Double Core Deck Challenge
2 LOTR LCG Core Sets
4 Decks
200 Cards
Madness!?!?
Hey,
Jeremy here. This is the introduction to a multi-part series on Lord of the Rings Living Card Game, by Fantasy Flight games. First, the least interesting part of the series... who am I?
No, I'm not an amnesiac. I'm a long time gamer from the frozen tundra of the Dakotas. I fell in love with roll playing games and collectable card games in middle school... programmed a dice rolling program on my TI-83 so that we could play D&D and the West End Starwars games between periods in High School (dice were banned from the school... I guess the principal thought that we had craps games going between the stacks in the library when his back was turned). I played Magic: The Gathering, the Decipher Starwars and even the Star Trek card games up throughout college. Once I joined the productive workforce and physically moved away from my gaming group I had to make do with computer games. Now, I've married a wonderful woman who lets me paint and play with tiny toy soldiers and sometimes plays board games with me. Ahh, domestic bliss, but like I said 'uninteresting'.
Now, that lovely woman got me Fantasy Flight's LOTR LCG for my birthday about 6 months ago. We played some games with the starter decks but quickly lost interest. Eventually, I stumbled upon the WWPD Fellowship podcast, which rekindled my interest. Unlike someone else I could mention, I didn't immediately go out and buy everything... I did find a second core box in the bargain bin at my Friendly Local Gaming Store. That purchase prompted this series and a fundamental question:
Can you build 4 playable decks from 2 core sets?
Ground rules:
1. Three Hero, Standard 50 card tournament decks, no more than 3 copies of any one card.
2. All 4 decks must be playable at the same time (no sharing of cards). There are a few fans of both Tolkien and card games that I want to introduce to the game... and I'm the kind of gamer that likes to have things ready to go for them when they come over.
3. Only using the cards from 2 core sets.
4. All 4 decks should be fairly comparable in power. Nothing ruins a cooperative gaming experience like feeling that you can't contribute meaningfully to the teams success.
Deckbuilding
From my Magic days, I'm a tinkerer when it comes to deckbuilding (60% Johnny, 40% Spike according the Magic the Gathering psychographics). I was the first in my group to really dig into the mechanics of building decks, ratios and hand statistics with the goal of figuring out how exactly to make a Bosium Strip work (it didn't). Call me a nerd if you want... doesn't bother me, I am what I am. Keep in mind, that we are talking about a time before the explosion of the internet and the popularization of terms such as 'card advantage' and 'tempo'. (Hall of Beorn is an excellent resource for exploring those terms in relation to LotR LCG).
I'm going to take a very analytical approach to building this deck. By no means is this the only way to approach a deck... it isn't even the only way that I approach building a deck, but it does allow me to discuss a lot of the details that novice deck-builders often miss.
The first item if the proportion of card-types. Prevailing wisdom online is that you should aim for a 2:1:1 split of Allies, Attachments and Events in your player deck. This makes a lot of sense... Allies and attachments are generally more useful as they give you benefits in every turn that they are in play. Events, on the other hand, are powerful but one-time-use items. Attachments also have the downside of needing to be attached to a character and will leave play if the attached character dies. The 2:1:1 ratio is just a guideline, however. Given the size of our cardpool, it may well be impossible for all three decks to get even close.
Secondly, we'll need to keep an eye on is the proportion of the spheres in our deck. A mono-sphere deck is super simple, but after removing every copy beyond the third we only have 40 card decks (which is against the tournament rules). Our decks must use a minimum of two spheres.
In a two sphere deck, the ratio should be something like 2:1 with a majority of player cards coming from the sphere which contributes the most Heroes. This can be modified by certain attachments or abilities of the Heroes. Below is a chart to help us to think about those ratios.
2 Hero Sphere (30 total)
1 Hero Sphere (20 total)
Allies (25)
15
10
Attachments (12.5)
7.5
5
Events (12.5)
7.5
5
Tri-sphere decks are certainly possible, but I worry about stretching an already sparse card pool too thin. We just don't have enough of the best cards to build four tri-sphere decks, although I may examine solo or double tri-sphere decks at the very end of this series.
A final thing to keep in mind is the cost of the player cards. In general, a deck that has more resources from a certain sphere can support cards with a higher casting cost from that sphere. Beorn is like having a 4th hero on your side... but with a cost of 6 tactics he doesn't belong in a deck that doesn't have at least two heroes from the tactics sphere.
Edited by Wizzardx3