Spirit Sphere (Core set) - Player Card Review series

By Silblade, in Strategy and deck-building

Leadership can remove a condition by using Sneak Attack with Miner of the Iron Hills. Not entirely practical, since (with core set cards) you can't play it regularly.

Spirit can remove a condition by playing Miner of the Iron Hills with Stand and Fight. If you have Eowyn as one of your heroes, this can be practical.

(In the full card pool, Leadership and Spirit can both remove conditions, but Tactics cannot -- unless you count letting the hero be killed and then bringing him/her back with Landroval.)

10 hours ago, dalestephenson said:

Leadership can remove a condition by using Sneak Attack with Miner of the Iron Hills.

Miner of the Iron Hills is Lore though, so that doesn't do me much good if I'm playing a Leadership/Spirit deck.

I hadn't considered letting the hero be killed and bringing him/her back though lol. Spirit can do that with Fortune or Fate.

That's why he said you must use it with Sneak attack. Sneak attack allow you to play an ally no matter of which sphere he belongs to. That ally only last for a phase, but it's enough to remove a condition.

If you're running Leadership/Spirit core against a quest with conditions and using Eowyn, it's not a bad idea to have Miner of the Iron Hills in your deck for that purpose. You can use it with both Sneak Attack and Stand and Fight.

Note that Miner works with sneak attack because his ability triggers on "enters play". Erebor Hammersmith's response only works when you "play" him, so doesn't get triggered by Sneak Attack or Stand and Fight.

Stand and Fight is useful against Dol Goldur to get around stage 1's 1-ally per turn restriction.

Driven by Shadow could remove Caught in a Web if it is attached to the defending character. If the attack is undefended, however, CiaW would stay put; since the players do not control it.

Yeah, Caught in a Web could be removed in a way, how it is described above: by Sneak Attack + Miner of the Iron Hills, alternatively by Stand and Fight.

However, the biggest issue connected with Escape from Dol Guldur is in opening settings - the key is to face only two encounter cards guarding the objectives, in ideal case enemy and location. Third should be some treachery, thus the threat strength in the staging area is not so high and you can start relatively from good position. Otherwise, either enemies or locations would overpower you. I think, that very important is also the revealing such card as Ungoliant's Spawn, at least in early game. With it, you will almost certainly lose.

Opening with two (or three) guarding treacheries is better.

Sure it is, but I suppose that 1 treachery is minimum for the playable walkthrough.:)

17 hours ago, Miceldars said:

That's why he said you must use it with Sneak attack. Sneak attack allow you to play an ally no matter of which sphere he belongs to. That ally only last for a phase, but it's enough to remove a condition.

I see, that's interesting. It's never even occurred to me that you could use a card from an entirely different sphere before. It hadn't even occurred to me that it would be legal. You learn something every day I guess, getting some good tips here.

Of course the drawback I see is that you have to have both of those cards in your hand at the same time for it to work. And Sneak Attack is pretty useful anyway, so it would be awfully tempting to use it on something else rather than save it for the Miner.

Indeed, but some scenarios have awful conditions. To have something to remove it could save your game