Hey guys, I thought I'd try my hand at creating a Dúnedian deck and I take back what I said in the dission about dúnedain decks: they ARE easy to build and this one surprised me in how powerful they can be. This deck is intended to be a Dúnedain trait deck, so I tried to keep it as 'clean' as possible. Steward of Gondor is more powerful than Heir of Valandil for example, but it's added benefit in this deck is so small, I chose Heir instead. Called Zoo-nedain because of the zoo of enemies you're trying to create with Forest Snares.
Stats:
Questing: 2/3
Combat: 2/3
Treachery and shadow control: 0/3
Luck-independant: 3/3
General strategy:
This deck uses several cards that are powered by the amount of enemies engaged with you. Therefore, the Forest Snare's power this deck like Matrix-people-pods. There are also many combos in this deck. In short: it's most powerful later on. Counter-intuitively it's also better at dealing with many enemies at the same time than it is at taking them on one-by-one. So you'll want to hold off fighting/killing the enemies for as long as possible, sticking with only defending against them if need be, until you're ready to make your massive move. This makes staying alive in the early game the biggest challenge.
Forest Snare - Descendants of Kings - Sarn Ford Sentry is boss!
Heroes:
Our leaderhip hero Halbarad is both our (permanent) quester and defender. The Dúnedain Warnings and Protector of Lorien go on him. He can't block your first enemy, but he'll block it the next few turns while still questing. With a Forest Snare enemies, he'll be ready for new enemies. His engagement trick is ocationally useful for setting up a winning turn and allround useful in the current cycle.
Our first lore hero Damrod is the star of the early game. His discount on traps is especially great for Forest Snare, which you can play without requiring to hold back a lore resource. Getting more cards after a trap lands is just icing on the cake. He'll be questing every turn.
Our final hero is Lore Aragorn . He's here mainly for his toys which help quest in addition to the nessecary resource smoothing. Celebrian Stone unlocks the Northern Tracker for emergency location control late game. His sack of HP also let's us take undefended attacks (first one when Halbarad is not auto-ready) and his threat-reset is very useful for such a high-threat deck.
Early Game:
We want to quest with the team every turn. The goal is to smash those locations before they start piling up. If all the locations are gone, we can keep some guys back to fight the enemy. To keep us alive while we foolishly exaust everybody, our best early game cards are the traps. Ranger Spikes makes questing with the team fairly safe. Forest Snare won't protect us from the first damage of an enemy, but after locking it down it'll activate Halbarad who'll become our saveguard. Without traps, we'll have to resort to plan B, C, and D.
Sneak Attack, Descendants of Kings and Ranger of Cardolan all provide an emergency defense for 1 resource. So if a location shows up, we'll have quested with everybody for an optimal turn, if an enemy shows up, we'll just use one of the many cards to block him. This deck is filled with emergency defense so it's unlikely you'll get surprised by the encounterdeck.
Warden of Healing helps Halbarad block 3+ attackers consistently and let's you use Aragorn for undefended attacks. Sword that was Broken helps you with questing (atleast 3 willpower since you're sending all your heroes every turn) and resource smoothing.
While we're doing this, we'll want to setup for our lategame. The longer we can quest hard and let the smaller fry attack us the better. If we get into a hopeless situation due to many enemies showing up, Peace and Thought can be used by holding our heroes back. With Aragorn we can always reset our threat if things get out of hand.
Starting Hand:
Try to mulligan for atleast one trap card. But if you have Sneak-Attack Gandalf in your opening hand, don't let me stop you.
Late Game:
We'll want to use all three Forest Snares if possible. Use Gather Information to fetch one if you can. Use other carddraw (like sneak attack Gandalf) to get as many combo pieces in your hand as possible. Once your situation calls for you to deal with the (powerful) enemies coming your way, try to take on as many at the same time as possible. Play Ranger of Cardolan for 1 resource, use Descendants of Kings halfway through your defense to use Halbarad twice and ready your questers, sneak attack Gandalf and use his damage to kill a weaker enemy etc. You may even decide to leave 1 or 2 attack enemies alive to power future cards.
Heir of Valandil is only here for the lategame. He'll help you pay for the Norther Trackers (in case of location lock) and Ranger of Cardolan (who should not be played the regular way until you have board control) and the others. Note that with three forest snares you'll often get a free Dúnedain every turn. At this point, you've got Aragorn's toys, a couple of powerful allies and you've had insane card draw so all that's left is to smash the encounter deck.
Play experience:
I've taken this deck a few times through all the quests of the current cycle and it's been doing extremely well. It is very consistent because many cards can be used instead of each other to get the same effect. Damrod and his traps are insanely powerful in the early game if you can draw them. Sarn Ford Sentry and Descendants of Kings are beasts in the late game. I've had situations where the encounterdeck attacked me with many enemies at the same time. Sneak Attack Sarn Ford Sentry in, draw 6 cards, draw Descendants of Kings and Sneak Attack Gandalf and wreak havoc on the enemy. It's great fun!
Strenghts:
Weaknesses:
Early (no attachment) boss enemies. Without Signals on Halbarad, we can't consistently deal with Hill trolls or similar threats. Here our high starting threat is the greatest enemy. In case of emergency you might even want to use Aragorn in turn 3 or something to avoid enemies for a few more turns.
Discard shananigans. We draw many cards and they are often expensive. So Nameless things or Undead are a threat. Still, this deck usually beats Deadman's dike just before decking out.
No shadow control. Especially multiple attacks on powerful enemies can become our death. When the Pack Leader from Wastes of Eriador attacked four times in a row and powered up in the last attack, I lost Amarthiúl. With Halbarad being our defender, Burning Brand is only ok-ish as a sideboard card. In that case you'll want to include Wingfoot as well to let Aragorn do more defending. But that runs against the flow of the deck so I cut it.
Hero: (3)
1x [The Lost Realm]Halbarad
1x [TWitW]Aragorn
1x [The Land of Shadow]Damrod
Ally: (14)
2x [TLD]Warden of Healing
2x [The Wastes of Eriador]East Road Ranger
3x [The Wastes of Eriador]Ranger of Cardolan
3x [The Lost Realm]Sarn Ford Sentry
2x [Core]Gandalf
2x [Core]Northern Tracker
Attachment: (19)
3x [Core]Forest Snare
3x [HON]Ranger Spikes
3x [CatC]Dunedain Warning
3x [Core]Celebrian's Stone
3x [TWitW]Sword that was Broken
2x [Core]Protector of Lorien
2x [The Lost Realm]Heir of Valandil
Event: (15)
3x [Escape from Mount Gram]Descendants of Kings
3x [Core]Sneak Attack
3x [TSF]Gaining Strength
2x [saF]Peace, and Thought
2x [TSF]Mithrandir's Advice
2x [Escape from Mount Gram]Distant Stars
Side Quest: (2)
1x [The Treachery of Rhudaur]Send for Aid
1x [The Lost Realm]Gather Information
East Road Ranger:
Very useful in the current cycle, and helps with our two sidequests. But her HP (for direct damage soak) and attack (after using Descendants of Kings) is actually pretty handy.
Ranger of Carlogan:
Awesome emergency card and easier to pay due to his neutral sphere. Our other emergency cards are leadership after all.
Sarn Ford Sentry
OMG, when playing your cards right, this gal just draws you your entire deck. Sneak Attacking her in and drawing 5 cards? Yes please!
Protector of Lorien:
Very useful on Halbarad who's doing both questing and defending. Discard your extra uniques.
Sneak Attack:
Yes it's always great on Gandalf, but in this deck Sarn Ford Sentry might draw you MORE cards than Gandalf if you time it right and the Norther Tracker can do emergency location control or blocking. So don't be affraid to use Sneak Attack without Gandalf!
Distant Stars:
Surprisingly useful in some quests. Many of the nastiest locations have limited quest points and getting them out of the encounterdeck and instead of a bigger location is great, as is the chance to remove locations with nasty effects for having it the active location. This card is mainly here to give Halbarad something to do if you've trapped an enemy but there aren't any new ones coming.
Gandalf:
With more alternatives to Sneak Attack and few resource generation, we'll only need two copies of him.
Not included:
Ranger Summons
Fun but with Forest Snares the chance of him being discarded as a shadow card is too high.
Wingfoot
Just didn't do enough in this deck. Halbarad is often ready for enemies and often i'll rather play a healer and take undefended damage.
Steward of Gondor, Quickbeam, Riversong etc.
Many unique powercards could be included here, but I opted not to. In many cases they are only marginally better than the alternatives in this deck, so just let other players use them. And unfortunately the designers have had the tendency lately to hard-code trait synergy to the point where you'll have to use all or nothing. This deck is heavily reliant on Descendants of Kings, so we'll need all the Dúnedain allies we can get.
I've looked at other Dúnedain decks online and it's fun to see how many different approaches there are to this deck. This is the readying / pop-in allies variant. I think it can compete with the other powerful trait decks mostly because it's much faster than getting your dwarf swarm or gondor or outlands hordes going. It's not top tier but close enough.