New Dunedain cards... suck!!!

By leptokurt, in The Lord of the Rings: The Card Game

Anybody else feels that Tactics Aragon would have been fitted better into the Dunedain theme if he would have given -1 Attack instead of defense to engaged enemies?

That's a good point.

Yeah that would have definitely meshed with the Dunedain trait and mechanic a LOT better. You could much more easily keep multiple enemies engaged that way...

I'm pretty convinced the Dunedains are already pretty strong as they are. Just 100% Dunedain isn't viable in my opinion for a really power-deck. On the other hand if you allow yourself to match them to the Hobbit trait (Which storywise isn't that strange, since due to all efforts of the Dunedain the Hobbits are kept safe) you already get incredible powerful decks.

Currently I have 2 decks that are incredibly strong (personal opinion). I won't share all the content but the deck are both aiming for 3/4p games and using a lot of hobbit/dunedain synergy.

Deck 1: Pippin (Lo) - Merry (Ta) - Aragorn (Ta)

Aims for killing with cards like the Dunedain Hunter, Take No Notice, ...

Deck 2: Pippin (Lo) - Frodo (Sp) - Halbarad (Le)

Aims for all aspects except healing. Dunedain cards in there: Northern Tracker, Warden of Annuminas, Sarn Ford Sentry, Heir of Valandil,...

Both decks tend to give a very high win-ratio if we aren't going for the hardest quests released.

We really need to see some solid Dunedain cards in the last two packs to make them viable. I love me some Noldor, but this was supposed to be the Dunedain cycle primarily I thought.

Considering the way they've been distributing the themes across the cycles lately, with cards for each theme spread across the packs but focused mainly on one pack (along with its hero), I think that judging by the announcement article, Battle of Carn Dum will be to Dúnedain what Treachery of Rhudaur was for Noldor and Mount Gram to victory display stuff.

We already know that we will get a new Leadership Dunedain hero in Battle of Carn Dûm and a new Tactic Dunedain ally in The Dread Realm (spoiled in the announcement article). If they release 2 or 3 other Dunedain card in either of those pack, the archetype will really start to become interesting. But it will probably take another cycle for the Dunedain to become a powerhouse.

Edited by Cemetery Man

Four years later and the Dunedain are still scattered, divided and leaderless. I thought they would get there but I was clearly wrong. Yes, they can be good multi-player decks, but they are really weak in solo.

Edit: sp.

Edited by Bullroarer Took
3 hours ago, Bullroarer Took said:

Four years later and the Dunedain are still scattered, divided and leaderless. I thought they would get there but I was clearly wrong. Yes, they can be good multi-player decks, but they are really week in solo.

I suppose that's a good point (non solo), mostly because they can't carry their weight in questing. But let me tell you from someone who plays multiplayer... you want a friend to run dunedain. It frees you up to take care of all sorts of business. My buddy ran a dunedain deck when I ran noldor... my focus was questing, location and threat control and his was taking combat control. It was a great balance and the best duo decks I've ever played with.

There is still that mysterious preview that possibly references the grey company contract.

Well, the game might be dead but this topic resurrected 🤣

I had a Dunedain deck made a couple of years back that was quite viable in solo. Used it on many quests

On 9/14/2019 at 1:52 AM, Nickpes said:

Well, the game might be dead but this topic resurrected 🤣

I had a Dunedain deck made a couple of years back that was quite viable in solo. Used it on many quests

Agreed. Seastan's Dunedain Trapper deck might be my most played deck and we've gotten a few cards that are useful updates to it as well.

I have two-player/two-handed Dunedain decks, which are one of the strongest decks I run (actually only second to Noldor) ;).