I've had a hard time getting mono-lore to work. Lore is a very fun sphere because it is full of tricks and traps, but when you fill your deck with these, you sacrifice the ability to contribute meaningfully to combat or questing. I find it hard to build up sufficient willpower or attack power, especially in recent quests with a bunch of 3 and 4 threat locations. Defense is a bit easier to come by, as lore has two 3-point defenders (Elrond, Denethor) and access to at least one defense-boosting attachment (Protector of Lorien) along with healing and shadow cancellation (Burning Brand).
But how about the other stuff -- attacking and questing? Jban posed a novel solution to this problem a little while back: just expect NOT to contribute and make a 100% dedicated "control" deck. I may try this. However, if I play with other players whose decks are not optimized, I think we will struggle. I sometimes play with newbies, so I anticipate an uphill battle even if I can control the encounter deck fairly well.
Does anyone have any advice about how to build a multiplayer mono-lore deck that can hold its own in the quest or combat phase?
Edited by GrandSpleen