Power of the Eldar
Main Deck
Hero (3)
Arwen Undómiel
(The Dread Realm)
Erestor
(The Treachery of Rhudaur)
Galdor of the Havens
(The Grey Havens)
Ally (29)
3x
Elrond
(The Road Darkens)
3x
Elven Jeweler
(Escape from Mount Gram)
3x
Gildor Inglorion
(The Hills of Emyn Muil)
3x
Gléowine
(Core Set)
3x
Glorfindel
(Flight of the Stormcaller)
3x
Guardian of Rivendell
(Flight of the Stormcaller)
3x
Imladris Caregiver
(Flight of the Stormcaller)
2x
Ioreth
(A Storm of Cobas Haven)
2x
Lindir
(The Battle of Carn Dûm)
1x
Rivendell Minstrel
(The Hunt for Gollum)
3x
Sailor of Lune
(The Grey Havens)
Attachment (11)
1x
A Burning Brand
(Conflict at the Carrock)
3x
Protector of Lórien
(Core Set)
3x
Silver Harp
(The Treachery of Rhudaur)
2x
Steed of Imladris
(Across the Ettenmoors)
3x
To the Sea, to the Sea!
(The Grey Havens)
Event (10)
3x
Deep Knowledge
(The Voice of Isengard)
1x
Dwarven Tomb
(Core Set)
3x
Elven-light
(The Dread Realm)
2x
Will of the West
(Core Set)
3 Heroes, 50 Cards
Cards up to Flight of the Stormcaller
Deck built on
RingsDB
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Here's another deck I've been playing recently that I really enjoy playing. Now that Ioreth is finally arriving soon, I felt it was time to finally post it.
What's interesting about this deck is that it utilises so much Noldor synergy to turn every card in your hand into a many number of things:
Extra resources with Arwen Undomiel, To the Sea, to the Sea!, Elven Jeweler (in lieu of paying its cost)
Extra willpower with Protector of Lorien
Extra defence with Protector of Lorien
Healing with Imladris Caregiver
The central components and general strategy of this deck
:
Draw a bunch of cards and throw them all over the place. Into play, into your discard, you'll even remove some from the game. You'll draw your whole deck and use your discard as an extended hand, and every card in your hand can be used for its normal value, or as listed above. You will never have a large hand of cards wondering what to do except at the beginning of the game and once per game if/when you use Galdor's ability. Outside of that, you'll have a set hand of about 4-5 cards, and your options will be pretty varied.
Erestor is absolutely essential for this deck, and for two reasons. His card draw enables a handsize large enough to enable some of the combos, but his discard ability places an impetus on the player to absolutely use all of those cards for something. This deck is prone to analysis paralysis, especially when first playing it a few times, but giving that hard limit of 'use it or lose it' forces the player to keep the aggression going instead of hoping to keep their options open and never committing to a decision.
To the Sea, To the Sea! and Arwen Undomiel perform the same function: resource acceleration and resource smoothing. Protip: an amazing thing I love to do is discard Glorfindel to reduce his own cost for To the Sea, to the Sea!, and then play him from the discard pile.
Protector of Lorien, Steed of Imladris, Imladris Caregiver, and Glorfindel fill the gaps. Don't need that card for anything else? Get some extra progress on the quest, some healing, or use Glorfindel's great stats for every phase.
Other components and features
:
Galdor of the Havens - his setup ability is great for pre-pitching cards like Elven-light and Glorfindel, and his once-per-game ability can catalyse a big power turn.
Gleowine helps give you more options, more resources, more questing, anything really. He can also help your teammates.
Gildor Inglorien, Glorfindel, and Guardian of Rivendell are all high-cost allies with amazing stats. To the Sea, to the Sea! and Erestor's card draw make playing them possible. There's 3 copies of each so you can see them early, and later copies can be pitched for something else. I typically only play one Guardian of Rivendell, and the other two are unique anyway. The great thing about Glorfindel is that he can help reduce his own cost and can be pitched early and still played later, unlike any other ally. That along with extra actions gained by pitching extra cards make him very powerful in this deck.
Elrond, Lindir, and Rivendell Minstrel are all 3-cost allies with some built-in drawing effect. Lindir can draw up to 3, if he is the last card you play. Rivendell Minstrel can draw an extra copy of To the Sea, to the Sea!, and Elrond can give everyone the chance to draw 1 card or remove a nasty condition attachment. Elrond can also be used for some emergency healing, as can Ioreth, supplemented by Imladris Caregiver
Elven-light is amazing in this deck. If every card in your hand is effectively one extra resource, this card turns one resource into 2 pretty much every turn. What's more, Sailor of Lune is pretty much guaranteed to have 2 willpower and immunity to damage every quest phase.
Elven Jeweler is often often pitched for some effect, but if you have 2 extra cards you were going to pitch for Protector of Lorien for example, it's a bit better to go for the Jeweler, since she stays around. Another nice benefit is you can bring her out in any phase, for a surprise chump blocker late in the turn.
A Burning Brand typically goes on Erestor with Protector of Lorien, but i usually have Guardian of Rivendell and lots of cards getting pitched for extra willpower. I'm honestly considering taking it out, but it's nice to have.
Silver Harp is great for expanding your options. You can't discard the same card twice for To the Sea, to the Sea!, but you can discard it twice for Arwen and TtSttS!, or discard several times for extra questing power. It also gives every Noldor ally the same ability that Glorfindel has, being able to discard itself to reduce its own cost.
Steed of Imladris is better than Protector of Lorien, if there is an active location. I waffle on this attachment and always ultimately include it, but I never play more than 1 and occasionally don't play it at all.
Deep Knowledge is the best card draw per resources this deck can have. Granted, you're getting a Doomed 2 effect at the same time, but the extra card draw can help you gain the momentum you need. If you're worried about the Doomed keyword, Daeron's Runes or Mithrandir's Advice are decent replacements. Lorien's Wealth is decent if you want the option of helping your fellow players.
Will of the West and Dwarven Tomb: the strategy is to basically use the last copy of either of them that you draw to avoid risk of overdrawing the deck; just be sure to grab at least one Elven-light from your discard before doing so. Also, 2x Will of the West and 1x Dwarven Tomb make this deck single core compatible. I usually run 2x Dwarven Tomb and 1x Will of the West, since Dwarven Tomb can be used occasionally to grab a discarded To the Sea, to the Sea!, Linhir, or Sailor of Lune, but there's an argument that can be made for simply using 3x Will of the West, since it more consistently saves on resources (since Dwarven Tomb + Will of the West is one extra resource vs the scenario of just drawing Will of the West and using it instead).
Some other considerations :
A Spirit deck that doesn't use A Test of Will?! Am I mad? Yes, unfortunately. That is one of the big weaknesses of this deck. You can't save cards for later due to Erestor's ability, so unless Hasty Stroke, A Test of Will, etc. are useful the exact turn you draw them every time, they just get pitched, but since you have to save them for later in the round to find out if they're useful, they can only ever be used for Protector of Lorien really, which isn't a strong selling point for including the card.
I originally tried The Evening Star and Elwing's Flight, but never found that they were super impactful. They also suffered from the same problem as Hasty Stroke and A Test of Will.
Lords of the Eldar. It can just be pitched early and saved for when you need it! Except I never needed it. Also, while this deck doesn't really have resource problems, I rarely had 3 Spirit resources saved up anyway. I kept waffling on this card, but eventually took it out with no regrets except that the name really fit with the name I gave to the deck.
Spirit Glorfindel hero. He was initially included, and he was pretty awesome, but ultimately his ally version proved too strong.
Cirdan the Shipwright. This deck could perhaps benefit from him in lieu of Galdor, but I liked Galdor's reduced threat and strong once-per-game ability. Cirdan doesn't have a net gain of cards in hand, and this deck has a tendency to go through the deck really quickly anyway. That said, something can be said for the benefit of Silver Harp and Cirdan for starting each turn with 5 cards.
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Let me know what you think of the deck. How have your Noldor decks turned out since Angmar Awakened and the Dreamchaser cycles? Is mine drastically different?
Edited by dr00