Lore Spirit

By bubblepopmei, in Strategy and deck-building

OK so my Caldara spirit deck is pretty much a beast with Galadriel and Eowyn. I tried Idraen and while it was really well timed (major enemy focused scenario) ultimately I think Idraen is better served elsewhere.

I think I'll try a dual sphere Lore/Spirit deck. My cursory analysis suggests the following hero lineup: Spirit Glorfindel, Idraen, and Faramir.

I wonder if Mablung or Beravor might be better suited.

The deck should include a lot of location exploration so Idraen's ability triggers often, but what other card mechanics would you suggest for a trio like the above?

x3 Test of Will, x3 Light of Valinor, x2 Asfaloth, x3 Elrond's Counsel, x3 Daeron's Runes, Henamarth Riversong and Wingfoot would work well with Faramir (I'd go with Aragorn personally), A couple copies of Arwen, x3 Ethir Sowrdsman, some Ragnger Spikes. And that's about it really, the rest is gravy. There are so many must include cards, at least in solo, so really the creative deckbuilding space is actually limited to a couple dozen cards instead of 50. And then you have to consider the cards for that specific archetype and whatnot.

I actually just made a deck with these 3 heroes. From your list, I'd take out:

  • the Celduin Travelers because they are too expensive out of secrecy.
  • Ravenhill Scouts are also pretty terrible, despite this being the perfect deck for them.
  • Galadhrim Minstrels don't really fit with this deck without any Silvan synergy.
  • Star Brooch is pretty useless unless you plan on keeping enemies engaged with you (which is generally a bad idea except for Forest Snares).

This deck would do well with Northern Trackers and West Road Travelers, but I'm guessing they are already in the Caldara deck. Westfold Horse Breeders would be good to help you fetch Asfaloth. Wingfoot is nice for Beravor.

I'm not sure Ravenhill scouts are automatically terrible. I agree that 90% of the time they are, but in a 3-4 player game, with Idrean and other ways to put progress down (northern tracker), they can actually be useful for instant location removal. I have actually had some success in that very corner case.

My take would be that Ravenhill Scouts aren't necessarily terrible, but they are most definitely over-costed. If they were cheaper they'd be much easier to slot into a location control deck.

Exactly. Their ability can be useful in rare circumstances, but it's not worth 3 cost. It should really be 2. Especially with only one lore hero and no resource acceleration, it's just not playable.

It turns out I don't even have the AP for Ravenhill Scouts(or a few others in the deck I theory crafted above). The actual deck I built is a little different. I'll test it out and then post it here.

I really find Faramir (lore) to be very weak as a hero. Haldir of Lorien is a much stronger choice. The guy is a beast, and a ranger also. Berevor good also, depends what you want.

I also would suggest A Watchful Peace. I think this card is super when you're playing with Idraen, because obviously you're building your deck for Location-domination, so why not force the encounter deck to play to your strengths?