In one of my recent games, I established a lock on the encounter deck. I wanted to share what a lock is, discuss how my deck sets up a lock, and then ask the community if anyone else had discovered other locks.
The idea of the lock is to establish a set of conditions that ensure the encounter deck cannot produce a card capable of hurting you, and to repeat those conditions indefinitely. Once you have an advantage over the board (you are making progress questing every turn, you aren't taking damage, etc.), setting up the lock ensures your path to victory. Of course certain scenarios have quest cards that break an encounter lock (generally by drawing additional quest cards), but, in general, setting up a lock does wonders for winning the game.
This particular lock uses the deck I discussed in
this thread
. You use some combination of Beravor, Unexpected Courage, Gleowine and Daeron's Runes to draw all or most of your deck (which can often happen around turn 7ish). You then look for an innocuous encounter card, normally a treachery with minimal effect, a location that you can clear without traveling, or even a foe you can kill without being attacked. Once you have those conditions, you can begin the lock. You cast Shadows of the Past. On the following turn, cast Shadows of the Past again. Then you use Will of the West, followed by Dwarven tomb to redraw Will of the West.
Repeat those stages indefinitely. It costs 6 resources, but you generate that over two turns. Assuming you are playing with a deck that uses Elrond’s Counsel, you net -7 threat over those same three turns. As long as you have enough willpower to make progress, you continue this pattern until you win the game, or you get a quest card that breaks your lock.
Obviously, this plan isn’t fool proof. Certain quests make you draw additional cards. You only get it set up in the turn 6-8 range, around the time many games are coming to a close. Also, certain scenarios require you to work your way through the encounter deck for Objectives, or draw the encounter deck for specific types of tests. However, it’s a powerful strategy for many quests. I am curious to know if other players use this tactic, or have built other types of ‘locks’