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