Yes sure he is boring already
I see what you did there.
Yes sure he is boring already
I see what you did there.
badda boom tish! ![]()
Seriously though, was on phone so didn't get time to do a proper reply but sGlorfindel requires so much support. It is a massive investment in your deck design to run him, usually a minimum of 3 deck slots (3x Light of Valinor) and often 5 (+2x Asfaloth) Then if your running that 5, you might be forcing a Lore leader and I have even seen people put in Master of the Forge to speed up the attachment fetches.
So on a bad build you might be looking at 9 deck slots just to field him, and his hero has no native ability. Just stats.
Now I am not saying he is a bad hero, he is very strong, but he heavily affects your deck build due to the amount of support he needs taking up your deck slots. I just feel that there are tons of better options now the pool has opened up a little.
All I care about is 3x Light of Valinor for Glorfindel most of the time. If I'm running Lore, I might throw some Asfaloth in there, but it really doesn't matter that much for the great majority of quests. You certainly don't need Master of the Forge.
Simply with Light of Valinor on Glorfindel, you have a 3 willpower and 3 attack hero that starts with only 5 threat. That's plenty for me.
Like I said you're using 3 slots of your deck for LoV to gain that quest power as well as losing a hero ability as he has none and requiring LoV to be drawn. Those three slots can be put to much better use.
If a hero has two great stats, then I'm going to want to spend 3 slots to give that hero action advantage anyway. Super low threat and two powerful actions is as good as almost any hero ability.
I think that we all agree however that Glorfindel, though immensely strong, is probably a worse fit than, say, Galadriel in an Outlands deck where the all-stars are not the heroes, but the allies anyway.
Galadriel and her mirror certainly help to organize your decks. There's truly no need for 3 copies of Asfaloth or LoV anymore.
Would you include the Mirror or do you find it too risky? And, if you decided to use it anyway, how many copies would you run?
I think that we all agree however that Glorfindel, though immensely strong, is probably a worse fit than, say, Galadriel in an Outlands deck where the all-stars are not the heroes, but the allies anyway.
Eh, yes and no. Galadriel is a hero that helps with Turtling because she can't be aggressive in any phase of the game unless she has Nenya and she helps build you up with card draw while she also keeps your threat down, so that's very helpful for getting Outlands set up, but Outlands is very weak in the beginning, since Hirluin is 1/1/1, so they need a hero or two that can dish out some numbers early on while they build up. So they're both very useful during different stages of the game for different reasons.
I think that we all agree however that Glorfindel, though immensely strong, is probably a worse fit than, say, Galadriel in an Outlands deck where the all-stars are not the heroes, but the allies anyway.
Eh, yes and no. Galadriel is a hero that helps with Turtling because she can't be aggressive in any phase of the game unless she has Nenya and she helps build you up with card draw while she also keeps your threat down, so that's very helpful for getting Outlands set up, but Outlands is very weak in the beginning, since Hirluin is 1/1/1, so they need a hero or two that can dish out some numbers early on while they build up. So they're both very useful during different stages of the game for different reasons.
This is correct, that's why I also included 3 Horse-breeders to accompany in beating the 3 Envoys I already sport in the deck. They buy precious time I need in order to get going.
Would you include the Mirror or do you find it too risky? And, if you decided to use it anyway, how many copies would you run?
I always have 2-3 copies of the mirror in my deck. I only use it when I am need of a certain card that I don't have in my hand. Ergo there is no risk at all.
Edited by leptokurtIt depends on what you're deck is designed for and what, if any your other hands are designed for. With solo for example those first few turns are critical and key cards need 3 to ensure early draw, preferably in opening hand. Though Gandalf and that fetch is a way around this problem.