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By Bullroarer Took, in The Lord of the Rings: The Card Game

The approach of introducing a homebrew hero over a few adventure packs is pretty cool.

Yeah, but it does mean you can't go back and play through the cycle with him as a hero :(

What if you play alternate history where you join Amarthiúl and his TWIN BROTHER Amarthián on their quest to save Iarion? Honestly bothers me less than using Thorin or Balin in non-hobbit quests.

I think people are massively underestimating the Dúnedain deck as it will look after the last AP. Not Caldara-underestimating but close. :)

I think a key card for the deck is going to be that Leadership weapon. As it stands now, I think the deck is really good for multiplayer, but definately not for solo.

The approach of introducing a homebrew hero over a few adventure packs is pretty cool.

Yeah, but it does mean you can't go back and play through the cycle with him as a hero :(

What if you play alternate history where you join Amarthiúl and his TWIN BROTHER Amarthián on their quest to save Iarion? Honestly bothers me less than using Thorin or Balin in non-hobbit quests.

I think people are massively underestimating the Dúnedain deck as it will look after the last AP. Not Caldara-underestimating but close. :)

I eagerly await seeing your build.

wow, noldor trait is being boosted a lot ^^

I think Lords of the Eldar was specifically made for the Erestor deck, and in that deck I think it works fine.

In that deck it is only a great, great bonus that you can only play them from the discard pile. They wait for you there, and you can recycle them easily -- to draw into them again.

I like Quick Ears a lot. Cancelling a nasty enemy (can be unique too!) can be vital for survival. I would've figured Tactics would get some form of enemy cancellation, but it's nice to see it regardless and not in Spirit. ;)

And I love Beechbone. Odd name, but he seems like Gondorion spearmen on steroids. High risk, high reward. hmm... he also has 2 Willpower which is nice for Tactics. Shame he's unique though.

Still not too keen on the Dunedain mechanic. Unless you have a reliable defender taking the hits every round or some forest snares, I don't feel the benefits of the dunedain cards of keeping enemies engaged with you is worth it. I rather clean house. Perhaps I'm just too dumb to see their worth, but they're whole shtick does clash with my playstyle and I play solo, so there's that...

Still not too keen on the Dunedain mechanic. Unless you have a reliable defender taking the hits every round or some forest snares, I don't feel the benefits of the dunedain cards of keeping enemies engaged with you is worth it. I rather clean house. Perhaps I'm just too dumb to see their worth, but they're whole shtick does clash with my playstyle and I play solo, so there's that...

It's a weird paradox that seems counter productive to me.

Quick Ears will be fantastic in most Nightmare quests.

Those Guardian's of Arnor do wonders for the Dunedain mechanic I think. At minimum it will have 2def 4hp when defending, which is decent. If you have two of them in play, they can pretty much hold off two smaller enemies indefinitely with their 3 def 4 hp. This enables Amarthiul's abilities and sets up powerful Heir of Valandil and Descendant of Kings uses.

Then if you engage a 3rd strong enemy they both have 4def 4hp and you can have one of them take the hit and deal with the smaller enemy some other way.

I might have missed something, how do you get Guardian of Arnor to have 4 health?

I might have missed something, how do you get Guardian of Arnor to have 4 health?

You don't. I misread it. Still not bad though.

At the end of the day though aren't you better off just killing the little guys the turn you engage them?

From the little experience I've had with the Leadership-Tactics Dúnedain deck, I honestly could see it working if you keep a couple enemies engaged. Descendants of Kings plus Weather Hills Watchman and a bunch of signals would work fine. The problem, as I said, will be the lack of Willpower unless you run Sam, but I'm sick of playing Sam in every Leadership deck.

In solo, Dunedain + Ranger + traps = FUN.

At the end of the day though aren't you better off just killing the little guys the turn you engage them?

Normally yes, but when Sarn Ford Sentry draws you 4 cards or Descendants of Kings readies 3 heroes for 1 resource, it'll become more more tempting. Don't forget that if you don't try to kill your enemies, you're also saving yourself a few character actions as you don't need attackers during your first few turns. Like Silvan, Dúnedain require a different playstyle.

I'm also looking foreward for the quest itself, but I'm a bit dissapointed that it doesn't have an offensive siege theme. The siege quests we have so far are imo some of the best quests. It would be amazing to actually lead an army of elves and Dúnedain AGAINST an enemy stronghold. Here's hoping for the future we'll get another opportunity.

Again, I am looking forward to the complete deck(s). I've wanted to play Dunedain since the core, and I get that the timing paradigm is changed with the Dunedain, but unless you engage the enemies after their attack phase you are allowing them extra attacks. Sure, you get bonuses for it, but so far I am not convinced the positives outweigh the negatives. I really think it is more of a multi-player style.

I feel the Dunedain is not necessarily about keeping enemies engaged, but rather pulling all of them each turn. Even though Aragorn is great, I want to use the two leadership guys and Mablung for resource acceleration.

I feel the Dunedain is not necessarily about keeping enemies engaged, but rather pulling all of them each turn. Even though Aragorn is great, I want to use the two leadership guys and Mablung for resource acceleration.

Yeah, I saw someone playing tactics Aragorn with tactics Merry, and with a few Fast Hitch on Merry, it was quite ridiculous : you destroy an ennemy ans then engage one or two not engaged with you and destroying them in a single trun! It was in multiplayer, I haven't tried it in pure solo yet (Lore+Tactics is great, 'cause of all the healing).

I've tried that setup with Merry and Aragorn - including a rohan horse on Merry for extra uses. It is great on the turns where you flip nothing but enemies. I had used Pippin also to try to get card draw and keep their threat higher. It is a great support tactics deck, but lacks the defense typically offered by a pure tactics deck.

Edited by Slothgodfather

I'm thinking about a pure solo deck with Loragorn, Rossiel and Beregond.

Put Wingfoot and some weapons on Loragorn, have Rossiel quest with her victory pile cards, and puting a Song of Wisdom on Beregond with a Gondorian shield and a Burning brand on him, with a few readying cards for him.

Then a lot of card draw and fetch and a few allies.

Edited by Lecitadin

With Loragorn you could safely include those doom events that draw or protect you from dmg. You could even attempt to utilize the ents and neutral Treebeard since you are going lore/tactics. Seems fun.

I'll probably use Defender of the West on Treebeard. :ph34r:

Picked mine up last night, but it was fairly late and I didn't have time to play. I'll try to give a report tonight.

I'm really excited to add that new ent to my ent deck!

This quest is hard. I might have been unlucky and I need to play it again, but it seems really hard.