I put together the following deck for solo play that wins almost every scenario. It's built with 2 cores sets and 1 of every expansion up to and including Heirs of Numenor. I also posted scenario scores and some notes on strategy.
- Glordindel (sp)
- Imladris Stargazer (x2)
- Arwen Undomiel (x2)
- Defender of Rammas (x3)
- Vassal of the winglord (x3)
- Master of the forge (x2)
- Warden of healling (x3)
- Henamarth Riversong (x2)
- Gandalf (core) (x3)
Attachments: (15) I've suggested how I mostly assign the attachments, but a scenario might alter my decisions
- Light of Valinor (x3) attach to Glorfindel
- Unexpected Courage (x2) attach to Legolas and Elrond
- Rivendell Blade (x2) attach to legolas 1st and the other to Glorfindel
- Blade of Gondolin (x2) attach to legolas 1st and the other to Glorfindel
- Horn of Gondor (x1) attach to Elrond
- Asfaloth (x2) attach to Glorfindel
- Burning Brand (x1) attach to elrond
- Vilya (x2) attach to elrond
- The Galadhrims's Greeting (x3)
- A test of will (x3)
- Elronds Counsel (x3)
- Feint (x3)
- Foe-hammer (x3) for card draw
Scenario scores: Won on 1st attempt or noted otherwise
- Passage through Mirkwood (dif=1). Score: 100, Final threat: 30, rounds 7,
- Journey down the Anduin (dif=4. Score: 139, Final threat: 39, rounds 10, damage 4,
- Escape from Dol Guldur (dif=9). Score: 137, Final threat: 46, rounds 10, victory 9, Notes: Won on 4th attempt when Legolas was captured, lost if it was Elrond or Glorfindel.
- The Hunt for Gollum (dif=4). Score: 77, Final threat: 27, rounds 5,
- Conflict at the Carrock (dif=7). Score: 161, Final threat: 24, rounds 14, victory 3 Won on 2nd attempt
- A journey to Rhosgobel (dif=6). Score: 119, Final threat: 35, rounds 7, damage 3, victory 4, heros lost, Elrond (13) Notes: Could not win with deck above. I removed The Galadhrims's Greeting (x3) and replaced it with Lore of Imladris (x3) for healing Elrond and his specal ability (one extra point of healing) was sacraficed to save the eagle in the end.
- The Hils of Emyn Muil (dif=4). Score: 164, Final threat: 35, rounds 15, victory 21
- The Dead Marshes (dif=5). Score: 112, Final threat: 25, rounds 9, damage 1, victory 4
- Return to Mirkwood (dif=7). Notes: Could not beat it after lots of attempts. I brought in some rohan questers to help, but always maxed out my threat at 50 before I could finish. The games were over by rounds 6 or 7. Many times I was only one turn away from the win. Gollum's threat rasing ability by 3 each round in solo play is too much for this deck to handle. I'm thinking of house ruling his threat increase to 2 for solo play.
- Into the pit (dif=5). Score: 120, Final threat: 34, rounds 9, victory 4 2nd attempt
- The Seventh Level (dif=3). Score: 102, Final threat: 32, rounds 7
- Flight From Moria (dif=7). Score: 140, Final threat: 23, rounds 12, victory 3,
- The Redhorn Gate (dif=6). Score: 124, Final threat: 27, rounds 10, victory 3
- Road to Rivendell (dif=4). Score: 98, Final threat: 38 rounds 6
- The Watcher in the Water (dif=5). Score: 94, Final threat: 35 rounds 6, damage 2, victory 3
- The Long Dark (dif=7). Score: 96, Final threat: 26, rounds 7
- Foundations of Stone (dif=6). Score: 138, Final threat: 42, rounds 10, victory 5
- Shadow and Flame (dif=8). Score: 102, Final threat: 22, rounds 8, damage 3 Notes: ater many loses with the deck above: I had to remove 25 cards and replace them with allies that cost 1 or 2 so the could be brought in each round. Gnadalf from the Hobbit epanision was key. I kept him in the game once I got him in, and took the threat increase of to each round. It still took a number of attempts before I secured a win. Not easy.
- Peril in Pelargir (dif=5). Score: 132, Final threat: 35, rounds 8 victory 3 Notes: This quest was the inspiration for this deck.
- Into Ithilien (dif=4). Score: 149, Final threat: 29, rounds 11, damage 10 Third attempt
- The Seige of Cair Andros (dif=7). Score: 127, Final threat: 36, rounds 9 , damage 4, victory 3 Notes: Foe-hammer (x3) for Winged Guardian (x3) won on third attempt with this change
- The Massing at Osgiliath (dif=9?) Score: 138, Final threat: 43, rounds 9,heros lost Glorfindel (5) Won on 3rd attempt
- Hobbit scenrios: Tried the 1st scenario and got romped. Probably need a whole differnet deck design. Dwarfs!
- The battle of laketown is on its way.
The attachments on the heros are key, and if you get master of the forge in play it will happen faster. Light of Valinor needs to be on Glorfindel early in the game, then he and Elrond are your main questers. The stargazer/vilya combo takes a number of rounds to get going, if it happens at all, but if you can get an unexpected courage on Elrond with vilya/stargazer then he can stil quest and pull in an ally later in the round. Elrond with Vilya also adds the spirit icon to him ,so that will help play the Galhadrhim's greeting when needed. Getting the Defender of Rammas in play early is also important, so Elrond can quest without having to defend. With Asfaloth on Glorfindel and Legolas with a Blade of Gondolin. You will be adding plenty of progress tokens on locations.. I also like to get a blade of gondolin on Glorfindel, and give both him and Legolas a rivendel blade= - 4 shields for an enemy and 4 progress tokens on the active location or the quest. The warden of healing comboed with Elrond will remove two points of damage from two characters, so your heroes and some of your 2 pt allies like Arwen will be sticking around. Also, Arwen and the defender of rammas ar great togehter. He gets 5 shields with her in play. The deck also has some threat reduction, treachery and attack cancelation. Not great on card draw. Foe hammer and gandalf ar the only options. Resouce production is also a little slow, Horn of Gondor is ok, not essential, but it was the only way I could find away to get more resources to elrond. He is the most resources stressed hero since he is also paying for allies of other spheres.
It's a pretty fun deck, and it can go a lot of different directions. My strategy is always a little differnet based on what cards I'm dealt, but it's pretty adaptive and does not need to rely on just one strategy to succeed. It's not the perfect deck for all scenarios, modifications were necesary for a few quests, and a few it might not work at all, but won 18 out of 22 of the quests (82%) with no modification not including hobbit scenarios. And it beat 21 of the 22 (95%) quests with some modification. Not perfect, but pretty darn good for a bunch of elves.