2 decks for review please

By TheDisturbed1, in Strategy and deck-building

These are the first decks I have built, and I designed them to complement each other. One should help cover the other's weaknesses, etc. Please let me know what you think.

Heroes:
Glorfindel
Eowyn
Denethor

Allies: 21
2x Gleowine
2x Rivendell Minstrel
2x Warden of Healing
1x Northern Tracker
2x Eomund
2x West-Fold Horsebreaker
2x The Riddermark's Finest
2x Lorien Guide
2x West Road Traveller
2x Rider of the Mark
2x Escort from Edoras

Attachments: 13
2x Self Preservation
2x Asfaloth
2x A Burning Brand
2x Ancient Mathom
2x Resourceful
1x Unexpected Courage
1x Song of Travel
1x Song of Wisdom

Events: 16
2x Radagast's Cunning
2x Secret Paths
2x Strength of Will
2x A Test of Will
2x Elrond's Counsel
2x Will of the West
2x Hasty Stroke
2x The Galadhrim's Greeting

Heroes:
Theodred
Elladan
Elrohir

Allies: 16
2x Silverlode Archer
2x Faramir
2x Snowbourn Scout
2x Dunedain Watcher
2x Erestor
2x Trollshaw Scout
2x Gondorian Spearman
2x Gandalf (Core)

Attachments: 18
1x Path of Need
2x Cram
2x Steward of Gondor
2x Dunedain Mark
2x Dunedain Warning
2x Citadel Plate
2x Rivendell Bow
2x Rivendell Blade
2x Song of Battle
1x Song of Kings

Events: 16
2x Grave Cairn
2x Parting Gifts
2x Valiant Sacrifice
2x Sneak Attack
2x Unseen Strike
2x Feint
2x Quick Strike
2x Rain of Arrows

Basic strategy would probably be that the human characters do the questing while the Noldor characters deal with the bad guys via means of Ranged and Sentinel.

Any thoughts are welcome!

Forgot to mention that Glorfindel is the Spirit version…

I find it hard to critique a set of decks without playing with them but what I would say is that you have a couple of expensive attachments in Citadel Plate and Self Preservation which I wouldn't bother too much with. The other thing I noticed is council of Elrond, I would break your 2 card limit and stick 3 of those in as it's such a good card.

Thanks for the feedback!

After having played them through a couple of games in the first Core quest I think they function about how I was wanting them to, though I could definitely do with some more card drawing power. Citadel Plate seems too good to pass up, but maybe that's just me being paranoid about losing a hero.

I'm gonna swap some cards around, including losing Self Preservation and adding Council of Elrond and maybe something else to boost my card draw.

Where's the non-exhaust to quest attachment for Glory-boy sorpresa.gif ?

That was another of the cards I had realized I would need, lol. Any suggestions on what to sack for it?

I'd probably toss Radagast's Cunnings. That's the event that negates an enemy's threat in the staging area, right (basically secret paths for enemies)? You might get some use here and there, but looks like the other deck is more geared toward killing the enemies and not letting them linger in the staging area.

the deck has a good foundation but i would make a few changes. i would swap out denethor for elrond if u have one for two reasons: #1 elrond is good for all things and when combined with other cards like unexpected courage OR light of valinor he can serve two of those purposes. for this i recommend questing and defending since he is best at those. furthermore in combination with light or courage u can relatively consistently quest 10 will off of just ur heros and still have one or two of them still able to do other things. #2 elrond's abilities combine better with what i saw on ur decklist. elrond combos better with warden than anything in the game as then u can heal 4 wounds total with one exhaustion. furthermore elronds energy can be used in an emergency to play a willpower ally.

as for the deck itself, i would get every dwarven tomb in the deck that i could to get those key will cards. a test of will, council or elrond, and imaldris greeting are all key targets as u can reduce ur will to next to nothing in short order OR counter vile treachery cards seemingly at will. be careful on putting in too many questing allies though as some scenarios make u fight more than quest and if u dont fight in short order u will be threat locked. for that reason, and there are different paths to go down, i chose a recycling gandalf engine so he could wound and then fight the big guys and then bring back with stand and fight. alternatives to gandalf include more allies, allies other than lore and will (if u play elrond) and o elbereth gilthonial (especially nice for anduin scenario).

As someone mention ur rule of 2, i would break that unless ur constrained by what u have versus maintaining multiple decks at a time. there is a huge gap in the power of a lot of cards so if u want to have an optimized deck u should usually play 3 of the best cards and only 1 of the cards that are situationally useful. u can let dwarven tomb pick up the slack on the times where u need those situational cards to be used again.

Finally, i would ask urself how do u plan to win, with ur deck. i know that seems silly to ask but it is important actually. some like to fight their way through, some like to quest like mad, some make a balance, others like to b so low on threat that they never fight unless they choose to, etc. based on ur list im guessing u want to quest fast but just think it over a little.

PS: if questing fast is ur goal id add hobbit gandalf.

hope that helps a little for the spirit deck.

I dont have a 'rule of 2', I just couldnt decide on which cards were most important at the time of making the decks, so I went with a couple of everything. I have since refined the Spirit and Lore deck (including swapping in Elrond), though I still think it could use some work. Still wroking on the Tactics/ Leadership deck as well, but so far they seem to be functioning well. I still havent played that much, but I have managed to use them together to consistently beat Anduin, hunt for Gollum, and a couple other quests.

I'll be making some mroe revisions in the next day or two and probably resubmit the decks for more review.

Thanks for the help so far!