Overlord starting deck

By antila2, in Descent: Journeys in the Dark

Hi everyone,

First of all,i want to say that i'm a french guy, so i'm sorry for my english.

That being said, i recently bought the LoR expension, and i looked at the new OL deck.

Is it just me or this deck seems waaaaaaay weaker than the original one ?!?!

I played the Shadow Rune campaign with the original OL deck, so i wanted to try the new one LoR offers,but it seems pretty weak compared the original one. No dash, only one frenzy...

Have anyone tried to new core deck, and what are ur toughts about it?

Thanks !!!!

It definitely has its weaknesses. The lack of dash and frenzy is huge. However, under the right circumstances, Basic 2 can be devastating, and regardless of raw power, I find it much more enjoyable to use as an OL.

Basic 2 is best at making life difficult for the heroes in the areas that matter to them- it's not best at killing them.

Edited by Zaltyre

Interesting,

Thanks for your anwser. But can you explain more what you mean about :Basic 2 is best at making life difficult for the heroes in the areas that matter to them. I'm sorry, i'm new to the game, so theres thing i might not understand.

I actually much prefer basic deck 2 to basic deck 1. Basic deck 1 is all about brute forcing your goals, but the game isn't usually about killing the heroes. Unless the heroes are playing a particularly squishy composition, they aren't going to die very much even with basic deck 1. Basic deck 2, however, has a lot of cards that punish very effectively without having to kill. Yeah, blinding speed is worse than dash etc., but grease trap and uncontrollable power are spectacular cards. Mimic is amazing for denying treasure (play the mimic, take the free action and run so they either have to give up on getting the treasure or chase him down wasting their actions), befuddle is a really solid card for making your other choices (like web trap) more effective, and so on.

Basic deck 2 is a lot more solid at targeting weaknesses of your heroes, whereas basic deck 1 is more about brute forcing it. Dash is amazing, but it's really the only card in basic 1 I'd consider to be great.

Comparatively Basic 2 is weaker than Basic 1 in most of his strengths yeah.

That being said, it gives opportunities that Basic 1 can't show up, and can be sometimes a better combinaison with some of the lieutnant packs.

PS : I'm also French so forgive me for my bad use of english.

PS 2: I'm writing a guide on the French Edge forum which will (one day...) compare all the OL Basic/class/lieutnant packs and their combinaison. You can still pm me if you want some good advices in french if you prefer ;)

Heay, frenchie here too ! :)

The deck si different, and has his own strengh. For example, if you play the shadowmancer, it's a really stronger with the basic 2, since you can force opponents to made again some test attributes and then not waste your cards with no effects.

And if it has no dash, it has blinding speed that could be way better with big monsters since thoses monsters move usually 3, and you may win 4 movement points.

the "living treasure" could be really helpfull to make heroes loses actions, and sometimes lost a search token.

And finally, spending some surge instead of the hero can save the day

Uses this deck with Valyndra's plot deck and with changelings and all heroes could have -2 to all tests, and you can laugh after each card played

Thanks guys for the awesome replies, gonna try it out !

And knowing the basic 2 deck isnt about killing hero, i guess i should go toward Magnus or Saboteur?

you should go shadowmancer

I always miss trip wire and pit trap when i go for basic 2, thats why i tend to stay at basic 1.

I always miss trip wire and pit trap when i go for basic 2, thats why i tend to stay at basic 1.

Really? Pit trap is one of the first cards I throw away once I start purchasing, followed by my duplicate Tripwire. When played correctly, Grease Trap is more powerful, even though there's only one.

Thats the point exacty, there is only one (and only arguble better imo, and its rare when it is better, which is usually my problem with deck 2. The cards are better in rare situatiotions, but generally just weaker)). Using pittrap on the ending move to stun a character throws all plans a group could have off, and stopping people from moving is just as effective. Frenzy, dark charm etc. is a nice IF you wonna fight (but as have been said, that rare), but really, pit trap, trip wire and dash is the winning cards when we play. Adding in 2 web traps and you can slow any party. Its so rare a character have both high awereness AND might.

Edited by Chav