Doesn't Out of Wild do that already?
Mount Gram spoilers are up on CardGameDB!
Yeah technically Scout Ahead and Out of the Wild can both do that.
Sure, Scout Ahead is a good option but unique. I would like to see a third 1-cost lore event to complete the set. Out of the Wild is barely worth it out of Secrecy, I think. But maybe Secrecy is the preferred play style with scrying anyway.
Yeah, a 2 cost Lore event that cancels a "when revealed" effect on an encounter card and adds that card to the victory display. That would be pretty sweet.
I'd be fine with an event that added itself and a just resolved treachery to the victory display. After all, cancelling is what The Door is Closed is for.
Have to agree with Gizlivadi. Being able to cancel a when revealed effect AND add the card to the victory display is far too powerful for 2 resources, especially in lore. This would be just as good as Test of Will arguably better a lot of the time.
With treacheries and surges getting seemingly more common and newer encounter decks thinner, I really wouldn't mind more ways of reliably cancelling effects. There are only so many ways to recycle the same Test of Will. I think giving us options for that outside of Spirit would be fun for a change - there are still core set staple cards that I wish I could find some alternative to but never manage to build without.
And I don't think the designers will favor outright Treachery cancellation in another sphere than spirit.
We know that in the Treachery of Rhudaur we'll get a " Lore event that can cancel the effects of any encounter card of which you have a copy in the victory display". I believe that the card is "The Door is Closed" of which we had a glimpse in The Wastes of Eriador / Angmar Awakened announcement news.
So we'll have to put a Treachery in the victory display (for now with Out of the Wild or Scout Ahead) and then we'll be able to cancel it. What's pretty amazing with that card is that it cancel the effects of any encounter card, and that means: no Doomed, no Surge, no When revealed effects, on Enemies, Locations (both won't be too hard to put in the Victory Display) or Treacheries. Just ignore completely the card, and all that for 1 Lore ressource, as it seems you don't even replace the encounter card by another.
It requires a bit of setup, but hell, not that much, and you still get to use the card on regular basis, because it does not say "worth no victory points". Put that in your Lore deck and say bye to that second Hill Troll in Journey along the Anduin.
"The Door is Closed" is better than the One-Ring.

I think, they won't put outright treachery cancellation in nor spirit neither lore again. Just imagine a deck with 1 spirit and 2 lore heroes, with 3 copies of test of will and 3 copies of that 2 cost card that cancels a treachery and adds it. There should be a catch.
Edited by John ConstantineMaybe Doomed? Or drawing another encounter card.
Ah, just saw a card named after Tinuviels tale, where is it supposed to be? On Treachury of Rhudaur? It will be an autoinlude even without a spirit hero, just for the name
, love Beren and Luthien
Ah, just saw a card named after Tinuviels tale, where is it supposed to be? On Treachury of Rhudaur? It will be an autoinlude even without a spirit hero, just for the name
, love Beren and Luthien
From https://www.fantasyflightgames.com/en/news/2015/7/10/the-dread-realm/
"a Spirit Song that recalls the lay of Beren and Lúthien to encourage stronger alliances between the region's Dúnedain and Noldor."
I wonder how will it work... boost stats significantly if you control both Noldor and Dunedain hero? Exhaust a Noldor to put Dunedain into play from your hand? If you control Noldor, search for Dundedain, or if you control Dunedain - search for Noldor?
It could be like the one for Gondor and Rohan, although I'm not sure what benefits you would get from adding the traits together for a phase.
Choose a Noldor and a Dunedain character you control. Noldor character gets +1 Willpower for each Dunedain character you control, and Dunedain character gets +1 Defense for each Noldor character you control ![]()
Perhaps to fit into the archetype of Noldor there might be some kind of discard pile manipulation?
I think, they won't put outright treachery cancellation in nor spirit neither lore again. Just imagine a deck with 1 spirit and 2 lore heroes, with 3 copies of test of will and 3 copies of that 2 cost card that cancels a treachery and adds it. There should be a catch.
If we didn't get The Door is Closed, I think my card would be fine. Making it 2 cost would provide a pretty steep cost compared to A Test of Will and if it puts itself in the victory display, then you can't play a copy more than once. But it's a mute point with The Door is Closed being released.
Finally got my hands on Escape from Mount Gram!
Have played two games so far. Won both but had immense fun both games.
Probably one of my favorite quests purely due to how unique and different it is to anything else we've gotten so far.
It actually reminded me a little of the first age custom card Lone Outlaw or whatever its called that gives bonus stats and resources to a hero if it is the only hero you control (the fact you start with one hero that has extra starting resources).
I smashed the quest pretty **** hard both times. The first time both decks (two handed) smashed stage 2 on their own at the same time and joined up at stage 3 and the second game the leadership/tactics deck was struggling and had to be rescued by the lore/spirit deck. During the first game I got an early game side quest Stop the Executioners and managed to clear it with one time counter left getting me a hero in the process! I also cleared Orc Ambush later on, managed to kill Gornakh pretty quickly and finished with every hero but one (Haldir got left behind...). The second game I only had to clear Orc Ambush and avoided the Executioners side quest. Gornakh got smashed in the face when he engaged the first player (tactics/leadership deck) whilst it was still declaring attacks against enemies (and killed a guard rescuing two player cards) and so readied Samwise and boosted him to 4 attack (had already been boosted by an optional engagement and had dunedain mark equipped) allowing Sam and Elladan (with dagger of westernesse attached) to attack him for 9 putting 6 damage on him. The following turn I feinted him and killed him before other enemies stopping him from making any extra attacks (killing the other enemies would rescue cards). Managed to pull off some other nifty combos and strategies throughout both games as well. I feel like this quest forces you to play so differently that you can get some great alternative uses out of cards you usually use for a single purpose. Due to a lack of many defensive and offensive heroes for the first half of each game (and second half to a lesser extent) many allies see plenty of combat and so strong allies like Gimli, Northern Trackers and Ents are amazing in this quest as they are good at both defending and attacking. Derndingle Warriors and a decked out Elrond (Arwen buff, Shield, Cloak of Lorien and two copies of Lembas) took on defensive roles during the second game when Elrohir was never rescued and left behind in Mount Gram. This was very fun and very different from how I usually defend attacks while playing other quests. Turns out all my backup defenders do a very good job without Elrohir around.
For the first game I had Elrond and Sam as my starting heroes. The second game I used Glorfindel (spirit) and Sam instead as I wanted to be able to play Test of Will from the get go (light of valinor too) and Elronds Counsel once I get an ally out for that deck. I got light of valinor and unexpected courage in my opening hand second game and put them both straight on Glorfindel. I then rescued Asfaloth and played him for free from the starting copy of Prison Cell and was just set. I rescued Elrond the following turn and that deck just smashed the quests face in very quickly and joined the other deck (which was struggling a little) within another turn or two. By the end of both games despite not rescuing every hero I had a small army of allies out (far more than I have at the end of most other quests) due to so many rescued cards being drawn (MASSIVE card draw in this quest due to this, had hands of like 15 to 20 cards for both decks at various points) and a large force of Ents, Rangers and Elves just annihilated everything in sight. Honestly I think I must have staged a FULL BLOWN prison riot and escape and rescued almost every captive in that stupid mountain jail. How the orcs managed to imprison so many Ents in underground prison cells (how would they fit..?) sure beats me ![]()
A few things I have noticed is that all the cards with capture can actually be hugely beneficial if they are weak or you have a strong board state and can easily explore/defeat them the turn they appear as you will draw several cards when you do so and sometimes get to play a card for free (the orc guard enemy and prison cell). Similarly as daunting as the Stop the Executioners sidequest is 5 rescued cards is a lot and can easily net you a hero (did in one of my two games) if you beat it.
Asfaloth is a BEAST in this quest and can turn any copies of patrol room that are revealed during staging into "exhaust Asfaloth for each player to draw two cards straight from his capture deck"
Getting him out early can also help you clear the first copy of prison cell quickly to get those captured cards into your hand faster. Test of Will and Feint were both epic in this quest as I was easily able to draw multiple copies of each in both games considering my decks were so small without allies and items, mounts etc. Honestly the hardest parts of the quest are Gornakh who can be an absolute beast and make several attacks each turn if you are rescuing multiple cards and the very first few rounds (I guess this is true of pretty much every quest though but this one takes it to the extreme with just one starting hero). If you get some nasty high threat encounter cards on the first turn or two and do not get a good free card from Prison Cell you can be in for some mighty trouble. I found that playing two handed meant that as long as one deck did well everything would be fine as it would join the other deck and help it rescue a second hero (from stage 2). The worst cards are definitely Feeble and Weary (which I managed to cancel every time but once during both games) which can shut down your entire questing power late game (although first or second turn this is a great card as you just put one point of damage on your starting hero if it is even exhausted and face no threat in staging other than prison cell) and captives of Gornakh which can be devastating early game if you only have a single strong ally out who is really helping with questing (but next to harmless when you have an army of allies out at quest 3). Even these can be easily countered, ignored or are only devastating during specific parts of the quest however and overall I think it is a pretty easy quest. Also I don't think you necessarily need to deck build for it, I just used my two power decks I always use and gave it an absolute beating: https://community.fantasyflightgames.com/topic/104951-two-handed-decks/?p=1727695
I can only imagine what nightmare will be like for this quest... 3 or 4 threat encounter cards that can wreck you in the first few turns, enemies that can recapture heroes under them, maybe even another prisoner inadvertently freed from the prison who is not a member of your party or even a free person of middle earth and instead some very nasty beast of some kind the Orcs cannot tame so must keep prisoner as well. Perhaps even orc enemies that go into your captured deck and jump out and attack when you rescue other cards at the same time they are "rescued"/revealed.
Overall a very unique, very fun quest that although not very hard is not the easiest quest in the game (would still say Encounter at Amon Din, Dead Marshes, Trouble in Tharbad and maybe others are easier) and still makes you think about your decisions and game play very carefully in order to win. Loving this cycle so far, cannot wait for Across the Ettenmoors!
(not in quest log yet so just for my own purposes, game one score: 53, game two score: 40)
Edited by PsychoRockaHow do you guys play this? Whe making the captive deck, the hero goes on top. Then, you capture the first seven cards from the deck under the first quest stage. Is the hero the first card rescued (as it would be if you took the first 7 from the deck and put them under the quest card as one stack) or the last card (as it is if you transfer each card individually? Maybe it's a language issue, but this is kind of unclear to me, and obviously a big difference.
Doesn't really matter as Stage 2B instructs you to rescue cards from underneath it at RANDOM so the order you put them underneath doesn't matter. Similarly all other cards with capture give you all the cards underneath at once (except for when it lets you play one for free as well in which case you still see them all so order doesn't matter) so again it doesn't matter what order they are in.
Ah thanks, must have missed that...
At last played this today, tried it two times, both solo with a pure dunedain deck (well I had Hennemarth also in, the only non thematic ally) with lots of traps, scout or ranger cards etc. Heroes were Halbarad, Aragorn (Lore) and Beravor
Won both of them, the first one much easier than the second (but lost Beravor on the first one). Had a lot of fun, I like the capture thing and how the plot goes. Traps and cards like Forest patrol and Ravens of the Mountain were of much help, impressed me since I had never used them before, I might change my mind on them.
. I always was chosing Halbarad to start with cause he can quest ready when engaged, very usefull early on. Ranger of Cardolain is a very strong ally and when I had sword that was broken on Aragorn then questing was very fast with Halbarad and a couple of his copies in game.
I like more and more the Dunedains. They misse attachments that will boost them especially against strong enemies, but with their traps and events thay can do a lot of stuff, I though they would be a bit weak but have managed to win each quest of this cycle with them
Have two questions though,
- Aragorns refresh ability reduces threat to the starting threat of ALL heroes, not the one with whom I started the game, right ? (thus in my game, it turns my threat back to 32 and not 10). I guess this is the right way but I just want to be sure.
- If I attach a Forest Snare on Jailor Gornakh, what happens after I rescue cards? Does his force action make him to attack or he cannot cause he has forest snare on him? I was not sure thus I did not try this
Edited by NickpesHave two questions though,
- Aragorns refresh ability reduces threat to the starting threat of ALL heroes, not the one with whom I started the game, right ? (thus in my game, it turns my threat back to 32 and not 10). I guess this is the right way but I just want to be sure.
- If I attach a Forest Snare on Jailor Gornakh, what happens after I rescue cards? Does his force action make him to attack or he cannot cause he has forest snare on him? I was not sure thus I did not try this.
Yes, you reset to 32. Technically you set your starting threat as normal before resolving the text of the first quest card, which is what sets your threat equal to the threat cost of the one hero you control. Your starting threat is thus still that usual, original starting threat, not the one you changed it to according to the quest card.
An enemy with a Forest Snare attached cannot attack. That effect encompasses any attacks, not just the normal combat phase attack.
Thanks, I thought so on both occations but wanted to be sure
At last played this today, tried it two times, both solo with a pure dunedain deck (well I had Hennemarth also in, the only non thematic ally) with lots of traps, scout or ranger cards etc. Heroes were Halbarad, Aragorn (Lore) and Beravor
Won both of them, the first one much easier than the second (but lost Beravor on the first one). Had a lot of fun, I like the capture thing and how the plot goes. Traps and cards like Forest patrol and Ravens of the Mountain were of much help, impressed me since I had never used them before, I might change my mind on them.
. I always was chosing Halbarad to start with cause he can quest ready when engaged, very usefull early on. Ranger of Cardolain is a very strong ally and when I had sword that was broken on Aragorn then questing was very fast with Halbarad and a couple of his copies in game.
I like more and more the Dunedains. They misse attachments that will boost them especially against strong enemies, but with their traps and events thay can do a lot of stuff, I though they would be a bit weak but have managed to win each quest of this cycle with them
Have two questions though,
- Aragorns refresh ability reduces threat to the starting threat of ALL heroes, not the one with whom I started the game, right ? (thus in my game, it turns my threat back to 32 and not 10). I guess this is the right way but I just want to be sure.
- If I attach a Forest Snare on Jailor Gornakh, what happens after I rescue cards? Does his force action make him to attack or he cannot cause he has forest snare on him? I was not sure thus I did not try this
Each time you have mentioned this deck on the boards the more curious I am. Would you mind posting the deck list here or in the decks section?