leptokurt said:
Not sure why everyone thinks that Northern Tracker is game breaking. He's useless against Rhosgobel and RtM, you don't really need him against Carrock or Dead Marshes. He shines against Emyn Muil, ok, and he's a great help against HfG. WIth the new spirit cards added during the Mirkwood cycle, and the new locations that often have 3+ points to explore, he's becoming less useful as he originally was.
I do not think people think Tracker is game breaking... though he is powerful. What we are talking about is that Northern Tracker negates an entire phase of the game. The Travel Phase. When you run tracker, you simply never travel anywhere. In a multiplayer game it is not uncommon to get 3, sometimes 4 on the table, and you only really need 2 on the table to make traveling pretty much anywhere unnecessary. The reason some people do not like this is that it is changing the fundamentals of the game, removing and making unnecessary the entire travel phase. The travel phase "should" imo, be one of the key decision points in a turn when you make a decision to travel weighing negitive / positive effects vs staging area threat and possibly staging area effects. That decisions is completely removed, thus making the game degrees and degrees easier.
Oh course when you can quest for 15 a turn just off a single map maker card.. well in a way that completely destroys the travel phase as well. "Go Miner!" ![]()
starhawk77 said:
Since tournaments will supposedly feature entirely new scenarios, those encounter decks could feature all kinds of nasty ways to destroy the Miner or otherwise prevent resource acceleration.
I didn't think of that, but I guess that was what Massing was, and it would also give them a new print on demand product each time as well.. this could very well be true. Though the "supposed" torny scene is not much of an issue to me personally. Still if this is true they could design spesific quest to ruin common strats, but this might be unfair?
SiCK_Boy said:
wow, you know I totally forgot about his 3rd ability. I use him for threat almost exclusively but sometimes use the dmg.. but I have nvr once used his card draw.. and in fact totally forgot about it lol
SiCK_Boy said:
I just ran through the whole gauntlet and, score wise, I did a better average than what the quest log is showing for the community, but I can't say how reliable that is. It's true that the tournament scoring system may eventualy rule Zigil out as a winning strategy, but I doubt it. The deck runs fast: when you get 20 resources in a couple turns, you play all your hand quickly and you can certainly beat the encounter deck in a minimum of time. The only tournament rule I could see preventing the use of Zigil is if you can't make up your team in advance, but need to pick your deck in advance (because 2 players with the same miner support deck obviously wouldn't be able to win).
In 2+ players.. I do not think it is even possible to loose, when you have a full card pool to choose from. I have also been playing it solo and it works fine there as well, I haven't lost a single quest so far, apart from RETURN due to he extremely fast clock it has though a small change to a more rabbit style deck finished that off. I think it was you who said it.. but the "one deck to rule them all" search is pretty much over for 2 player, and almost solved for solo. Oh that solo quest includes Dol GolDor, I mean who cares if you only have two heros when you can get Beorn + a tracker out in turn 1 even with 2 heroes?

