out so even if an especially nasty shadow effect triggered I would have been able to cancel it. Son of Arnor was useful in moving one of the two trolls engaged with the lore/spirit deck over to the combat deck to take it out more easily, because Elrohir was set up with Sentinel it didnt really matter too much and probably just saved me a single turn of combat but was still great. Halbarad was not quite as good in this game as I got Dunedain Mark attached to him late game (whereas Haldir had rivendell blade, galadhrim bow and a mark equipped) and also did not draw a star broach. Because the combat in this quest is more so just bosses and few other enemies Halbarad was not quite as amazing as in the last game but overall the new changes still held up against this quest and I did just as well as I normally do! A Dunedain Hunter from the second turn onwards (pulled a goblin sniper out of the encounter deck which was perfect) helping with offensive duties for the whole game was very very handy.
Third quest I decided to take on before going through the Saga quests again is The Blood of Gondor. This is a little harder than the last two and can get really hairy if things go wrong via hidden cards. I made one deck change as Tireless Hunters has just sat in my hand ALL GAME both of the previous games and so I reluctantly added Ranger Summons in its place. Although this new card does seem awesome, the ally card it puts in the encounter deck is super sweet and has awesome art I bet its going to be a shadow card so **** often it isn't funny considering far more cards are shadow cards than revealed from the encounter deck in many combat heavy scenarios. The good thing is you will get no shadow effect for that particular attack which I guess slightly lessens the impact of a wasted Ranger of the North. It also may never eventuate if played late in a game as you may not go through enough encounter cards for the ally card to appear. Nonetheless it is potentially quite powerful and should be a very fun card as well.
First attempt I got utterly smashed during the first round with a whopping 6 enemies engaged... one less and I may have hung on....
Second attempt beat it after a grueling game. Managed to beat stage 1 after slowly killing the wave of enemies that poured out of hidden cards and the encounter deck. I cleared the cross roads first turn with asfaloth (not doing this on the first atttempt resulted in a 7 threat gain first turn.... whereas this time I placed 3 progress first turn!) and killed the Black Numenorian on the third turn negating his threat gains. After getting to stage 2 I managed to beat it with an all out push whilst on 3 and 4 hidden cards for each deck, one more and one deck would have potentially had 3+ enemies to deal with on top of the couple still in play.
Was a very hard earned victory but a sweet one none the less. Not so sure I did quite as well as usual with my new decks against this particular quest but I did win second attempt against a quest that always poses quite a challenge. Pretty happy with the result and the performance of my new decks so far. Going to go ahead with the Saga quests when I get time now so that when the Treason of Saruman is released I can play straight away with these new decks and my new Dunedain hero Halbarad!
I just realized that you don't have Vilya in your Elrond deck.
I just realized that you don't have Vilya in your Elrond deck.
Don't like the put everything into play for free mechanics of Vilya plus I'd much rather use Elrond to quest with his awesome 3 quest points or even as an emergency defender if need be. I did try it out once but far too often it reveals a copy of Gildors Counsel, Hasty Stroke, Test of Will or a second copy of Asfaloth, Light of Valinor or Arwen.
Really dislike Vilya, think its cheap/overpowered and it definitely does not fit in well with my decks.
Edited by PsychoRockaMassively underestimated Ranger Summons! So far other than Halbarad (who allows Ranger Summons and Athelas to begin with and makes Dunedain Hunter and Star Broach worthwhile) it has had the most impact of all the new cards in my attempts to start a new saga campaign and get up to date. I've had one (and even two in one game!) appear in most of the quests so far (4 of the 6!) and one helped explore a nasty location in The Old Forest and another did the last point of damage to Great Warg Chief killing it before it could make a last attack during The Ring Goes South! The quest in which two appeared was A Knife in the Dark and they were extremely handy in taking out the Nazgul and Witchking.
Yea. I hate it when people call something weak before they try it. Unless it is a simple numbers card that has lower numbers than another very similar card, I try not to dismiss it. Ranger Summons seems slow, but it obviously isn't bad. There really is no downside to when he shows up. Granted, as a shadow card he offers little comparatively, but he still offers plenty.
If it becomes a real issue, add in Shadow of the Past.
3x - Ranger of the North
Trying them now on Fords of Isen, won 1 of 3. Too many expensive allies on Grey Company Deck, not enough resources. Since card draw isn't exactly overwhelming here, I would suggest ditching Feigned Voices in favor of Valiant Sacrifice or Foe-Hammer. On the other hand, Henamarth+Haldir combo practically screams for Wingfoot, isn't it?
NM JatA on the table now
Yeah you really need steward of gondor first turn for the Grey Company Deck to shine and even then its a very careful balance between using your leadership resources for allies or saving them for defensive purposes via Elrohir. Yeah I definitely could use some card draw other than Gandalf who is far more often used for threat reduction or direct damage and Erestor who is fairly situational. I do love me Feigned Voices though and it allows you to get double use out of Naith Guides so it might not be Feigned Voices I take out but I will definitely look at replacing something with Foe Hammer or Valiant Sacrifice to at least trial the change. The only problem with Foe Hammer is that the first weapon (sometimes even first two) go on Haldir who is part of the other deck which won't allow use of Foe Hammer Elladan and Halbarad inevitably get at least one weapon at some point in most games though so Foe Hammer could be far more reliable late game. Maybe Valiant Sacrifice is a better idea, it can even combo with Feigned Voices allowing you to draw two cards and cancel an attack by returning Naith Guide to hand.
The problem with Valiant Sacrifice though is that the deck rarely chump blocks and Elrohir takes all defensive duties when possible... plus foe hammer costs 0 and nets you an extra card...
Very true re Wingfoot but with just x1 Henamarth he isn't very reliably drawn and Haldir is very necessary for combat so its risky putting wingfoot on him and not having him ready to kill an enemy before it can attack. I actually find it more useful on Elladan who is less important for combat but still very handy so that he can quest and then sometimes ready from Wingfoot and still attack (potentially even multiple enemies).
Thanks heaps for the feedback though! My decks don't do very well against Dunlending quests that feature hand or card draw hate so not surprised by your 1 in 3 victory, potentially better than I do against those quests!!! (Hate fords of isen and dunland trap, Antlered crown is not so bad). Good luck against NM JatA, I have beaten it a handful of times but its no walk in the park! Thanks so much for using my decks haha I hope they are proving fun to play and doing well for you!
Edited by PsychoRockaFruitful night behind me:
NM JatA with Psycho decks - 3/7
OK, I switched 3x Athelas for 1 more Henamarth and 2x Wingfoot, does it still count as Psycho deck?
NM JatA with my (slighthly inspired by Psycho) decks - 3/6
Briefly tried To Catch An Orc and I still think of it as an example of bad design - 0/3 overall and got bored.
I thought "WTF!?" when I first spotted Dunedain Watcher in your wall of text and wanted to replace it with something slightly more useful, but I must admit that she saved me from potentially frustrating loss at Round 14. Still think that she's being included because of secondary sexual attributes
How do you justify keeping Galadhrim's Greeting after trouncing Vilya? It became borderline impossible to play since then.
Edited by tomtomNicely done! I like the personal changes you made too! Who did you put wing foot on?
to carch an orc is beatable but you need good starting hands and luck.
You did pretty **** well against nm jata with both versions.
Late game you rarely need spirit resources and can fairly easily save 3 up on glorfindel over a few turns, are you really finding it that hard to play? Elrond being able to pay for spirit allies also helps to save spirit tokens on Glorfindel. If there was another similar but cheaper threat reduction card I would definitely replace it but there isn't... Elronds Council and the handmaidens are better early game.
Put Vilya back in your version of the decks if you prefer it included =)
let me know any other changes you make as they may very well inspire me to do the same or similar!
Also how did you find ranger summons? Was it useful? Did it fail very often for you?
Funny thing with Wingfoot - I'm probably fixed on putting it on Haldir because of the fact that there are no Elrond sons in my iterations, so I forgot about Elladan being ranger himself...
Next time I'll try to be more patient with Spirit resources, might help with GG.
Learning is repeating NM JatA is the quest I play the most and that surely helps with winning percentage.
Update:
I have mixed feelings about Ranger Summons. As of know, it worked only once and I was about to win anyway. Need more games to evaluate.
Edited by tomtomYeah knowing how to play a deck in a specific scenario is pretty necessary as well. Given that you play that quest quite often I'm sure it helps you get a higher win rate. Just for fun I decided to give To Catch An Orc a go and beat it first go. Its one of the quests that you need to get gandalf, sneak attack and steward of gondor in your starting hand for the tactics/leadership deck and asfaloth in your starting hand for the lore/spirit deck which I mulliganed for in my first attempt and luckily got! A shame ranger summons has not been of that much use to you though I'm sure if you stick with them they will prove very handy eventually.
The game I had against To Catch An Orc was actually a really epic game in which both decks performed at almost max efficiency. Haldir killed several enemies before they could attack killing them instantly. Many weapon cards were drawn and several heroes were buffed to very high attack allowing most enemies to be killed instantly including Murgash who was Feinted and then slaughtered immediately. All three Test of Wills were drawn in the game (one in starting hand and amazingly two drawn from the Search encounter effect) and used against nasty treacheries giving me many saves from nasty situations and possible losses. A well timed Gildors Counsel stopped me from being overwhelmed halfway through the game. Murgash only appeared in the last 3 cards of the out of play deck for the combat deck allowing both decks to build up a large massing of allies and attachments whilst maintaining threat for both decks for a fair while before the final showdown. I was able to stop Stage 2's time effect from triggering a single time and was also able to finish stage 3 before its time effect could trigger either (1 time counter left) stopping either nasty effect from taking me down.
I used to have a lot of trouble with this quest so know how good a starting hand you must have and the strategies you can undertake to defeat it. First turn Asfaloth instantly clearing a copy of Mugash's Lair added to statging during setup helps massively for the first turn and coupled with sneak attack gandalf ensures a more or less guaranteed successful questing phase.
Hi,
I hope I am not too late for the party.
I also like to play two-handed or two-player style and for me it´s the best way and if the decks cooperate and play attachements on each other and help cover weak points of each other, it´s the best feeling ever.
Recently I had great thematic play experience with my two Silvan decks.
The only thematic flaw is steward of gondor and Shield on Aragorn. But removing them would somewhat cripple them.
Is there some thematic alternative I overlooked?
Suggestions are very welcome.
Edited by OlorinCZ
The only thematic flaw is steward of gondor and Shield on Aragorn. But removing them would somewhat cripple them.
How is that a thematic flaw? Because he becomes king?
He was never a steward. Although he was in Gondor before by a different name and was in favor of Denethor's father (beeing a high ranking captain). And I can't imagine Aragorn fighting with a shield, but that can be influence of the films.
But I meant Gondor items don't fit into Silvan deck in general.
One could argue that Aragorn doesn't belong in a Silvan deck in general. Anyway, the card pool is still too shallow to manage everything without some inconsistencies. I tried theme decks early on, but stopped being a stickler because of this. I slap SoG on Loragorn all the time.
Yes. And I don't think Silvans gonna get more support anytime soon.
And I used all 4 Silvan heroes, than Galadriel was obvious choice. And the last slot? Aragorn was my choice. Maybe Gandalf would be good to.
And maybe I'm too hard on myself with this deck, but I'm trying to not use SoG as much lately and find other ways to generate resources. In the past it was overused card and leadership staple for me. And not only to me I think ;-).
Hi,
I hope I am not too late for the party.
I also like to play two-handed or two-player style and for me it´s the best way and if the decks cooperate and play attachements on each other and help cover weak points of each other, it´s the best feeling ever.
Recently I had great thematic play experience with my two Silvan decks.
The only thematic flaw is steward of gondor and Shield on Aragorn. But removing them would somewhat cripple them.
Is there some thematic alternative I overlooked?
Suggestions are very welcome.
Woo! A two handed player is never late he arrives precisely when he means to!
It really is quite fun to play with two very complimentary decks that cover each others weaknesses, couldn't agree more.
A good thematic replacement for Gondorian Shield is Dunedain Warning. It costs the same 1 resource but only provides +1 defense instead of +2 when Steward is also attached. Weaker but more thematic....I personally have been considering swapping my copies of Gondorian Shield to Dunedain Warnings not only to be more thematic but also because I have two leadership heroes and only one tactics hero. I can't bring myself to do it however and lose that potential extra point of defense
Edited by PsychoRocka
3x - Ranger of the North
These new verisons of the decks beat Intruders in Chetwood first attempt, Weather Hills on the fourth attempt after 3 losses and Deadmans Dike on the first attempt! Ranger summons ironically proved least useful in the lost realm after all the playing with it I have done as a proxy and only succeeded twice throughout my games, once in a game of Weather Hills that I lost anyway and once during Deadmans Dike (which was very cool and thematic! Don't want to give away spoilers here so won't say any more about this).