Mono Lore Combo - Beat Dol Guldur nighmare turn two and others scenarios on turn one

By Rouxxxor, in Strategy and deck-building

Hi,

I'm Rouxxxor, aka Camille Pouliquen, a french and active player of Lords of the Rings Living Card Game and Magic The Gathering. I play a lot of decks and regularly post them on one forum. I come here for present an unique, degenerated and problematic deck that I play test since a year. Sorry if my bad English trouble you. You may ask for clarification and me or someone else can reply.

There is a few lists of related topics that may be seen for a better understanding of what I'm about to say:
- Visual deck list on the Card Board DB Deckbuilder: http://www.cardgamedb.com/index.php/thelordoftherings/the-lord-of-the-rings-decks/_/lord-of-the-rings-submitted-decks/solo-ultimate-combo-beravor-bilbo-baggins-bombur-r47
- Visual deck list for the Escape from Dol Guldur nightmare scenario on the Card Board DB Deckbuilder: http://www.cardgamedb.com/index.php/thelordoftherings/the-lord-of-the-rings-decks/_/lord-of-the-rings-submitted-decks/solo-ultimate-combo-for-dol-guldur-nightmare-beravor-bilbo-baggins-bombur-r48
- A topic about this deck on a french forum: http://sdajce.forumactif.org/t2469-combo-mono-connaissance-quadri-sphere-beravor-bilbon-sacquet-bombur
- Explanation about my first success on Escape from Dol Guldur nightmare scenario in french: http://sdajce.forumactif.org/t3473-nightmare-solo-rouxxxor-6-points-combo-mono-connaissance

Drawing is winning. That a common concept in a lot of card games. In LoTR we have a lot of powerful draw effects but we usually are stuck by only get a few resources to pay the cards we have. This deck use the best of this two aspect in the goal of draw his entire deck and then play a million times some special cards in a loop and win. Some others players have still experienced my deck so be sure that there is no mistake: this deck is really a bomb that can kill on turn one.

I - Regular list

Hero:
1x Bombur (OtD)
1x Bilbo Baggins (THFG)
1x Beravor (Core)

Ally:
1x Gandalf (Core)

Attachment:
1x Born Aloft (CatC)
1x Song of Battle (TDM)
3x Song of Kings (THFG)
3x Song of Travel (THoEM)
3x Love of Tales (TLD)
3x Scroll of Isildur (TMV)
3x Good Meal (TRG)
3x Song of Earendil (RtR)
1x Cram (OHaUH)

Event:
3x We Are Not Idle (SaF)
3x Daeron's Runes (FoS)
2x Will of the West (Core)
1x Ravens of the Mountain (OtD)
3x Mithrandir's Advice (TSF)
1x Durin's Song (KD)
2x Gaining Strength (TSF)
3x Deep Knowledge (VOI)
3x The Seeing-stone (VOI)
3x Legacy of NĂºmenor (VOI)
3x Lorien's Wealth (Core)
1x Sneak Attack (Core)

How does it work?

We start with 6 cards. Then draw a 7th and 8th cards, thanks to Bilbo. Then exhaust Beravor to reach 10 cards in hand.
Now we can think. And play mithrandil's advice, Deep Knowledge, Daeron Rune, Lorien's Wealth + Good Meal and The Seeing Stone for another Deep Knowledge. To this point we have only spend 2 resources and have at least draw the half of the deck.

Now we need Song of Kings or at least 2 love of tales. It is the major problem of the deck: without one of this two plans we can't afford additional resources and we are stopped and can't start any loop. This is the major lack of the deck, that cause a large part of the 10% fail of the deck to win on the turn one.
With Song of Kings we can play legacy of numenor and/or we are not idle and exhaust Bombur (when can use another we are not idle with cram, the third one is only here for draw one cards). Then? We draw more cards, and add scroll of Isildur in order to play another Mithrandil's advice.
You play love of tales in your hero as soon as you draw then. So when you will play song it will give you some resources. Song of Earendil you add two resources and draw one card. Pretty good.

So you will finish with no cards in your deck. Now play one will of the west. Then draw another times your deck. It will more easy because there is less cards. So you only play the best draw effects, like Mithrandil's Advice, daeron rune and scroll in mithrandil. Then play another will of the west. Step by step you will have more cards in hand and less in your discard pile. You are ready to get into a loop. The easiest one need from you to have only 6 cards in your discard pile:
- Will of the west
- Song of Durin
- 2 Gaining Strength
- 2 Mithrandil's advice

Say that we have 4 resources. We start with play the other will of the west (the one in our hand). So we have 3 resources. Now we play the third mithrandil's advice and draw three cards. We have 2 resources left. Now we play a Mithrandil's advice that we just drawn. With the last resources we play Song of Durin and get back to 3 resources. And play the two gaining strength and have 5 resources. We have the same 6 cards in the discard pile but we gain one resources.
(Note: Yes it is possible to not draw a mithrandil's advice in the first 3 cards, in this case you have to make some arrangements to get back to the original loop. There is loop without any random aspect but they are a little bit long to explain)

So we have as much resources as we want. So why not playing Gandalf to reduce our threat. Then play born aloft to bring it back to our hand. So we play Gandalf until we don't have any threat. And in order to kill any enemy in play during the set up.

At the end we play a Ravens on the Mountain to place counter on the quest and a Cram to ready a hero. So we place as much counter as we want on the quest. If killing all enemies and place infinite counters to the quest is not sufficient we also can have infinite will, defense and attack with song of durin.
So yes not all the scenario can be winning on the turn one with this list because of some special conditions on some quests. We only can have infinite stats and choose wich card we reveal each turn with ravens of mountain. So if we go into combo we can't loose.

II- Special deck list for Escape from Dol Guldur

There is only one problematic scenario: Escape from Dol Guldur because we need 3 heroes. For this scenario I design a special list:

Hero:
1x Beravor (Core)
1x Bombur (OtD)
1x Bilbo Baggins (THFG)

Ally:
1x Gandalf (Core)

Attachment:
1x Born Aloft (CatC)
1x Song of Battle (TDM)
3x Song of Kings (THFG)
3x Song of Travel (THoEM)
3x Love of Tales (TLD)
1x Scroll of Isildur (TMV)
3x Good Meal (TRG)
3x Song of Earendil (RtR)
1x Cram (OHaUH)

Event:
2x We Are Not Idle (SaF)
3x Daeron's Runes (FoS)
2x Will of the West (Core)
1x Ravens of the Mountain (OtD)
3x Mithrandir's Advice (TSF)
2x Gaining Strength (TSF)
3x Deep Knowledge (VOI)
3x The Seeing-stone (VOI)
3x Legacy of NĂºmenor (VOI)
3x Lorien's Wealth (Core)
1x Sneak Attack (Core)
3x Lay of Nimrodel (TMV)
1x Advance Warning (TDF)

Escape from Dol Guldur in his nightmare version is the hardest scenario ever printed for the solo mode. As usual you play with only 2 hero. But you also have to deal with a lot of sadistic encounter effects, (like a shadow who captures a second hero, who give +9 to an enemy...). I got some decks who win all the others scenarios (print on demand and others nightmare includes) with at least a 50% rate. And they never passe this scenario, not one of the twenty test I do.

Meanwhile I work on a combo deck who beats the scenario on the first turn. First it was for the duo mode with dwarfs. Then I find a way to play it in the solo. After work some hours I try a version who can challenge Escape from Dol Guldur in nightmare.

Change between regular and Dol Guldur version:
- 2 Scroll of Isildur
- 1 Song of Durin
- 1 We are not idle
+ 3 lay of nimrodel
+ 1 Advance warning

The goal is to draw almost all of your deck on the turn one, play two love of tales, play all the song then advance to the quest phase and play the 3 lay of nimrodel to put enough counter on the quest.
Then we get a key, go on the 2nd step and play a Ravens on the mountain to free a hero. With it we go into combo with the usual way.

This set up is not easy to get. It is more easy if the dwarf hero go into jail. You need to draw some cards on the right moment and if the cards that you see with ravens of the mountain is a treachery everything is ruined. I win it on the third game I play with it.

III - What do we have to think about this deck?

Combo are funny. It is good for a deck to be able to construct deck based on powerful synergies between cards. But there is no reason to allow combo deck to be more powerful than other decks. This deck, and some others combos decks, are a threat for every event in LoTR. Since I know it I never see anyone come with a such deck (may be because it is also the most boring deck ever: you do the same thing again and again until you win. And what is the scenario that you face off is irrelevant. In fact you only look at the quest after 15 minutes of draw and play tons of cards). But this situation have to be covered by the rules, and we see some erratas for less powerful combination.

So to my opinion this deck is a problem. A deck is not supposed to be that powerful. We have to make some changes about cards would make this combo become that strong. That are the change I recommend:
- We Are Not Idle become "Exhaust one dwarf character to add one resource to any hero. Draw a card" that also bring back leadership in 50 cards decks and not 47 + we are not idle that cycle itself instantly you draw it. Or "You may exhaust one dwarf character to add one resource to any hero. Draw a card" that reduce the power of dwarf combos, who are the best multiplayers combos.
- Nerf the doomed events cards. Please. They gave to the game some stupid boost, combo or not, that denature the game. And with a free tutor you are always sure to have the doomed card you want when you need it. Legacy of numenor is particularly stupid, by giving one free turn resource to all players. Even if it became "doomed 8" I will play it in a lot of decks and be sure that allow me to be well prepared when the encounter deck play it first card.
Legacy of numenor can give less resource. It is a big change but it is the only way I see to make the card still be playable and not crazy. You can make it give only one resource for 0, and may be reduce it doomed valor to 2. It still be better than gaining strength because you don't have to wait and you can play your steward of gondor in turn one even if you have only one hero leadership. And it still help other players to play their cards.
In the same way Deep Knowledge can make draw only one card. If you play solo you can cycle this card and have more opportunities to draw important cards for your strategy. If you play with friends it can give some Card Advantage (+3 cards with four players). You also can make it only doomed 1.

Thanks for you to read me. Me and some others mates of my forums will be pride to answer to your comments. We are from the french forum http://sdajce.forumactif.org. Thanks to them for helping or encouraging me to find the way on my combo quest here: http://sdajce.forumactif.org/t1968-duo-combo-nain-ori-thorin-nori-dain-balin-beravor and here: http://sdajce.forumactif.org/t2469-combo-mono-connaissance-quadri-sphere-beravor-bilbon-sacquet-bombur

Yeah, I've seen decks like these before that break the game. I think a good nerf is to add "Limit once per round" or "Limit once per phase" to a lot of cards because that doesn't affect 99% of decks that include the cards. I'd start with "Limit once per Round" on Will of the West to prevent any looping combos. That might be enough of a nerf by itself to prevent these decks. If that didn't fix them, I'd go "Limit once per Phase" on We Are Not Idle because that prevents any combo with using it, readying instantly, and using it again.

Congratulations, Rouxxor, nice deck and a very powerful combo! I love this kind of decks, but, of course, I prefer just to enjoy a thrilling game with foes and real dangers for my heroes, but I can really appreciate the joy and beauty (and also obssession) in these kind of supercombo decks.

Why more cards with errata? I bought a second core set just to fix errated cards, I don't want to need to buy a third one to fix again some cards (Will of the west). Couldn't be better just to fix the comobo loops with some added rules for the tournament game? I think it is a mistake to keep rewriting cards just because comboes are possible or could even be possible in the future.

I don't think the card you listed need any of that errata. All they need, in a case of some serious LotR even, is a "restricted" and "banned" list, like all other LCGs have.

If we ever see a viable tournament scene, then I think banned or restricted will become a simple tool to fix a lot of these 'power combos'. If you can only have one of Will of the West, We Are Not Idle, or whatever, essentially every silly infinite loop is broken (frankly, I would expect Will of the West to get banned, since it's in nearly every loop...).

That said, I really do rather appreciate the thought that goes into these infinite loops - thanks for posting it! Makes me look at cards rather differently - now I'm really keen to do a song deck, even without an infinite loop, since they look pretty fun! And now we can thematically play Saruman to sing the trololo song. :D

Yeah, I've seen decks like these before that break the game. I think a good nerf is to add "Limit once per round" or "Limit once per phase" to a lot of cards because that doesn't affect 99% of decks that include the cards. I'd start with "Limit once per Round" on Will of the West to prevent any looping combos. That might be enough of a nerf by itself to prevent these decks. If that didn't fix them, I'd go "Limit once per Phase" on We Are Not Idle because that prevents any combo with using it, readying instantly, and using it again.

Congratulations, Rouxxor, nice deck and a very powerful combo! I love this kind of decks, but, of course, I prefer just to enjoy a thrilling game with foes and real dangers for my heroes, but I can really appreciate the joy and beauty (and also obssession) in these kind of supercombo decks.

Why more cards with errata? I bought a second core set just to fix errated cards, I don't want to need to buy a third one to fix again some cards (Will of the west). Couldn't be better just to fix the comobo loops with some added rules for the tournament game? I think it is a mistake to keep rewriting cards just because comboes are possible or could even be possible in the future.

If we see some deck is problematic we have to think about the global environment to see how to fix it.

And, because I test a lot of decks, combos or not I see that some cards are problematic:

- We are not idle is included when you play leadership and this is not really interesting. But it is even better in Dwarf deck. They print plenty of cards for dwarf decks during one year so you can build a lot of things. Including stupid combos when you bring back all of your deck in play in a few (or only one) turns and then win. The most important cards are legacy of durin and we are not idle. This deck don't use any loop and have a fair stuff (a test of will for exemple) but just don't have a fair rythm: They have each turn more things than you can have in two.

It is just too simple to handle threat, because you have at least 20 than you can spent at the beginning of the game. And because with some Nori or Aragorn (and it "restrict one per game" that can be cheated with desperate alliance). And the most players they are on the table the better it is.

So I think Will of the west is just a funny tool used for outstanding results when you have already win. Of course this deck can't win without. But I can build a lot of others stupid decks who play without interacting with the encounter deck and win in 3 or 4 turns. I already build two players decks that can make it in august 2013. And stop playing it because you always win and it is not funny at all.

This build can play along dwarf or/and with doomed stuff.

I think the FFG team have to do their best to fix the game to be sure there is no stupid deck playable. With some errata we can play combo without certitude to win, so it will again be challenging. That why there is erratas (except erratas made for fix some bugs).

Omza -> If you don't like erratas just ignore them. It will only be useful for those who want to play a well-balanced game. Why do you want to impose on us to not fix you game?

If we ever see a viable tournament scene, then I think banned or restricted will become a simple tool to fix a lot of these 'power combos'. If you can only have one of Will of the West, We Are Not Idle, or whatever, essentially every silly infinite loop is broken (frankly, I would expect Will of the West to get banned, since it's in nearly every loop...).

I don't think the card you listed need any of that errata. All they need, in a case of some serious LotR even, is a "restricted" and "banned" list, like all other LCGs have.

This is another solution. But LoTR is not shaped for allow real tournament scene, because is is made for cooperative games so it is the most casual game in the LCG universe. This solution can be fine but it is not what FFG do with this game for the moment so it is not what I'm thinking about.

But if you restrict will of the west I will laugh and then play a Dwarven Tomb instead of the second one ;).

That said, I really do rather appreciate the thought that goes into these infinite loops - thanks for posting it! Makes me look at cards rather differently - now I'm really keen to do a song deck, even without an infinite loop, since they look pretty fun! And now we can thematically play Saruman to sing the trololo song. :D

Thanks. I'm happy if it give to someone some ideas :).

Different types of decks are balanced in other card games because other players can intervene stopping you from creating your game. So, a good combo could be countered by an opponent spell (in magic, you have some counterspells even for 0 mana cost to avoid ultra-fast combo wins). Since you are not playing against any player and the Encounter deck does not react against your movements, there is no real options to stop a combo. In consequence, each combo available will be unbeatable by the encounter cards, unless you can reveal them in response (I don't kniw how could be it possible).

Then, go to errata to correct possible combos is an endless way that implies unlimited and multiple changes to lots of cards. For me, this is not the way to go. Otherwise, I do not have a clear alternative better than tournament banned/restricted lists.

The problem with your judgement, Rouxxxor, is that the cards you want errata'd are decent on their own, and break nothing. They cause the disaster only when you put them together. I've used them dozen of times in many different deck and they never felt out of place, they felt just right. Nerfing them just because they create a loop together is just silly, especially when no one forces you to build a deck using this loop. And here begins the place when you conflict with yourself. You say that it might become a problem at LotR events, then I propose a restriction and ban list for such event, and you deny it because "LotR is a casual game and there'll be no serious events".

About restriction, I think we have a different meaning for this words.

In my understanding, restricted list contains a set of cards and any deck can contain only one name of a card from restricted list. For example: Daeron's Runes and Sneak Attack are in restricted list, if your deck contains at least 1 copy of Sneak Attack, it's illegal to put Daeron's Runes into that same deck. The rule of max 3 per deck remains, so you can still put 3 copies of Sneak Attack into your deck, as long as Sneak Attack is the only card from the restricted list present in your deck.

Banned list, on the other hand, contains the list of cards that may never be used during the serious LotR events, regardless of anything.

Honestly, we just need to have Will of the West remove itself from the game after it has been used (or put in the victory display, or make it unable to be removed from the discard pile... or something of that sort). Limit 1 per deck would be a decent fix too. As long as we limit Will of the West's ability to be recycled.

I do agree with neighbourTrololo.
There's no point in nerfing cards in a coop game.
In the end, if FFG's designers ever create a popular competitive set of a rules for an optionnal competitive mode, it would still be possible to restrict or ban some of the cards implied in heavy combos, only for this mode.

And they lived happily ever after....

Personally I like seeing combo decks like this and I plan on trying this one out since it expands my horizons as a player.* But, in my opinion, nothing needs to be done here since the game does not really support competitive play by its design. And even in the cooperative scene, my fellow players would leave before I finished my first planning phase, so I wouldn't bother with that either.

One of the great things about this game is that it is what we make of it. (And that goes for the core set card proposals of Trololo.) We can use the ideas or not as we chose. That doesn't make the game better or worse, but different.

Thanks Rouxxxor!

*I'll probably use lackey though since I don't want to shuffle so much!

Different types of decks are balanced in other card games because other players can intervene stopping you from creating your game. So, a good combo could be countered by an opponent spell (in magic, you have some counterspells even for 0 mana cost to avoid ultra-fast combo wins). Since you are not playing against any player and the Encounter deck does not react against your movements, there is no real options to stop a combo. In consequence, each combo available will be unbeatable by the encounter cards, unless you can reveal them in response (I don't kniw how could be it possible).

Then, go to errata to correct possible combos is an endless way that implies unlimited and multiple changes to lots of cards. For me, this is not the way to go. Otherwise, I do not have a clear alternative better than tournament banned/restricted lists.

The major part of Magic format (like Standard and Modern) haven't Force of Will (or only 1 in 100 cards deck in Commander) and combo deck are balanced because they can't go into combo too fast, so you can disrupt them before. That the way LoTR must handle combo. If they can't do their business before turn 5, for example, you have some challenge to survive until go into combo. You can be defeated at the beginning but are the best if the game is long enough. It is fair.

The problem with your judgement, Rouxxxor, is that the cards you want errata'd are decent on their own, and break nothing. They cause the disaster only when you put them together. I've used them dozen of times in many different deck and they never felt out of place, they felt just right. Nerfing them just because they create a loop together is just silly, especially when no one forces you to build a deck using this loop. And here begins the place when you conflict with yourself. You say that it might become a problem at LotR events, then I propose a restriction and ban list for such event, and you deny it because "LotR is a casual game and there'll be no serious events".

About restriction, I think we have a different meaning for this words.

In my understanding, restricted list contains a set of cards and any deck can contain only one name of a card from restricted list. For example: Daeron's Runes and Sneak Attack are in restricted list, if your deck contains at least 1 copy of Sneak Attack, it's illegal to put Daeron's Runes into that same deck. The rule of max 3 per deck remains, so you can still put 3 copies of Sneak Attack into your deck, as long as Sneak Attack is the only card from the restricted list present in your deck.

Banned list, on the other hand, contains the list of cards that may never be used during the serious LotR events, regardless of anything.

Come on. I just do the opposite way: see what it disturbing in all the problematic decks. Loop is just a funny concept among other powerful synergies. What about play your entire deck in dwarf of outland decks in 2 or 3 turns? That also possible and no one of your proposition take this into account.

I do agree with neighbourTrololo.

There's no point in nerfing cards in a coop game.

In the end, if FFG's designers ever create a popular competitive set of a rules for an optionnal competitive mode, it would still be possible to restrict or ban some of the cards implied in heavy combos, only for this mode.

And they lived happily ever after....

There is a point: give some challenge to those who want to build specific decklist. I like to play a large amount of concept. I want to use the best synergies, I love to play somes combos. I can't because they are not balanced.

If it is necessary I will build and post list of other crazy combos that broke the game. You just have to play all the interesting doomed (deep knowledge, legacy of numenor and the tutor one) in all of the deck and a lot of allies with a way to draw a lot of cards (legacy of durin for example) and here we go.

For reset the menace use some Nori or some Aragorn.

I have tried and it is true. Infinite loops gaining resources and progress on the quest card. Good deck for the 'historic special decks' in the FFG library. ^^

Please, Rouxxor, it could be interesting, just to figure out the problem (and see more crazy-combo possibilities), to know some other crazy combos (not the same deck changing 2-3 cards, of course).

There is a point: give some challenge to those who want to build specific decklist. I like to play a large amount of concept. I want to use the best synergies, I love to play somes combos. I can't because they are not balanced.

Define "balanced" : is there any objective way to tell a balanced card from an unbalanced one ? How could you make sure a card will keep its balance after two archs or so are released and there are many more cards in the environment ?

I forgot to congratulate you : Well done ! Your deck is a monster ! I like it for what it is : a deckbuilding piece of art.

welcome to castle Frankenstein : It's alive ! ALIVE !

I dont generally like ban lists or errata of any kind, but they are necessary.

Sure, this is a coop game which you can tailor to your taste. I never play pure outlands myself.

but what happens if a guy shows up with a deck like this in gencon or the fellowship events? What if he is a rules lawyer that whines about having a legit deck, even if its to the detriment of the other players?

My solution is to errata "add card to victory display after use" in problematic cards.

Come on. I just do the opposite way: see what it disturbing in all the problematic decks. Loop is just a funny concept among other powerful synergies. What about play your entire deck in dwarf of outland decks in 2 or 3 turns? That also possible and no one of your proposition take this into account.

Soluition is simple: just don't do it. No one forces you.

Come on. I just do the opposite way: see what it disturbing in all the problematic decks. Loop is just a funny concept among other powerful synergies. What about play your entire deck in dwarf of outland decks in 2 or 3 turns? That also possible and no one of your proposition take this into account.

Soluition is simple: just don't do it. No one forces you.

Not everyone thinks like this. Some players are "spikes" to use an MTG term, that is powergamers and their playstyle compulsively prevents them from ignoring these gimmicky combos.

Imagine such a player showing up in your FLGS with such a deck, smirking. What do you do?

Come on. I just do the opposite way: see what it disturbing in all the problematic decks. Loop is just a funny concept among other powerful synergies. What about play your entire deck in dwarf of outland decks in 2 or 3 turns? That also possible and no one of your proposition take this into account.

Soluition is simple: just don't do it. No one forces you.

Not everyone thinks like this. Some players are "spikes" to use an MTG term, that is powergamers and their playstyle compulsively prevents them from ignoring these gimmicky combos.

Imagine such a player showing up in your FLGS with such a deck, smirking. What do you do?

What about fixing the tournament rules? Moreover, at the moment these rules need to be fixed.

Congratulation to Rouxxxor and his brillance of mind.

I agree with many of you.

No need to made erratas, an update of tournament rule is sufficient (Restricted list, Ban list etc ...).

Too. Much. French. People. :)

I didn't see much thread about meetup in store, but most of them had a "bring your own deck or take one we made" policy. This allow the people with broken deck to "ruin" the fun. Maybe they'll just get kick out of the store or will not dare play it, but it is possible.

And then, they are store that made race against the shadow tournament. All I read was that players bring more thematic deck than power deck, so it is always fine. It seems to me that "Spike" players are restraining themself for now, but they'll get frustrated one day or another.

Come on. I just do the opposite way: see what it disturbing in all the problematic decks. Loop is just a funny concept among other powerful synergies. What about play your entire deck in dwarf of outland decks in 2 or 3 turns? That also possible and no one of your proposition take this into account.

Soluition is simple: just don't do it. No one forces you.

Not everyone thinks like this. Some players are "spikes" to use an MTG term, that is powergamers and their playstyle compulsively prevents them from ignoring these gimmicky combos.

Imagine such a player showing up in your FLGS with such a deck, smirking. What do you do?

You enforce a restricted and banned card list that I mentioned previously, end of story. And you make it public before the FLGS, whatever the FLGS is.

As for people who can't make themselves NOT play infinite-combo-loop decks at home unless cards get errata-d, well this is kinda their problem. I can see some minor erratas happening, but changing cards entirely how was suggested by the original poster is completely uncalled for.

Edited by MyNeighbourTrololo

You enforce a restricted and banned card list that I mentioned previously, end of story. And you make it public before the FLGS, whatever the FLGS is.

This is the best solution.