Nov 12, 2018

LotR LCG: Thy kinsfolk wander afar


John Howe: Descent into Rivendell, no date given

**

Back in 2016, we had a couple of friends coming over to try the Lord of the Rings living card game for the first time, and I wanted to build them some decks to choose from. One of them was a Dúnedain deck I pretty much threw together on the spur of the moment from cards we had that nobody was using at the time; I'd used Beravor before in my first deck ever, but other than her, I had practically no experience with the Dúnedain archetype. This was what I came up with:

50 cards; 31 Leadership, 16 Lore, 3 Tactics; 21 allies, 17 attachments, 9 events, 1 side quest. Starting threat 30.

Amarthiúl (TBoCD)
Halbarad (TLR)
Beravor

Allies: 23 (14/6/3)
Eldahir (TTitD) x2
Dúnedain Watcher (TDM) x3
Guardian of Arnor (TBoCD) x3
Son of Arnor x3
Weather Hills Watchman (TLR) x3
East Road Ranger (TWoE) x3
Sarn Ford Sentry (TLR) x3
Dúnedain Hunter (TLR) x3

Attachments: 17 (11/6)
Heir of Valandil (TLR) x2
Dúnedain Mark (THfG) x3
Dúnedain Quest (AJtR) x3
Dúnedain Warning (CatC) x3
Forest Snare x3
Athelas (TLR) x3

Events: 9 (6/3)
Descendants of Kings (EfMG) x3
Fresh Tracks (TLD) x3
Expecting Mischief (OHaUH) x3

Side quests:
Scout Ahead (EfMG)

**

This deck actually made its first outing at the hands of a new player, and I was surprised at how succesful it was. We breezed through Passage through Mirkwood, but a four-handed attempt at Into the Pit turned into a grueling, multi-hour slog through a gigantic pile of locations and an even larger horde of goblins. After a near-disastrous initial staging, we got much further than I ever expected before threating out in the second quest stage. In both quests, the Dúnedain more than pulled their weight, so I think I managed to accidentally create a working deck!

Now that I'd actually seen the deck in action, a couple of thoughts struck me. Seeing as how they need to stay engaged with enemies and therefore have to defend regularly, at least until you can get some enemies snared, it occurs to me that A Burning Brand might be a really good idea, along with Song of Wisdom, which would also add some resource smoothing. I've also got a spare copy of Armored Destrier hanging around, and since every hero is a ranger, Wingfoot would also fit in quite nicely.

53 cards; 32 Leadership, 15 Lore, 3 Tactics, 1 neutral; 23 allies, 22 attachments, 6 events, 1 side quest. Starting threat 30.

Amarthiúl (TBoCD)
Halbarad (TLR)
Beravor

Allies: 23 (14/6/3)
Eldahir (TTitD) x2
Dúnedain Watcher (TDM) x3
Guardian of Arnor (TBoCD) x3
Son of Arnor x3
Weather Hills Watchman (TLR) x3
East Road Ranger (TWoE) x3
Sarn Ford Sentry (TLR) x3
Dúnedain Hunter (TLR) x3

Attachments: 23 (12/10/1)
Armored Destrier (TotD)
Heir of Valandil (TLR) x2
Roheryn (TFotW) x2
Dúnedain Remedy x3
Dúnedain Warning (CatC) x3
Rune-master (ASoCH)
Forest Snare x3
A Burning Brand (CatC) x2
Athelas (TLR) x3
Wingfoot (TNiE) x2
Song of Wisdom (CatC)

Events: 6
Descendants of Kings (EfMG) x3
Fresh Tracks (TLD) x3

Side quests:
Scout Ahead (EfMG)

**

In this form, the deck was succesfully employed by a new player on, of all places, a Sweden boat, where I introduced two new players to the game with Passage Through Mirkwood.



It was a success, in that we beat the quest, but also in that as near as I could tell, everyone enjoyed themselves. So both new players I gave the Dúnedain deck to liked it. I guess the theme of engaging enemies is easy to take to, but I also enjoyed playing it, so maybe this is just a good deck type!

**

So that's the lesson here, I guess: Dúnedain decks are fun! Try one.

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