My Three Trials Solo deck (Idraen, Glorfindel, Beregond)

By Tracker1, in Strategy and deck-building

I'm 2 for 3 for with this deck. Beregond will take care of defending straight away. IGorfindel, Idraen and Arwen are doing the questing which is not much willpower, so location lock is a concern. i Allow resources to pile up on Idraen and save Lay of Nimrodel for the really big willpower pushes like on stage 3, or if I get locked. For attacking, Gondorian Fire on Idraen can almost one shot a guardian in the late game along with the help of Glorfindel and Rivendell blades. If Beregond is looking solid in the defending/readying department. I put a Miruvor or 2 on Idraen, so she can ready and add willpower to the quest and if no location leaves play she'll still be able to attack in combat.

After filling out the deck list, I think that Blood of Numenor might be unecessary for the deck. i never had to trigger the ability once in the 3 games. Behind Strong walls with its readying effect might be a better choice, since readying Beregond is a big key to surviving the final stage.

Overall, it's a pretty slow deck in card draw while allowing resources to pile up on Idraen. The deck patiently chips away at each trial. There is probably some major tweaking that can happen, but there is some ally hate in the encounter deck and with Time effects that will take them out, so i designed the deck to allow the resources to buff the heroes rather then waste the resources on allies that may not stick around for long. I feel like the deck certainly fits the theme of the scenario with pretty much the 3 heroes facing the challenge rather than an army of allies.

Anyway, here's the deck below, it's an odd one and if you try it it might take a bit of getting used to.

Questions, comment, and ideas for improvement are welcome.

Deck Created with CardGameDB.com The Lord of the Rings Deckbuilder

Total Cards: (50)

Hero: (3)

1x Beregond (Heirs of Numenor)

1x Glorfindel (Foundations of Stone)

1x Idraen (The Three Trials)

Ally: (9)

3x Arwen Undomiel (The Watcher in the Water)

3x Etheir Swordsmen

3x Silvan Refugee

Attachment: (21)

3x Ancient Mathom (A Journey to Rhosgobel)

3x Gondorian Fire (Assault on Osgiliath)

3x Gondorian Shield (The Steward's Fear)

3x Light of Valinor (Foundations of Stone)

3x Miruvor (Shadow and Flame)

3x Rivendell Blade (Road to Rivendell)

3x Unexpected Courage (Core Set)

Event: (20)

1x A Test of Will (Core Set)

3x Elrond's Counsel (The Watcher in the Water)

3x Feint (Core Set)

3x Foe-hammer (Over Hill and Under Hill)

2x Hasty Stroke (Core Set)

3x Lay of Nimrodel

2x The White Council (The Dunland Trap)

3x Behind Strong Walls

Edited by Tracker1

Made some modifications to the deck to add more willpower. Location lock was becoming too much of an issue. The deck is probably running 1 win in every 5 games, but a lot of that is due to the opening combination of Guardian and location some can be quite nasty combo, and some are easier. If the deck makes it through the first few rounds there is a good chance for success. I just tried perseverance trial first and then intuition and strength. Might be a better way for the deck to approach this.

Removed: Strength of will x3, Warden of Arnor x2, White Council x1

Replaced with: 3 Silvan Refugee and 3 Etheir Swordsmen

Also switched Blood of Numenor with Behind Strong Walls.

The best strategy now is to take out one Guardian a round before traveling to final location.

Also, put a copy of Gondorian fire on Beregond as well as Idraen. He should have enough readying effects and enough resources to almost take out a Guardian on his own after defending.

Edited by Tracker1

For the ultimate Three Trial experience I've gone completely ally free to fit the theme of the scenario. Probably 1 in 4 win rate, but very fun and challenging. Here is the deck.

Deck Created with CardGameDB.com The Lord of the Rings Deckbuilder

Total Cards: (50)

Hero: (3)

1x Beregond (Heirs of Numenor)

1x Glorfindel (Foundations of Stone)

1x Idraen (The Three Trials)

Ally: (0)

Attachment: (28)

3x Ancient Mathom (A Journey to Rhosgobel)

3x Blood of Numenor (Heirs of Numenor)

3x Gondorian Fire (Assault on Osgiliath)

3x Gondorian Shield (The Steward's Fear)

3x Light of Valinor (Foundations of Stone)

3x Miruvor (Shadow and Flame)

3x Rivendell Blade (Road to Rivendell)

3x Unexpected Courage (Core Set)

3x The Favor of the Lady (Core Set)

1x Spare Hood and Cloak (Over Hill and Under Hill)

Event: (22)

2x A Test of Will (Core Set)

3x Elrond's Counsel (The Watcher in the Water)

3x Foe-hammer (Over Hill and Under Hill)

2x Hasty Stroke (Core Set)

3x Lay of Nimrodel (The Morgul Vale)

3x The White Council (The Dunland Trap)

3x Dwarven Tomb (Core Set)

3x Behind Strong Walls (Heirs of Numenor)

Here is how I like to distribute the attachments on the heroes in an ideal situation.

Glorfindel- LoV, Favor of the Lady x 3, Rivendell Balde x2, spare hood and cloak to ready Beregond if need be, then passed back later.

Idraen- 1st copy of Gondorian Fire and 2nd copy of Blood of Numenor. Miruvor if Beregond has at least 1 UC

Beregond,- Gondorian Shield, 1st copy of Blood of Numenor and 2nd copy of Gondorian Fire, Unexpected courage x 3 if possible.

General strategy is to let resources pile up on Beregond for using Blood of Numenor if needed and Idraen with Gondorian Fire, but if possible they should have both attachments in case they need to use the other stat if something unpredictable happens.

For questing a few Favor of the Lady on Glorfindel along with Idraen can keep me moving through locations, although Location lock is possible. Lay of Nimrodel can be incredible on Idraen mid to late game, and Dwarven Tomb can be used to retrieve it if needed.

Games that I have won usually last around 15 rounds, and I'll take out at least 2 Guardians before traveling to the last location.

i really like the deck for the scenario, but have no Idea if it will work on any others.

Edited by Tracker1

With these few modifications removing card draw The Dunland Trap can be beaten too. I like that I can keep the theme consistent between the 2 scenarios.

Added: Power of Orthanc x3, Close Call x2, and 1x Test of will and Hasty Stroke

Removed: Ancient Mathom x3, Foe-hammer x3 and Spare hood and cloak.

Total Cards: (50)

Hero: (3)

1x Beregond (Heirs of Numenor)

1x Glorfindel (Foundations of Stone)

1x Idraen (The Three Trials)

Ally: (0)

Attachment: (24)

3x Blood of Numenor (Heirs of Numenor)

3x Gondorian Fire (Assault on Osgiliath)

3x Gondorian Shield (The Steward's Fear)

3x Light of Valinor (Foundations of Stone)

3x Miruvor (Shadow and Flame)

3x Rivendell Blade (Road to Rivendell)

3x Unexpected Courage (Core Set)

3x The Favor of the Lady (Core Set)

Event: (26)

3x A Test of Will (Core Set)

3x Elrond's Counsel (The Watcher in the Water)

3x Hasty Stroke (Core Set)

3x Lay of Nimrodel (The Morgul Vale)

3x The White Council (The Dunland Trap)

3x Dwarven Tomb (Core Set)

3x Behind Strong Walls (Heirs of Numenor)

3x Power of Orthanc

2x Close call

Edited by Tracker1

You still have 3x Foe Hammer in the list.

I have an attachment deck based on those three heros but I generally use Strider to mitigate Boromir's threat increase. If using Coragorn I think you want a Galadhrim's Greeting or two or the ubiquitous Sneaky Gandalf.

Strider, Boromir, and Glorfindel is probably the strongest attachment based deck strongest deck out there.

Bullroarer, use some allies though, right? Master of the forge, Arwen, Silvan Refugee, would be some of the ones I'm thinking of.

I got pretty close to using a zero ally deck with those heroes, but could not give up Master of the forge for pulling attachments.

Joezim, you'll have to give that deck a try. You did include some readying options for Boromir to keep threat down. Aragorn is going to have to be generating lots of resources to all play those cards, so an early Steward, and a few good harvests are going to be essential. The main problem I see for that deck is there is no card draw, which means your likely to not even see some key attachments during the course of the game. There is nothing like Master of the forge in these types of decks.

I think the only reason the deck I posted is working without MotF is that I have a little bit of card draw, but really all I need is 1 copy of Blood of Numenor and Gondorian fire. Once those cards are had, attacking and defending will never become an issue again With Lay of Nimrodel it's the same story for questing (which is the decks weakest point) , but the Lay is an event, so using it at the right time is essential and hopefully Dwarven tomb can bring it back or I have another in hand for later.

This is really the only deck I have made that's won a game with no allies, I've always tried in the past with no success, so I'm quite shocked actually that Idraen was the missing piece. It might very well be these newer quests to, so I'll have to try some older ones to see if this is just because the meta-game shifted a bit.

I play Master, Arwen, Refugee and the Warden of Healing. I think 11 cards total usually. Oops, forgot the one of Faramir, so 12.

Yea, I realized card draw is lacking. With these spheres, all I really have is Ancient Mathom and Campfire Tales. Foe Hammer won't work and Campfire Tales is really weak. AM would probably be a good choice though. I wanted to try Leadership Aragorn because then I have access to the Dunedain attachment, which are a great way to build heroes up. Leadership Aragorn also has a built-in means of readying, which will come in handy when I can't get enough of the other readying cards out right away.

My hope is to have enough readying effects that Boromir's ability will just be a backup, or, like Aragorn, will be used only in the early game to give me readying before the attachments show up.

I'd love to use Master of the Forge if he was available to me, but even then, I want to try sticking with no allies for now. If I still need more card.draw, I might throw in Sneak Attack and Gandalf. We'll see. For now I need to make room for Ancient Mathom and someday threat reduction.