Two-Handed Decks

By PsychoRocka, in Strategy and deck-building

Deck 1: Tactics/Leadership
Warriors of Eregion
Heroes:
Sam Gamgee - 8
Elrohir – 10
Elladan - 10
Starting threat – 30
Allies: (21)
3x - Naith Guide
2x - Galadriel
1x - Orophin
1x - Faramir
1x - Gimli
1x - Bill the Pony
3x - Envoy of Pelargir
3x - Gandalf (Core)
1x - Treebeard
3x - Derndingle Warrior
1x - Skinbark
1x - Legolas
Attachments: (18)
3x - Steward of Gondor
3x - Dunedain Mark
3x - Gondorian Shield
3x - Rivendell Blade
3x - Dagger of Westernesse
2x - Elven Mail
1x - Sword-thain
Events: (11)
3x - Sneak Attack
3x - Tighten the Belt
3x - Feint
2x - Foe Hammer
Side Quests: (1)
1x - Gather Information
51 Cards Total
Deck 2: Spirit/Lore
Elven Finesse
Heroes:
Elrond - 13
Haldir of Lorien - 9
Glorfindel (Spirit) – 5
Starting threat – 27
Allies: (17)
3x - Galadhrim Minstrel
3x - Warden of Healing
3x - Wandering Ent
1x - Henamarth Riversong
1x - Gildor Inglorion
1x - Quickbeam
3x - Arwen Undomiel
2x - Northern Tracker
Attachments: (16)
3x - Asfaloth
3x - Ranger Spikes
3x - Lembas
2x - Fast Hitch
2x - Light of Valinor
2x - Cloak of Lorien
1x - Unexpected Courage
Events: (17)
3x - Gildor's Counsel
3x - Daeron's Runes
3x - A Test of Will
3x - Elrond's Counsel
3x - Hasty Stroke
2x - The Galahadrim's Greeting
Side Quests: (1)
1x - Gather Information
51 Cards total
Sideboard: (3)
3x - Power of Orthanc (simply added if needed)
'Of course, it is likely enough, my friends,' he said slowly, 'likely enough that we are going to our doom: the last march of the Ents. But if we stayed home and did nothing, doom would find us anyway, sooner or later. That thought has long been growing in our hearts; and that is why we are marching now. It was not a hasty resolve. Now at least the last march of the Ents may be worth a song.' - Treebeard
With the new spoilers we got a little while ago for Land of Shadow and Mount Gram I decided to proxy some of the new Ent cards and also use a few of the existing ones to change my decks. The motivation to do so was based mainly upon the new Ent ally Derndingle Warrior but also upon Skinbark and Boomed and Trumpeted as well. Since Ents started coming out a while back I was pretty psyched to use them but found them slightly lackluster or not as powerful as I needed/wanted them to be. Treebeard was great but Wandering Ent was average and Booming Ent was ok but took a lot of setup. Treebeard was in my decks for a while but eventually his average art and lack of other ents to work with made me remove him from my decks. Sure he could just ready himself with his ability and was also the best target for this ability anyway (other than readying an ent the turn it enters play but even then Treebeard has better or on par stats to all the other ents we had at that point anyway so two uses of him is still kind of better) but this seemed silly and made running other Ents alongside him pointless to me. Then Quickbeam came out and he is more or less a lore staple now. He quickly went into my decks. Wellinghall Custodian was then spoiled which is a very impressive card and even at 3 cost and exhausted on the turn it enters play, 3 willpower is impressive and its healing ability directly combos with Booming Ent (allow ents to take damage to buff Booming Ent then heal it off when/if necessary) and the new Ent cards we have just received especially Derndingle Warrior. It is still only in Spanish however so I am going to wait until we get it properly to include it in my decks. Then we recently got Derndingle Warrior, Skinbark and Boomed and Trumpeted. Derndingle is the defensive Ent I have been waiting for, sentinel and his mega high defense (that you must take a damage for) is perfect as a strong backup defender for when Elrohir needs help or for defending the other deck when Sentinel has not been set up yet on Elrohir via Elven Mail or Arwen. It also minimizes the risk of shadow cards removing attachments or doing direct damage to Elrohir when this ally is defending attacks each round as well. You can ready him to defend a second attack with Treebeard, ready him with Boomed and Trumpeted and give him +3 attack and heal him with Wellinghall Custodian or even just Warden of Healing. Overall just a fantastic ally for my decks. Skinbark too is a very powerful and impressive Ent card. His 4 attack is on par with Treebeard and if attacking an orc on his own he ignores their defense altogether. This makes him very powerful in many scenarios and even in those with few orcs he is still great. Treebeard's ability can ready him and allow him to attack two tough orcs and destroy them both in one turn. Lastly, Boomed and Trumpeted is a fantastic event that directly combos with the Derndingle Warrior turning it into a powerhouse attacker and defender in the same turn. It can also ready an ent the turn it is played and allow it to smash enemy face if you put archery damage or treachery direct damage on it and then ready it during the combat phase. I included 3 copies of Derndingle Warrior as well as 3 copies of Boomed and Trumpeted and a single copy of Skinbark in the Tactics/Leadership Deck. I also added Treebeard (ally) and added 3 copies of Wandering Ent to the Lore/Spirit deck just to add to the Ent theme and have Ents in both decks and also to provide another target for Treebeard's ability and Boomed and Trumpeted.
I played a bunch of different quests and am very happy with the results. All the cards are staying in except for Boomed and Trumpeted which is a great card but just not good in my decks. The single tactics hero and mid cost tactics allies (that are more easily played with the help of Treebeard and Envoy of Pelargir's) and many 1 cost tactics attachments featured in the tactics/leadership deck, as well as Elladan's built in ability means tactics resources are always highly important and must be used strategically. As awesome as Boomed and Trumpeted is, a feint, gondorian shield, rivendell blade, or Elven Mail is usually more important and I think I only used it once or twice throughout all my games trying it out and it was great but not as powerful as I thought and whilst useful just didn't cut it. I removed it and put the 3 copies of Tighten the Belt back in (this was what I removed to try it out).
Treebeard is proving far more useful than he was when he used to be in my decks and is often helping to pay for Ents (mainly Derndingle Warriors and sometimes Skinbark) to get them out a turn earlier or his ability is used to ready allies as often as it is used to ready him. The Derndingle Warrior is a fantastic defensive ally and is proving his worth in every game he is used. Similarly Skinbark when he appears is a force to be reckoned with and his ability has proved useful a couple of times providing a finishing blow to a wounded boss/particuarly tough Orc allowing my other warriors to attack and kill other enemies in play.
The cards I removed from each deck were:
-3x Honour Guard. Great card but was unthematic in the decks and having more than one out was usually a waste except for quests with lots of archery/direct damage. Can't quest or even attack for one so literally only used for the ability or to soak up archery. Derndingle Warrior is far more useful and a fantastic ally that serves the decks needs far better than the Honour Guard.
-1x Boromir. Good but mainly included for Sword-thain. Skinbark is cheaper and Treebeard can help pay for him or ready him and he has higher attack. Boromir would rarely be used to quest so the willpower difference (of only 1 anyway) is inconsequential. Skinbark is a better attacker and although not as good a target as Boromir for Sword-thain (Gondorian Shield on Boromir ally is pretty epic) is still a decent one as he can have Dunedain Marks attached to him allowing him to smash face even more.
-1x Anborn. The Anborn ally was fun to play around with and pretty **** good but compared to other allies in the deck was not as useful or integral and was also one of the most expensive to play, especially for his good but not great ability. He is also fairly unthematic in the decks (so is Faramir but he is too good to not include) and Treebeard is just far more useful, powerful, cheaper because he is neutral and very necessary to implement Ents into the deck.
-2x Handmaiden and Mablung ally were removed to include the three copies of Wandering Ent in the spirit/lore deck. Handmaiden is great but the Ent has better stats (the same willpower but can also be used as an emergency attacker or defender if need be) and is cheaper costing two lore rather than two spirit. Mablung is unthematic and whilst great is definitely not necessary or integral to the decks by any means and being such a new addition to the decks it was easily to cut.
Definitely looking forward to getting the Wellinghall Custodian properly and will more or less definitely be including 2 copies of it in the spirit/lore deck. Hope we get some other neat Ent cards soon!
As always thanks for reading and feel free to give any feedback or thoughts! :)
Deck 1: Tactics/Leadership


Warriors of Eregion


Heroes:

Sam Gamgee - 8

Elrohir – 10

Elladan - 10


Starting threat – 28


Allies: (21)

3x - Naith Guide

2x - Galadriel

1x - Orophin

1x - Faramir

1x - Gimli

1x - Bill the Pony

3x - Envoy of Pelargir

3x - Gandalf (Core)

1x - Treebeard

3x - Derndingle Warrior

1x - Skinbark

1x - Legolas


Attachments: (23)

3x - Steward of Gondor

3x - Dunedain Mark

2x - Dunedain Warning

3x - Ranger Provisions

3x - Gondorian Shield

3x - Rivendell Blade

3x - Dagger of Westernesse

2x - Elven Mail

1x - Arod


Events: (6)

3x - Sneak Attack

3x - Feint


Side Quests: (1)

1x - Gather Information


51 Cards Total



Deck 2: Spirit/Lore


Elven Finesse


Heroes:

Elrond - 13

Haldir of Lorien - 9

Glorfindel (Spirit) – 5


Starting threat – 27


Allies: (16)

3x - Galadhrim Minstrel

3x - Warden of Healing

3x - Wandering Ent

2x - Wellinghall Preserver

1x - Henamarth Riversong

1x - Quickbeam

3x - Arwen Undomiel


Attachments: (16)

3x - Asfaloth

3x - Ranger Spikes

3x - Lembas

2x - Fast Hitch

2x - Light of Valinor

2x - Cloak of Lorien

1x - Unexpected Courage


Events: (17)

3x - Gildor's Counsel

3x - Daeron's Runes

3x - A Test of Will

3x - Elrond's Counsel

3x - Hasty Stroke

2x - The Galahadrim's Greeting


Side Quests: (2)

1x - Gather Information

1x - Double Back


51 Cards total


Sideboard: (3)

3x - Power of Orthanc (simply added if needed)


Made a few new changes to the decks a little while ago and forgot to post them. Mainly changes based on the new cards received from Across the Ettenmoors and Escape from Mount Gram.


Sword-thain was taken out of the leadership/tactics deck and replaced with a copy of Arod. Sword-thain is a fantastic card don't get me wrong but is a little bit too much of a "win-more" card as it has a high cost and does very little initially. It gains you extra resources but for the first four turns just replaces the resources you used to play it in the first place. Also I do not use very many extra shenanigans with it and only a few times have I played a Gondorian Shield or Dunedain Mark/Dagger of Westernesse on the newly promoted ally. Usually all it does is provide the extra resources and gives me another character that can take undefended attacks (which I have only used once). Now it does provide resources of a sphere and not neutral ones however so can be played on a tactics ally for example to vastly speed up the rate tactics cards can be played so it does provide a sort of resource smoothing that I think some people overlook when judging the card. Yes you have to gain back those 4 resources but you may be doubling the resource output of a certain sphere so this effect can prove useful from the turn after you play Sword-thain onwards. Regardless of this effect it has simply not played anywhere near enough of an important role in the decks and so has come out. Arod has been in my decks before and was slightly underwhelming but still quite useful. As a single copy it is not overly reliable but can be fetched via Gather Information if need be for quests that are heavy with locations. Combined with Asfaloth so long as you are killing an enemy a turn you can clear a 3 progress points location per turn. Another great use is to simply place the progress point on the active location making it easier to clear during the quest phase. With the removal of the Northern Trackers from the other deck this card sort of replaces their function but in a much cheaper way and without wasting the trackers other stats.


The other change to this deck was replacing the three copies of Tighten Our Belts with three copies of Ranger Provisions. Ranger Provisions works so much better in my decks as it does not require that you do not spend resources to use and although costs 1 guarantees a full 3 resources (really 2 because it costs 1) upon exploring the location. It can combo with Asfaloth and the location can be explored right after attaching Ranger Provisions during the planning phase. Receiving resources after questing (as opposed to during the refresh phase) is also far better for the tactics/leadership deck as it could very well place that extra resource on Elladan or Elrohir that will allow them to make a potentially critical extra defense or attack against an unexpected enemy that showed up during staging. Essentially it is a fairly similar card and will often gain me the same amount of resources that Tighten Our Belts will but does so in a different and earlier phase (planning or questing rather than refresh) and most of all does not require NOT SPENDING resources to actually trigger. The fact I absolutely love the art definitely helps as well! It is also more thematic in my opinion in these decks than Tighten Our Belts is. Oh and one last thing, the more attachments the more chance of the Galadriel ally not whiffing with her ability and the more choice as to what she will bring into play as well.


The changes made to the lore/spirit deck are a little bigger but still pretty minimal.

First off Gildor Inglorian came out. He is simply too expensive (even with all the new resource acceleration in the decks) and serves little purpose in the decks. Especially with some of the other new changes (mainly wellinghall preserver) his 3 willpower is not as amazing as it used to be. I replaced him with a copy of Double Back. I think this is an extremely strong side quest and although you use up a turn (potentially more) to get the effect it does not just lower your threat. It gives you breathing room and can often actually give you several extra turns if you are close to threating out. It also keeps threat low for effects like Dagger of Westernesse and Sam Gamgee's built in ability. Another thing about threat that I think people often overlook or do not discuss when it comes to cards that reduce threat is the lower you can keep it the more control you have over engaging enemies when and if you want to. Keeping the Lore/Spirit decks threat lower so that most enemies engage the Tactics/Leadership deck is pretty key to playing these decks and Double Back lowers both decks threat by a whopping 5 allowing you to get the most out of Sam, Haldir and really the decks in general. I think that this side quest is very very powerful and handy and the couple of times I have used it so far have all been very beneficial.


The other change to this deck was replacing the two copies of Northern Tracker with two copies of the new Wellinghall Preserver. Honestly it has been a fair while since I remember the Northern Trackers ability being used to help beat a scenario. Often these days locations have either 2 or 3 progress points or something like 6+. Asfaloth on his own can explore most locations in two turns (sometimes one) or when they have 5+ progress points they are either left alone or travelled to. The decks have far higher willpower and questing ability than they used to and struggle far less when locations start to pile up. Either Asfaloth saves the day or due to high willpower the locations are thinned back out after being explored as the active location one after another (or I lose from location lock but this is very very rare). It has been a long time since I used a Northern Tracker specifically to clear any locations. There is also the fact that many locations now punish you for placing progress on them whilst in staging or have beneficial effects you can only gain from travelling to them so exploring them whilst in staging is not as ideal as it once was. To put it simply the Tracker is just not being used for his ability almost ever. He is often in fact held back for emergency combat duties with his 2 attack and defense and 3 hitpoints. Wellinghall Preserver has the same 2 attack and defense but has a whopping 3 willpower instead of the Trackers 1 and has an ability that can be just as useful if not more so for my decks with all the new Ent allies I've been including. Wellinghall Preserver is also a point cheaper and in lore so can be played quite early on (and readied with Treebeard if he is out). Its ability is just amazing and can heal any Derndingle Warriors in play every turn (in a very damage/archery heavy quest this saves any Wardens of Healing back to heal other characters and heroes) allowing you to boost Derndingles up to 5 defense and take a point of damage to do so every single turn! It can also heal any damaged Wandering Ents in the other deck as well as Skinbark and Treebeard if they need it. Considering all Ents have at least 2 defense they are quite often used as backup defenders (especially Wandering Ent, Derndingle Warrior and Treebeard) so having this ability to heal them even if you do not have a Warden of Healing in play is invaluable ESPECIALLY if Elrohir has taken too much damage and him defending attacks becomes too risky.


As always thanks for reading and feel free to post any feedback or suggestions! =)


EDIT: Totally forgot!!! I also swapped the two copies of Foe Hammer to two copies of Dunedain Warning a little while back. Honestly 9 out of 10 times I have Foe Hammer in my hand one of two things happens; either I only have a single weapon attachment for ages and it is placed on Haldir not Elladan and so Foe Hammer sits in my hand doing nothing all game or until late game at which point it is not as useful OR I have multiple weapons and Foe Hammer but use Gandalf to draw cards instead (or Gather Information) and then I draw into more Gandalf's and end up drawing a whole bunch of cards and no longer really need the effect from Foe Hammer anymore or at least it is not anywhere near as crucial. The obvious issue is that weapons always go on Haldir first and so Foe Hammer essentially requires me to have at least two weapons or it is not going to be used. Also I seem to use Gandalf so much more these days to draw cards or lower threat rather than deal damage. Dunedain Warning is going back in just so there is a little more flexibility and power defense wise for Elrohir. There are too many games where I get amazing starting hands but little to no defense boosts and for the majority of the game Elrohir just has Arwen and Elven Mail or just Arwen and Cloak of Lorien. Four or Five defense is decent but does not stop everything and adding in another defense boost just makes it more likely in every game that Elrohir will be suited up for everything that he needs to defend against. He can also now get to a higher overall maximum defense in really long drawn out games if you draw/find all the pieces which is pretty handy for quests where you have to face say a Balrog, Dragon or lots of Nazgul that might get shadow cards boosting their attack. With Gondorian Shield, Arwens buff, Cloak of Lorien, Elven Mail and a dunedain warning he can now get up to a whopping 8 defense and 6 hitpoints. If the current location is a forest that becomes 9. If you SOMEHOW got both dunedain warnings on him as well as all the other attachments it would become 10. How often will he get to 8 defense or higher? Quite rarely. How much more often however will he now get to 6 or 7 defense with just the Shield, Arwen and Cloak/Warning? Far more often! Another nice thing about Dunedain Warning is that it can be placed or even moved onto other heroes in those very rare cases where I use a second hero as a secondary or backup defender for a specific quest or situation or for when Elrohir is precariously close to death and I do not have healing. Lastly it only furthers the usefulness of the Galadriel ally by bringing the attachment count in the deck up even higher.


EDIT 2: Played a game of two with Horn of Gondor and wondered what I was thinking. Changed it to a copy of Arod.

Edited by PsychoRocka

Before you finish, I'd like to throw my two ent-cents: shifting regular allies to Ents comes to me as no surprise. Great stats, low cost, synergy among them, penalty that one can live with and they're likable in opposition to Outlanders. Add it all up and they're no-brainer choice, which doesn't exactly make ally part of deckbuilding a rocket science.

Yeah it was inevitable that Ents take over the decks. I absolutely LOVE the Ents thematically and mechanically. Plus I really love the art for all of them except the Treebeard ally (and hero for that matter!).

I actually went the whole way and replaced Faramir (ally) and Sword-thain for two copies of Booming Ent and put the new leadership Faramir Hero in instead of Sam and gave that a try before the changes above and found that it was pretty **** powerful and fun. Leadership Faramir hero is a blast to play with and early game he readies Bill the Pony or Naith Guides and gives you a spare emergency chump blocker/an additional point of attack from that ally. Then as you build forces he is amazing with the Ents and also really good with allies like Orophin who has 2 willpower and attack so is ideal for double duties. As soon as you get Treebeard out he is usually questing for 2 every turn then readied by Faramir to attack or defend later. Gandalf is also amazing (when not sneak attacked) with Faramir. I also swapped the two copies of fast hitch in the other deck to 2 copies of Wingfoot to go on Faramir. I tried a handful of quests and really liked the changes but starting threat was just that little bit too high and the single point of difference in willpower between Sam and Faramir seemed to make far more of a difference than I thought it would. Ultimately I wanted to keep the changes but decided against it and swapped back to Sam....

Shame really. I'm really hoping the new Dunedain leadership hero has relatively low threat (9 or 10) and high willpower (2 or 3), low other stats and a great ability as a alternative to Sam who is great but I am a little over. I bet they will be high threat cost however and more beefy being a dunedain....

Edited by PsychoRocka

Deck 1: Tactics/Leadership

Warriors of Eregion

Heroes:

Sam Gamgee - 8

Elrohir – 10

Elladan - 10

Starting threat – 30

Is that a typo for starting threat, or am I missing something that's increasing it?

Bah totally a mistake, I think that is from when Halbarad was the third hero and the starting threat was indeed 30. I must have never changed it... Thanks for picking up on that I'll edit the most recent post!

I built your two decks up this evening to give them a go (i had to proxy a couple of cards as I don't yet have land of shadow/across the ettenmoors) - I only got one game in, against Wastes of Eriador, but i found they played really well.

I've never particularly liked the twins, but I think you've just changed my mind.

A couple of questions (apologies if this has been asked elsewhere in the thread) - why the one copy of Unexpected Courage? Are you building with one core set, or was this a specific choice?

I found I never wanted to actually play Gildor's Council rather than some other card in hand - how useful do you find this card to actually be? Am I missing it's value?

Oh nice, thanks heaps for giving them a go. Yeah I've found they have really come together over the last few months and work like a well oiled machine at this point! So much refining and changing of just a few cards at a time to try and find the best possible combinations. Yay!!! I love the twins so the fact I have changed your opinion of them means a lot to me, I still think they are vastly underrated.

Only one copy of Unexpected Courage as I only have one core set and only one copy of all the x1 cards. I did however buy a set of cards off ebay early on that gave me 1 copy of all the 2 of cards from the core set which is why I have 3 copies of test of will, hasty stroke, feint, sneak attack etc. At various points I proxied extra copies of Unexpected Courage but never found them that amazing. Glorfindel, the twins and Sam all have inbuilt readying (well Glorfindel with LoV but you get my point) and Fast Hitch and Lembas provide more. There isn't really that much need for more than the one copy of Unexpected Courage which most often goes on Haldir so he can perform his combat action and then attack later in the round as well as there is plenty of readying and it also costs 2 in spirit. This 2 cost in spirit is expensive when there is only 1 spirit hero and often you want to hold a spirit resource back as well for Hasty Stroke or Test of Will. Honestly the second copy would very often sit in my hand for many turns while I played other cards instead. Also lastly I do use proxies quite often but then replace them when I get my hands on the new pack, with unexpected courage any extra copies would remain proxies as I have no intention of getting another core set (probably ever) which kind of bums me out. I like using proxies but also like knowing I will get my hands on the actual card in the near future and swap it in when I do. So to answer with way too long a rant both are kind of true, I am indeed building with one core but it is also a specific choice as well and probably more so because of this as I did at times have a second copy in the decks :P

Hmmm Gildor's Council seems to be a card that MANY have very different opinions of, see this recent thread for example:

https://community.fantasyflightgames.com/topic/186388-gildors-counsel/

I still think it is very powerful and very useful and am happy any time I draw a copy. It can give you breathing room to slow the encounter deck down if too many enemies or locations are in play so you can clear what you can of what is in play without much more coming out in a single round. It can help you power quest through a stage that has a very nasty effect you need to escape ASAP, it can give you a free round of staging if a treachery is revealed and you have test of will ready to cancel that treachery. Also in a way gives you a free round of questing when combined with Ranger Spikes if an enemy is revealed. It can stop a quest stage that reveals an extra card during staging from doing so (Journey Down the Anduin quest stage 2, the last quest stage of the Saga Quest Breaking of the Fellowship, Across the Ettenmoors quest stage 2).

Also an underrated card in my opinion.

Thanks so much for giving them a go and giving some feedback :D

Any other notes or feedback you could give me would be much appreciated, especially if you keep using them.

Played against Escape from Mount Gram earlier, with Sam and Glorfindel as my starting heroes. Worked pretty well, aside from a horrible shadow effect that removed all the attachments I had built up on Sam (he was acting as defender as I never rescued Elrohir).

It was my first go at the quest, so I wasn't certain what to expect. I drew into a couple of sneak attacks early on, and rescued a Gandalf, so I was able to sneak Gandalf and kill a couple of enemies after they had captured some cards, so he functioned like card draw as well, while keeping the threat in staging manageable for Sam to quest and shortly rescue Elladan.

Glorfindel rescued Asfaloth early on, with the location that allows a rescued card to play for free, so he burned through the capture locations quickly.

By the time the jailor and final location emerged, I was in control of the quest, and victory was swift.

A second game followed much the same pattern, but more capturing resulted in rescuing all three of the spirit/lore decks heroes.

I then played Intruders in Chetwood, and defeated it easily. In the later part of the game, I loaded up Haldir with attachments, and he was able to kill the orc war parties after the twins deck engaged them, prior to their attack.

Overall, no real suggestions for tweaks yet, the decks are playing smoothly. I still have yet to play Gildors Council, but considering two of my three games since the last post were escape from Mount Gram, with a starting spirit hero, its probably not surprising.

Are there any quests these decks struggle with? If so, what tweaks do you make for them?

Edited by CaffeineAddict

Oh wow, thanks so much for continuing to use them and for providing all this feedback, really means a lot to me! :D

You went into Mount Gram playing blind! Nice! That would have been pretty exciting. I myself look at spoilers TOO MUCH before a quest is released and lose part of the magic because of this. ah well!

Yeah attachment hate is pretty devastating against these decks, some of the hardest quests in the game for them are the two hobbit saga quests that feature the treachery wind whipped rain.... I absolute hate that card.... leaves on trees or whatever the Druadan forest treachery that discards all attachments is, is pretty **** nasty too.

Yeah Haldir becomes an absolute beast part way into most games and provides a feint like effect many times killing foes off before they can even attack. I love how many nasty shadow effects you avoid doing this!

haha yeah it is definitely not very useful in Mount Gram especially considering it wouldn't really have any effect until both decks have joined each other in a single staging area anyway. Honestly I think Gildors Council is a very subjective card that you either love or think is useless haha, feel free to think of something to replace it with and if you do definitely let me know what you replace it with and I may do the same, at the least on a trial basis.

If you keep playing with the decks (which I highly recommend ;) ) let me know if you do come up with any suggestions or tweaks and what other quests you play with them.

For some of the harder quests out there you definitely can beat them with these decks but you may very well need a fantastic starting hand and a bit of luck to do so. Gather Information does somewhat overcome this though and so long as you have all the pieces you need but one, Gather Information can find that last card for you (Steward, warden of healing, unexpected courage for Haldir, sneak attack to get two uses out of gandalf, arwen, asfaloth etc).

Having said that there definitely are a few quests that these decks struggle with a bit more than the rest, ill give you a list of them and what I do to try and overcome them. Because I employ the whole "one deck to rule them all", or rather two decks, strategy, I pretty much never include or swap certain cards just for a specific quest as the decks are specifically designed to be able to take on more or less everything (with few exceptions) and so instead I take on different strategies or approaches for certain quests.


-Escape from Dol Guldur is no cakewalk but hey unless a deck is built specifically for it, it never is! So long as Elrond and the twins are not the captured hero you always stand a chance. If one of those three are the captive, time to concede and restart! No other specific notes for this one but being clever with the objectives (only attaching them at the last second when you have to) and killing the Nazgul off quickly (which is usually quite easy) and really just strategies anyone would employ for this quest help a ton in getting a victory.

-Journey to Rhosgobel can be hard for any deck if you don't have plenty of healing. Essentially if you don't get a Warden or two or don't get very lucky with Athelas you may very well be screwed. You can very easily swap out a few cards for a few copies of say Waters of Nimrodel when playing this quest however to have a little more healing and have a much better chance of winning.

-Foundations of Stone is probably one of if not the hardest quest for these decks. Getting split up and losing a bunch of attachments is devastating to these deck's core combat strategies. No longer being able to defend both decks with Elrohir via Sentinel can be devastating especially when you are up against such nasty enemies. To combat this you simply need to have a defender for the spirit/lore deck well prepared by the time you get split up. Elrond is the obvious choice and with Light of Valinor on him instead of Glorfindel in certain quests you can still quest with both for 6 but then have a valuable defender instead of attacker remaining. The Leadership/Tactics deck can also struggle a bit to make enough willpower to clear the quest stage it winds up at on its own. I haven't played this quest in a while however and the addition of Sam as a hero and how much faster this deck now plays (not to mention Faramir ally and sneak attack Gandalfs) may make a lot of difference and this deck may be able to clear its own quest stage just as fast as the spirit/lore deck in its current incarnation.... Hmm I should go back and play this one sometime...

Overall how much the two decks depend on each other to be so strong is ultimately their undoing in this quest.

-The Morgul vale is not very easy for the decks as they feature very little direct damage (albeit plenty of attack power) and do have some nice threat reduction but not an abundance. Early game the Double Back player side quest is AMAZING in this quest and can help you pick off Murzag and even Lord Alcarnon with a buffed up Haldir without letting them attack at all or at least only once or twice.

Takes quite a few attempts but you can beat this one if you are clever. Killing Murzag ASAP is key.

-Stone of Erech is up there with Foundations of Stone... pretty sure I have only ever gotten one win against it... plenty of people find it to be the easiest of the POD quests but honestly other than Lake Town its the one I have had the most trouble with. The decks have plenty of attack power but that is next to useless for this quest considering you attack with willpower.... I feel like this quest needs super high willpower decks or specifically tailored decks to win. My decks just do not cut it.

-Battle for Lake town. This one just like Rhosgobel, Dol Guldur, Foundations of Stone and Stone of Erech requires specifically tailored decks to beat so is very difficult for decks like mine. There are many cards in the decks that literally do not do ANYTHING in this quest such as Feint, Rivendell Blade etc.

You definitely can beat it with the decks (have done so once quite recently) but will have a hard time doing so and will need very specific starting hands with both decks. Honestly if you are going to use them when playing this quest it probably really would be worthwhile changing them up quite a bit and at the least taking out cards like ranger spikes, feint etc. I was lazy and did not and still got a win however (and you can always discard these cards to The Old Thrush!) so it is not completely necessary.

-Any of the few Dunlending quests with lots of hand size hate.... These decks can play quickly once they get going but at times do play a little slow especially at the start and this can be very punishing in the quests that employ hand size hate. They are beatable but very frustrating and may take many attempts. Fords of Isen is the worst, Dunland Trap is not so bad... and Antlered Crown for whatever reason is easily the easiest of them and is usually a cakewalk for the decks for some reason.

I have to say that Asfaloth is a little bit of a crutch for the decks and there are a handful of quests that you really need to get Asfaloth in the first few turns to have a decent chance of winning. You can still beat them without him but nowhere near as reliably. A few of these nature I can think of off the top of my head are Redhorn Gate (get progress stacked up on Caradhras early so you only have to face its awful -1 willpower effect on stage 3 for a single turn later on), To Catch an Orc (in which you can actually employ a really sneaky trick as well by choosing the location with 2 progress points as one of the starting locations in staging and then clearing it during planning on the first turn with Asfaloth bringing the starting cards in the staging area down to 1 on the first turn) and Nin-in-Eilph which is quite location heavy but requires you to race against time counters to get anywhere.

Edited by PsychoRocka
Deck 1: Tactics/Leadership
Warriors of Eregion
Heroes:
Sam Gamgee - 8
Elrohir – 10
Elladan - 10
Starting threat – 28
Allies: (21)
3x - Naith Guide
2x - Galadriel
1x - Orophin
1x - Faramir
1x - Gimli
1x - Bill the Pony
3x - Envoy of Pelargir
3x - Gandalf (Core)
1x - Treebeard
3x - Derndingle Warrior
1x - Skinbark
1x - Legolas
Attachments: (23)
3x - Steward of Gondor
3x - Dunedain Mark
2x - Dunedain Warning
3x - Ranger Provisions
3x - Gondorian Shield
3x - Rivendell Blade
3x - Dagger of Westernesse
2x - Elven Mail
Events: (6)
3x - Sneak Attack
3x - Feint
Side Quests: (2)
1x - Gather Information
1x - Send for Aid
51 Cards Total
Deck 2: Spirit/Lore
Elven Finesse
Heroes:
Elrond - 13
Haldir of Lorien - 9
Glorfindel (Spirit) – 5
Starting threat – 27
Allies: (16)
3x - Galadhrim Minstrel
3x - Warden of Healing
3x - Wandering Ent
2x - Wellinghall Preserver
1x - Henamarth Riversong
1x - Quickbeam
3x - Arwen Undomiel
Attachments: (16)
3x - Asfaloth
3x - Ranger Spikes
3x - Lembas
2x - Burning Brand
2x - Light of Valinor
2x - Cloak of Lorien
1x - Unexpected Courage
Events: (17)
3x - Gildor's Counsel
3x - Daeron's Runes
3x - A Test of Will
3x - Elrond's Counsel
3x - Hasty Stroke
2x - The Galahadrim's Greeting
Side Quests: (2)
1x - Gather Information
1x - Double Back
51 Cards total
Sideboard: (3)
3x - Power of Orthanc (simply added if needed)
Some very minor changes that I actually have not tried out but intend to in the next few nights. Just one change to each deck.
The single copy of Arod was replaced with a copy of the Leadership Side Quest (a proxy as I do not have Treachery of Rhudaur just yet) in the tactics/leadership deck and the two copies of Fast Hitch in the Spirit/Lore deck were replaced with two copies of Burning Brand.

Arod is a great attachment but is in no way important or integral to the decks and was more than anything just filling the single slot in the deck I did not know what to do with. Now that we have the leadership side quest that slot is well and truly filled by something that will not be taken out any time in the foreseeable future. Send for Aid is a fantastic side quest and now both decks have a copy of Gather Information as well as a copy of a sphered side quest, Double Back in the spirit/lore deck and now Send for Aid in the tactics/leadership deck. Send for Aid is fantastic and allows both decks to dig for an ally in the top ten cards of each respective deck and put it straight into play at no cost. This can get someone like Legolas, Treebeard, Gimli, Orophin or Faramir into play for free which is pretty **** fantastic considering they all cost 4 (except for Orophin who costs 3) and are all very powerful allies. The spirit/lore deck does not benefit quite so much from this side quest at first glance as the most expensive ally you can hope to find and play for free is a Wellinghall Preserver or failing that perhaps a Wandering Ent or Quickbeam. However you can get some pretty great utility allies out as well, that Warden of Healing that just isn't appearing fast enough for some desperate heals on your party, a Galadrim Minstrel who will fetch a copy of Test of Will, Hasty Stroke etc as well or even just Arwen if you have somehow not drawn a copy yet and need to set up Sentinel on Elrohir. Hell you can even get Gandalf out with this side quest and although he will only be usable during the combat phase his enter play effect will still trigger. Overall just a great side quest and massively beneficial and totally worth it for one turn of no progress on the main quest stage nine times out of ten.
The other change is a little more nuanced. First off Fast Hitch is an amazing hobbit support card, action advantage is one of the best things to have over the encounter deck and allows you to commit more characters to the quest phase as well as have more available attackers/defenders during the combat phase than you normally would. This helps in every aspect of play from clearing locations and quest stages faster and more safely, having more control over the combat phase and being able to kill enemies faster to straight up treachery or shadow effects that force you to exhaust a character/s or even encounter cards that allow you to exhaust characters to do something (place progress, stop a nasty effect triggering etc) beneficial. Fast Hitch which is not restricted, only costs 1 and is not unique is therefore one of the best action advantage cards there are if not for one simple fact; it can only be attached to hobbits. Now it makes sense that the most powerful action advantage card there is can only be placed on the hero type that always has very low attributes. This allows you to get many uses out of Hobbits but these uses will not break the game because of how limited the hobbits are with their stats and abilities. Now there are a few hobbits that shine with a fast hitch such as Merry (who can have 3 or 4 attack!) or well.... the other Merry who can then both use his ability and commit 2 willpower if he has a fast hitch attached. Sam is also a great target as he has a whopping 3 willpower and can have decent other stats if he has the right attachments or is boosted by his ability once or twice. Now heres where the issue lays.... in campaign mode often I load him up with both Anduril and Sting if I get them as well as a fast hitch as that way he can quest for 5! and then attack for 3 upwards and has two combat abilities as well (free attack after defending from anduril and sting allows you to do direct damage to the enemy after defending) so can essentially quest for 5, then defend an attack and potentially even kill the attacking enemy with the combined responses of Anduril and Sting and can then even attack for 3 upwards if he is readied by his in built ability before you have to use fast hitch. If not playing campaign mode however.... he is used for his 3 willpower and then if he does happen to get a fast hitch or readies via his ability is also used as an attacker. If his ability goes off he readies ANYWAY and has 2 attack rather than 1 if you have to use the fast hitch to ready him.... this means he is either going to be able to attack ANYWAY thanks to his own ability and for a higher attack value or the fast hitch will allow him to attack for a measly one... now yes with a fast hitch if his own ability goes off he can attack two enemies for 2 and with a dagger of westernesse attached this could be as much as 3 or even 4 but how often this occurs and is actually even needed is extremely rare. Elladan can already attack multiple enemies during the combat phase with his in built ability and the decks feature quite a bit of offensive power via weapon attachments, strong offensive allies and other various cards.
Now if Sam was used as a backup defender (which is instead done by Derndingle Warriors, Wandering Ents and Elrond) or even had a role as a more prominent attacker in the decks then there would be many more attachments like Hobbit Cloak, Ring Mail, Staff of Lebenthron etc and fast hitches would be almost essential in the deck but this is not the case. Sam is used for his awesome 3 willpower, very low starting threat and sphere. His ability is just gravy on top and gives the combat deck a few extra points of attack when it optionally engages enemies with a higher engagement cost then the decks threat (which is at least 2 or 3 times in almost every game and sometimes more) or an extra character to stave off effects that exhaust characters. Due to this action advantage with Sam via fast hitch is often not really worth it and often only provides an extra single point of attack.
It is either overkill or unnecessary when Sam is readied by his in built ability anyway (if there is only one enemy what is the point of being able to attack two?? or if the 2 attack power doesn't help against a second enemy with high defence similarly what is the point?) or when his ability does not trigger it provides a mere 1 attack. Honestly the most use I get out of these situations is when a shadow effect makes me exhaust a character and I promptly exhaust Sam so that all my proper offensive characters stay ready. Essentially Fast Hitch is just not good enough, either Sam's own inbuilt ability does the trick on its own or readying him via fast hitch is not really necessary or helpful. For Saga/Campaign mode I may just re include it when the next box comes but for right now at least Fast Hitch is out of the deck! I will have to play test this quite a bit as perhaps this is not quite as obvious a choice as it appears to me.
What I have been doing lately is using a Wandering Ent as a backup defender if I don't have Derndingle Warriors in play or if Elrohir does not have sentinel or simply cannot defend every attack on a single turn. They have 2 defence and 3 hitpoints so make a decent defender against lesser enemies and can take up to 4 attack and not die. They can then easily be healed by Wardens or Preservers. If you slap a Burning Brand on one of these guys they will be more than just a backup defender and will without fail be used any time they can. No shadow effects, constant healing from a warden or preserver and a decent 2 defence and 3 hiptoints sounds pretty **** good. For quests with especially nasty shadow effects you can set up Elrond as a badass defender once you no longer need him to quest anymore (after you build up your forces) or by placing LoV on him instead of Glorfindel. Chuck on the spare Shield/Warning/Cloak/Mail you may have drawn with the tactics/leadership deck and a burning brand and he can stop almost anything. It does make you think a bit more when using the decks as you need to decide whether or not to use Elrond as a quester or defender primarily or whether you can take the threat hit from Glorfindel and should put LoV on him for a game. Hell even unexpected courage gains a new target as with Arwen's buff or Elven Mail as well as a burning brand Elrond could block two attacks and come out unscathed with high defense and cancelling both shadow cards.
Overall it gives you more options and more defence against shadow effects and extra enemy attacks you did not/cannot plan for. The majority of the time it will be most beneficial to quest with Elrond early and then once you draw a Burning Brand attach it to him and use him for defensive duties once you have a handful of allies out with strong willpower, a single Wellinghall Preserver can replace Elrond's 3 willpower on its own. Similarly if you get the Faramir ally out with the other deck you can probably afford to not commit Elrond to questing. Even for quests where you really do need Elrond for questing purposes and cannot get LoV or Unexpected Courage on him simply put the brand on a wandering ent or even wellinghall preserver if desperate and they make almost as good a defender anyway. It is highly unthematic providing an Ent with a Burning Brand but hey sometimes you gotta do what you gotta do to win in this game and as much as it is quite silly it is something I am more than happy to live with if it gives my deck an edge over shadow effects.
Hope you enjoyed the rant as always and feel free to provide any feedback you wish!

Sure was a lot of detail describing a few tiny changes =)

haha yep. was going to keep it short and simple and got carried away ranting about Fast Hitch and Hobbits.

Barely been able to play of late, but I now have across the ettenmoors and treachery of rhuadar waiting to be played, so I'll try out these changes over the weekend.

Any updates? I'd love to read more of your deck evolution and tweaks!

Thanks Cassan =)

Just the nudge I needed to post some recent changes I've made!

I'll post new changes shortly!

Edited by PsychoRocka
Deck 1: Tactics/Leadership


Warriors of Eregion


Heroes:

Sam Gamgee - 8

Elrohir – 10

Elladan - 10


Starting threat – 28


Allies: (21)

3x - Naith Guide

2x - Galadriel

1x - Orophin

1x - Faramir

1x - Gimli

1x - Bill the Pony

3x - Envoy of Pelargir

3x - Gandalf (Core)

1x - Treebeard

3x - Derndingle Warrior

1x - Beechbone

1x - Legolas


Attachments: (23)

3x - Steward of Gondor

3x - Dunedain Mark

2x - Dunedain Warning

3x - Ranger Provisions

3x - Gondorian Shield

3x - Rivendell Blade

3x - Dagger of Westernesse

2x - Elven Mail


Events: (6)

3x - Sneak Attack

3x - Feint


Side Quests: (2)

1x - Gather Information

1x - Send for Aid


51 Cards Total



Deck 2: Spirit/Lore


Elven Finesse


Heroes:

Elrond - 13

Haldir of Lorien - 9

Glorfindel (Spirit) – 5


Starting threat – 27


Allies: (17)

3x - Galadhrim Minstrel

3x - Warden of Healing

3x - Wandering Ent

2x - Wellinghall Preserver

1x - Henamarth Riversong

1x - Quickbeam

3x - Arwen Undomiel

1x - Lindir


Attachments: (18)

3x - Asfaloth

3x - Ranger Spikes

3x - Lembas

2x - Burning Brand

2x - Light of Valinor

2x - Cloak of Lorien

2x - The Long Defeat

1x - Unexpected Courage


Events: (14)

3x - Gildor's Counsel

3x - A Test of Will

3x - Elrond's Counsel

3x - Hasty Stroke

2x - The Galahadrim's Greeting


Side Quests: (2)

1x - Gather Information

1x - Double Back


51 Cards total


Sideboard: (3)

3x - Power of Orthanc (simply added if needed)


Ok so first off here are the small changes I have made over the last month or so. They are pretty minimal but I have something special after this update!..

I swapped the single copy of Skinbark out for a copy of the new Ent ally Beechbone. Beechbone costs 3 as well and has similar stats and even a similar ability in that it is an offensive one as well. Beechbone however has a slight edge over Skinbark in his 2 willpower instead of 1 and the fact that his ability can still be used when other characters attack alongside him. Both also have great art but I think I like the art on Beechbone just a little more.

The changes for the second deck are slightly more extensive. I took out the three copies of Daeron's Runes which is a great card and often gets you that copy of Asfaloth or Arwen just a turn faster but at the end of the day is not essential so I thought I'd try out some new cards in its place. I put in 2 copies of The Long Defeat and a copy of the new ally Lindir.

The Long Defeat is great in my opinion and offers quite a bit of bang for your buck with the additional "cost" that you need to clear a quest stage to get the effects. With two player side quests in each deck however often this card can be attached to a player side quest which are far easier to quickly clear with their low quest points. The healing it provides can be insane with Elrond and although this will not happen often it may heal the entire board in certain situations when archery or other direct damage from the encounter deck is abundant. The card draw is also very powerful and allows both decks to draw 2 cards which is a total of 4, not bad for one resource! The other new additional is just one copy of the new Noldor ally Lindir.

Not exactly a perfect fit for the decks but more of an experiment. Without Daeron's Runes the deck has less card draw than before and often I find myself running out of cards midgame and drawing new ones quite slowly, especially with this deck that does not have Gandalf or Legolas like the tactics/leadership deck. In these sort of situations Lindir can be played when this deck only has 1 or 2 other cards left in its hand getting me a card or two in the process. He has decent stats as well so once out is still a good ally and contributes to questing with his 2 willpower.

Nothing too drastic in these changes however....... time for some big change!!!

Edited by PsychoRocka

I Think I could guess that big change...

Heroes:
Arwen Undomniel - 9
Elrohir – 10
Elladan - 10
Starting threat – 29
Allies: (21)
3x - Naith Guide
1x - Galadriel
1x - Orophin
1x - Faramir
1x - Gimli
3x - Envoy of Pelargir
3x - Gandalf (Core)
1x - Treebeard
3x - Derndingle Warrior
1x - Legolas
Attachments: (23)
3x - Steward of Gondor
2x - Dunedain Mark
2x - Dunedain Warning
3x - Gondorian Shield
3x - Rivendell Blade
3x - Dagger of Westernesse
3x - Elven Mail
Events: (6)
3x - Sneak Attack
3x - Feint
3x - Elven Light
3x - Lords of the Eldar
Side Quests: (2)
1x - Gather Information
1x - Send for Aid
51 Cards Total
and the deck that is played alongside it:

Heroes:
Elrond - 13
Haldir of Lorien - 9
Glorfindel (Spirit) – 5
Starting threat – 27
Allies: (16)
3x - Galadhrim Minstrel
3x - Warden of Healing
3x - Wandering Ent
2x - Wellinghall Preserver
1x - Henamarth Riversong
1x - Quickbeam
3x - Galadriel's Handmaiden
Attachments: (16)
3x - Asfaloth
3x - Ranger Spikes
3x - Lembas
2x - Burning Brand
2x - Light of Valinor
2x - Cloak of Lorien
1x - Unexpected Courage
Events: (17)
3x - Gildor's Counsel
3x - Daeron's Runes
3x - A Test of Will
3x - Elrond's Counsel
3x - Hasty Stroke
2x - The Galahadrim's Greeting
Side Quests: (2)
1x - Gather Information
1x - Double Back
51 Cards total
Sideboard: (3)
3x - Power of Orthanc (simply added if needed)
I will provide deck strategy and breakdown soon!

As much as I like Sam , I really think Arwen suits the noldor-brother-deck so much better!

Have you thought about including Silver Harp to support the discard-play-mechanic?

Silver Harp is great for the Noldor discard mechanic in general but for my decks the aim is to always be discarding Elven Light or Lords of the Valar, there will always be games where you might discard a couple of cards early game before a copy of Elven Light appears but Silver Harp directly messes with both Elven Light and Lords of the Eldar returning them to your hand when they are both only playable from the discard pile.

If I was running cards like Elven Jeweller and Steed of Imladris I would include Silver Harp but as the decks are now I think it would be more detrimental than beneficial. Thanks so much for your feedback though! =)

You are absolutely right. I mixed up two topics here..

I thought about including Silver Harp to support Arwen 's discard-mechanic.. but with 6 cards (3 Elven-light + 3 Lords of the Eldar ) to discard already and a limit of Arwen's action once per round, it's probably not worth it.

Dude, you didn't highlight which cards changed! Now I have to do a manual comparison. You're heavily increasing my 1st-world-problem load!

=D

I took out x3 Ranger Provisions (don't need the resouces when Arwen can provide an additional resource every single turn), 1x Skinbark/Beechbone (who are great but not really necessary in the deck), 1x Bill the Pony (useless without Sam in the decks) and 1x Galadriel (who is fantastic but I couldn't figure out what else to cut and she does only last a turn, even at only x1 now she still see's play pretty often especially thanks to all the extra card draw from Arwen/Elven Light) to make room for the

x3 lords of the valar and x3 Elven Light.

In the other deck I took out the three copies of Arwen and replaced them with three copies of Galadriel's Handmaiden.

Still 2 cost spirit for 2 willpower, yes they are more squishy with 1 hitpoint but you can have more than one out unlike the 3 copies of Arwen ally and the small threat reduction is always nice. Considered many other cards for these 3 slots but ultimately decided to put in a card that would still fill the role of the Arwen ally so far as questing goes (so 2 willpower for 2 spirit resources), the handmaiden is also fairly thematic and works well with Elrond who is able to pay for her with his ability.

do you play with the decks or just curious as to the exact changes?

Just curious at this point. I have countless decks I want to try and nearly zero time to test them, but I hope to get to these eventually.