So, Brigg (My hero willing to play 4 heroes at once) and I had most of the tail end of this week to do very little but play Descent and general hang out. So, we plowed through the first half of LoR with me playing Zachareth's plot deck. I have been itching to play it (seeing he is my favorite character so far) but I didn't want that to be my group's first plot deck encounter.
His card draw is AMAZING! I really love it. He has two plot cards that let him draw. There is some great synergy with his deck and Basic II as "Rush of Power" gives you cards at the end of your turn. Most cards in Basic II need to be played on the heroes' turn. I could be happy with just that card on the board. This is the first time in a long time I have not had Dark Ritual in my deck.
"Nefarious Power" in generally a good plot to have. It adds a shield to an attribute test. Coupled with a "Befuddle" makes even some of the heroes' best attribute tests hard to pass.
And Summon Zachareth... I would have been better off letting my open group do their job. In Act I he is really underwhelming. The good thing was Brigg was too focused on the goal to go kill him, so I ended the quest with him still willing to work for me.
We didn't get into much more then that. Sadly, we had to bag that campaign. I am going on a trip soon and we can't run through another 5 quests before then.
In my campaign with my group of friends, I am running my second favorite character, good old Belthir. He runs just as I would expect him to. The plot deck REALLY encourages the OL not to buy ANY OL cards for his deck, but play threats like candy or discard traps to play his workings for free (which seems to be my play right now).
We are going into our 4th quest soon and I almost have all of his plot cards setting out. Honestly, it's a little over whelming for me. This is the very reason why I have a hard time playing the heroes. Too much stuff to remember. I can't hold it in my hand like my deck. I still like it, but my turn play had become slower as I learn everything. I have missed simple triggers like "Dark Charm" because I race into my turn forgetting beginning of the turn triggers. It lost me a quest as well since the miss trigger was the turn before my LT fell.
Though, in our last quest, the heroes where able to bring said LT down to one health turn one while limiting his ability to run (see Hexer) on turn one. Due to encounter one being a huge stall out, I was able to get all but three of my cards in my deck. The heroes where sweating when I dropped half my hand to play my first turn with the aid of my plot deck. "Dual Training" put my guys in striking range of my target while the target of the dash got him deep to point blank hit for lots.
I assumed I would not have another turn, so plan B went into effect. Get threats. By the end of turn one I had 3 threat tokens. I was ready to lose.
"Make Your Own Luck" almost saved my bacon again, but, alas, my LT failed. It was a GOOD game though. Had it not been for the plot deck, I would have lost the turn after. Three heroes down meant the heroes needed to do magic. What should have been a turn one win for the heroes was a turn three win for the heroes buy luck. If I had rolled one more shield for my LT, I would have won the quest.
In conclusion, I like the plot decks. New toys means learning new things and for someone with a bad memory and has only played a hero in two quests, I am at a somewhat disadvantage. I don't mind the challenge.