Carn Dum Solo Deck

By leptokurt, in Strategy and deck-building

This deck has been able to defeat Carn Dum multiple times. I still get my ass smacked a lot more often than I win, but hey, I'm quite happy that I got a win at all! :)

The deck has been built with a single core set, so cards like Steward of Gondor and Sneak Attack have only two copies.

Carn Dum
Total Cards: 50

Heroes (starting threat: 34)
Aragorn ( The Watcher in the Water )
Glorfindel ( Core Set )
Halbarad ( The Lost Realm )
Allies (19)
2x Faramir ( Core Set )
1x Henamarth Riversong ( Core Set )
2x Mirkwood Pioneer ( The Nin-in-Eilph )
2x Quickbeam ( The Treason of Saruman )
2x Wandering Ent ( Celebrimbor's Secret )
2x Warden of Healing ( The Long Dark )
3x Wellinghall Preserver ( Across the Ettenmoors )
3x Gandalf ( Core Set )
2x Treebeard ( The Antlered Crown )
Attachments (17)
2x Dúnedain Cache ( The Dead Marshes )
3x Dúnedain Warning ( Conflict at the Carrock )
2x Steward of Gondor ( Core Set )
2x Sword that was Broken ( The Watcher in the Water )
3x A Burning Brand ( Conflict at the Carrock )
2x Asfaloth ( Foundations of Stone )
2x Lembas ( Trouble in Tharbad )
1x Keys of Orthanc ( The Voice of Isengard )
Events (14)
3x Legacy of Númenor ( The Voice of Isengard )
2x Sneak Attack ( Core Set )
3x Daeron's Runes ( Foundations of Stone )
3x Deep Knowledge ( The Voice of Isengard )
3x Mithrandir's Advice ( The Steward's Fear )

Deck built with Rivendell Councilroom

The strategy is to get either Quckbeam or Mirkwood Pioneer in your starting hand to overcome the first quest card quickly. Asfaloth can also do the trick, if neccessary. As soon as you have done that, drop BB and a Warning on Aragorn and engage the Carn Dum enemy in the staging area. To defeat the enemy it's ok to loose a quest phase once or twice, as Aragorn's ability gives you some space here.

In the meantime you should try to get either StwB or Faramir into play. Sometimes it's enough to play a couple of Preservers. Play the doomed cards ASAP and use Gandalf's ability to draw even more cards. Prepare yourself for Thaurdir's third sorcery card (praying is not enough tgo completly prevent that from happening ;) ).

I usually delay the end of the first quest phase, if Thaurdir is down to one card. That's because you should have enough allies out there when you start the second phase, as you are going to loose them pretty quickly . Also try to kill all enemies before you go to stage 2!

During stage 2, I first try to make these 15 quest points in one or two turns, then I throw everyone againts Thaurdir. Depending on how many doomed cards you played threat might be a more or less serious problem.

Of course, this it how it works only when the encounter deck supports you by not revealing any of the super mean cards. Often you may find yourself engaged with multiple enemies. In that case Glorfindel's ability can be extremely helpful. If you can get Treebeard out early I usually try to save his resources for later to gain an action advantage against multiple enemies.

Edited by leptokurt

2x Mirkwood Pioneer ( The Nin-in-Eilph )

The Grey Company would be proud, :lol:

A good deck that uses Glorfindel...

need to try out when I get Carn Dum.

Seems like a cool deck, I'll try it!

And is the Dunedain cache for multiplayer?

Edited by Lecitadin

Looks fun and so nice to see a non spirit Glorfindel deck. Have you tried other quests with it?

As this deck didn't work out so well lately, I made some changes and found a deck that has a better win/loss ratio:

Carn Dum 2
Total Cards: 50

Heroes (starting threat: 32)
Aragorn ( The Watcher in the Water )
Glorfindel ( Core Set )
Théodred ( Core Set )
Allies (20)
2x Faramir ( Core Set )
2x Snowbourn Scout ( Core Set )
1x Gildor Inglorion ( The Hills of Emyn Muil )
1x Henamarth Riversong ( Core Set )
2x Mirkwood Pioneer ( The Nin-in-Eilph )
2x Quickbeam ( The Treason of Saruman )
2x Warden of Healing ( The Long Dark )
3x Wellinghall Preserver ( Across the Ettenmoors )
3x Gandalf ( Over Hill and Under Hill )
2x Treebeard ( The Antlered Crown )
Attachments (16)
3x Dúnedain Warning ( Conflict at the Carrock )
2x Heir of Mardil ( Celebrimbor's Secret )
2x Steward of Gondor ( Core Set )
2x Sword that was Broken ( The Watcher in the Water )
3x A Burning Brand ( Conflict at the Carrock )
2x Asfaloth ( Foundations of Stone )
2x Lembas ( Trouble in Tharbad )
Events (12)
3x Legacy of Númenor ( The Voice of Isengard )
3x Daeron's Runes ( Foundations of Stone )
3x Deep Knowledge ( The Voice of Isengard )
3x Mithrandir's Advice ( The Steward's Fear )
Quests (2)
1x Send for Aid ( The Treachery of Rhudaur )
1x Gather Information ( The Lost Realm )

Looks fun and so nice to see a non spirit Glorfindel deck. Have you tried other quests with it?

Not yet. I think it should do well in general, but you might have problems in quests that have hard hitters with a low threat level. In Carn Dum you can risk to send everyone questing in the first couple of turns. However, Aragorn as a defender + Halbarad's ability should help to solve this problem. I'd also add a couple of Forest Traps in other scenarios.

Seems like a cool deck, I'll try it!

And is the Dunedain cache for multiplayer?

I don't play multiplayer, I think it depends on the decks. As you might have noticed, I've removed the Cache in my version 2.0, mainly because Theodred adds enough resources.

2x Mirkwood Pioneer ( The Nin-in-Eilph )

The Grey Company would be proud, :lol:

He's one of the allies that you can put into any deck. A better (combined) version of Secret Paths and Radagast's Cunning.

Edited by leptokurt