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gone questing

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  1. To gain Sentinel or help in combat when a shadow card comes up that you can't otherwise deal with… (2+ player games) Sneak Attack + Landroval Sneak Attack + Gandalf (core) [destroy the attacker] Sneak Attack + Landroval + Brok Ironfist Bofur (spirit) + Prince Imrahil Errand Rider + Elrond We Are Not Idle + Lure of Moria [probably one of the easiest and potentially one of the best with 5+ Dwarves]
  2. The basic premise of the deck is to play a Dunedain Wanderer for 2 via Secrecy, then use his cost of 5 to exhaust for A Very Good Tale, ideally getting Gildor or Landroval in play. Gildor can be then used with Timely Aid, which is similar to A Very Good Tale, and Landroval can be used to put Brok into play while putting the dwarf hero that died back in to play. Because this is a Secrecy deck, I used Wandering Took and Gandalf (core) to be used in combination with the combo as well being there to get back to Secrecy, 20 threat. Most of the card selections had that in mind even though there were other cards I would have liked, but could live without until I found a place for them (Faramir for example). I'm interested to see what people use in what proportions, in terms of Ally/Attachment/Event, for 2 or 3 sphere decks, and average costs of cards in a deck. This deck seemed to have too many cheap cards and too many cards that served a purpose for the combo only, not the scenario's evolving state. 09 Gloin 07 Bifur Could possibly have six turns to play Secrecy cards cheap. 2 Fili 3 Dunedain Wanderer 1 Brok Ironfist 3 Dunedain Warning 2 Steward of Gondor 3 A Very Good Tale 3 We Are Not Idle 1 Grave Cairn 3 Sneak Attack 3 Timely Aid 2 Landroval 2 Wandering Took 1 Kili 2 Erebor Record Keeper 2 Master of the Forge 2 Gildor Inglorian 1 Healing Herbs 2 A Burning Brand 3 Daeron’s Runes 3 Gandalf (core) 1 Boots from Erebor 2 Song of Kings 3 Resourceful A Very Good Tale requires EXACTLY two allies. Exhausting two allies can some times seem counterproductive. This card helps find allies, reducing the number of allies needed in a deck, but also NEEDS allies. Landroval never worked in combination with Brok. I drew Landroval once and could not play it as it was the only card in hand, and another time I selected Gildor instead (Timely Aid). (At least twice I had either Sneak/ally without the other pair and far too often had only one card TOTAL, in hand.) Never free’d up Gildor’s stats, always needed to quest, to be able to use his ability. Gildor’s ability didn’t suit this deck well because it seemed to have a lot of pockets of low cost cards. A first turn Resourceful, Steward or Timely Aid meant that most of the bigger cards were no longer around and so many other complimentry cards had no impact late game. The deck played twice against Lake-town, against one Numenor quest and the riddle Hobbit quest. In all cases it was behind the 8 ball and Fili and Kili, among other cards, didn’t make enough impact or compliment anything I didn’t already have about enough of. Boots only slightly let Gloin go undefended, and I have too little recovery and Bifur with A Burning Brand, so this was somewhat useless. I often played We Are Not Idle to play a first turn Steward. This was not a must and in the intial turns of the game, the extra body would have often been better. Steward and Resourceful were played off and worked very well. I possibly had too little ways of spending the resources and ended a game with more than a dozen resources, which had been there for more than one turn. A Burning Brand and Warning worked as well as ever and allowed for a Smaug attack to be soaked up. The Record Keeper was only marginally better than simply throwing him at an enemy. I used him once to ready a Bifur with Warning and maybe a Brand, but another time lost the resource to be used by the Keeper too, once. Daeron’s Runes was often played first turn to combo out my first turn drops, however, I often played my opening hand so quickly, I didn’t progress much further. Cheers
  3. lleimmoen said: A Light in the DarkCan work as Feint, one can wait after the shadow card is revealed, and combos perfectly with Dúnhere. I thought the same until more recently. I had asked FFG a question in regard to Wandering Took and it's action during combat. Basically, the action and Took's location didn't affect how combat played out. In regard to A Light in the Dark... I feel it is similar. Whether or not the enemy is in the staging area is only really relevant when making engagement checks. Past that, I couldn't find anything in the rule book that says moving an enemy to the staging area ends combat.
  4. SiCK_Boy said: We're not all casual players. I say that because without a competitive scene, there is no metagame on par with other competitive CCGs. In my experience, that is the thing that pushes you that bit further when you're at your perceived max. I used casual only as a lack of a better term... no offense of course. SiCK_Boy said: If by "flipping cards" you mean that putting cards in your discard pile is a "penalty", you need to reassess things. Without those cards in your hand, you are more likely to put them in your discard than draw them, without other card draw. Don't get me wrong, I agree, I play them and they're great, but Zigil Miner alone is not going to find Dwarven Tomb or Stand and Fight for you, quite the opposite... which is what Gildor is for SiCK_Boy said: Try the same with 5 cost cards instead. I may. Right now, as in the last 24 hours, I knew Lore had a lot of 3 cost cards, so built for reliability rather than pushing it to the extreme, straight off the bat. I didn't want to need Gildor per se. I didn't always use him when he was available because of this. The Boromir article contained a 51 card deck using Zigil Miner, with the following stats; COST, QUANTITY 6, 2 5, 9 4, 6 3, 2 2, 14 1, 15 X, 3 (ie. Two cards that cost 6, etc.) What number do you call for Zigil Miner without Gildor around? You could use the following in a deck, calling 5 for Zigil Miner and you'd have a 24/50 chance which is probably good enough, however, you may have to sacrifice not being able get cards into play without the Miner, and also have to use those cards... Gandalf Radagast Grim Resolve Beorn's Hospitality Gildor Inglorian Fate or Fortune We Do Not Sleep Landroval No doubt we'll see how Zigil Miner pans out. Without Gildor, a specific deck setup is required, with Gildor, the cost and reliability of finding those cards will probably be enough for me to feel that it is the biggest card in the game (Steward being the previous) but not busted. However, I really hope that we don't get any cards that make Zigil Miner better!
  5. This is one of the hardest to follow threads! It would help if some points were new threads and whole slabs of text weren't copied again and again. If Zigil Miner is broken, does it even matter since we're all casual players right now? (As jhaelen said) Is Zigil Miner even broken compared to Steward of Gondor, Northern Tracker, etc? (As Glaurung said) I just built and used Zigil Miner in 4-5 games, not seeing him in a three or so turn game (the lowest difficulty Khazad-dum quest). I would have lost him in one game if not for another player cancelling a treachery card. I think this is probably the weak point of the card, it will be exhausted in the quest phase, and may make it harder to find another copy of Zigil Miner. Arguably Dwarven Tomb or Gildor could help find another Miner, however flipping cards is still disruptive. I built my deck with 30 cards with the same cost, out of 50 cards. I did not get any resources 2-3 times out of 20 or so, and probably only used Gildor + Zigil Miner 6-8 times as the Miner + my deck was very consistent and I wanted to use Gildor for other things. I don't feel Zigil Miner needs Gildor, however my deck did have a lot of restrictions forced upon it. I played with 30 3 cost cards and didn't feel that I really needed to use the Miner with 4+ cost cards as my hand played out smoothly and I imagine most would have already experienced this with Steward of Gondor already, paying for everything in your hand quicker than you can replenish it. Where the Miner probably pulls away from Steward of Gondor in power level, is that in a three sphere deck, you could effectively have Steward on any given character each turn, rather than all the tokens going towards one sphere only. My $0.02
  6. @ Ileimmoen In regard to Dunhere, I have played him in a 3+ player game where I was using at least Dunhere, Thalin... the third hero may have been leadership, or at least someone in our group was leadership. I had Dunhere at 7+ attack at one point, destroying enemies in the staging area, however, he has problems... (No doubt you'd be aware of these... I don't know the answer is more my point.) - in multi-player games you're team mates are going to have varying threat levels and draw out enemies you'd probably rather leave in staging. - on the flip side, there are more cards coming up, so more chance you're going to see higher threat level enemies. - you need to be able to pass and get other players to optionally assign enemies that you would otherwise face. This isn't exactly cool on your teams part, and sometimes it can mean they are getting nowhere, defending constantly with no attacking back. - Wandering Took can really help here as you can provide a warm body for a team mate who's taking your attack while also making assignment easier. - some times its kind of hard to decide what to do with him. Should I quest because he may not have an attack option? If i'm not taking enemies because of Dunhere, what do my other heroes do in regard to attacking, etc. I really like him as I feel somewhat bored with spirit as they don't seem to have much teeth, but also, I don't want to be the puppet master type playing all the time, jumping in with cancel, etc. He needs a lot of focus. Fortunately, he could just generally fit into a Rohan deck regardless of his ability. He would be great to move an enemy that has been attacked back into staging, with A Light in the Dark, and have Dunhere finish him off but I think the FAQ mentions that each enemy can be attacked once, not once per player's engagement area. The above is somewhat off topic, however, knowing what enemies are going to pop-up in Osgiliath does help Dunhere. I think he could work well with an early Gondorian Spearman. @ booored We didn't build cohesive decks. Outside of not doubling up on heroes, we don't confer about anything in advance. When making choices to play cards though, we do attach Unexpected Courage, Protector of Lorien, etc, to the best choice on the table. (Even Steward of Gondor at times.) My deck was; Prince Imrahil Beravor Theodred 3 Common Cause (Imrahil readies Beravor) 3 Campfire Tales 3 Ever Vigilant (ready Gleowine) 3 Sneak Attack (Gandalf, draw 3) 3 Valiant Sacrifice 3 Gleowine 2 Gandalf's Search (can always draw 1) 3 Keen-eyed Took (not sure if REALLY helps drawing, but there to activate Imrahil and Valiant Sacrifice too) 2 Protector of Lorien (can arguably not send Beravor questing, then use her to draw and add two to Protector to effectively quest after the fact) 3 Gandalf 23 other cards, mostly a toolbox approach. Sometimes you can draw and/or have 12 cards in your hand which can destroy 3B for some quests when combined with Protector of Lorien. You can occasionally dig for cards like healing when the game turns sour, or Sneak Attack combos, Landroval being a favourite as a way of healing as well as pretty handy through Osgiliath. I had planned on using Keen-eyed Took with Erebor Hammersmith but I soon realised that if you don't play and return Keen-eyed Took on the same turn, you have no idea what you're next card is! That being said, the Took was played when I was the first player, allowing another player to see they had a Gondorian Spearmen as their next draw, Beravor giving them that card and allowing them to play it in the Planning phase, killing a Wolves from Mordor! I had a different version using Unexpected Courage and Westfold Horse-breaker, but found that leadership resources were a bit scarce. Sneak Attack, Gandalf, Ever Vigilant/Valiant Sacrifice being the main leadership combo.
  7. My group won a 3-player Osgiliath scenario last night... which is why I found and posted in this thread! In regard to the original post (OP), I can see how Dunhere would be key in 1-player, but not really an option in 3-player. I drew Gandalf, Sneak Attack, Ever Vigilant in my opening hand and play with two Leadership heroes. My team mate also drew Gandalf, Sneak Attack. We started on 29 threat each and removed 3+ Wolves From Mordor and 2-3 Snaga Scout from staging and engagement, first turn. I believe we had two Wainrider Captains in staging but were able to use Gandalf and optional engagements to defeat enemies in steps/multiple turns so that we were careful not to reach 2A of the quest deck. From here we had a number of allies and had basically built-up enough that weren't re-playing turn 1 over again. - We used Protector of Lorien and Eowyn to complete 2B on the turn that we first quested against it. (ie. one turn) - Two players each discarded a Ranger of Ithilien while the third player quested with no characters, instead using Gleowine and Beravor two draw three cards and use them with Protector of Lorien. We completed 3B on the turn that we first quested against it. - At this point we faced the Witch-king, Denethor absorbing the blow, and kept him in the engagement area of the player with the lowest threat. We then quested with ABSOLUTELY everything and drew/tried not to play so that we could maximise Protector of Lorien, winning the game. We potentially had a lucky draw in the last quest phase. On the flip side, we had just re-shuffled the encounter deck at this point. Obviously Gandalf four times in the opening turns was huge, like Dunhere, allowing damage to be applied to enemies without engaging to defend. We basically flew threw the quest as quick as we could but also pretty quick by any game standards, in my mind. OTHER NOTES: - we had two Morgulduin in the staging area for the majority of the game. We had some wounds on characters in the first turn, leaving them with 1-2 hit points. They were later healed, healing only really saving one character during combat. I don't know if i'd say healing was as important as I had previously thought. - Cut Off seemed to carve us up! I discarded four allies (out of five cards) the turn I played Daughter of Nimrodel. We faced Cut Off as a shadow effect undefended as well as defended, and cancelled the when revealed effect at least once. This card makes me want to increase the proportion of allies in a deck, for this scenario. - Uruk Vanguard and The Witch-king seem like the only enemies that are just a bit too big, given everything else that's going on in this scenario. I guess that should give some peace of mind when facing the remaining enemies. - Beravor and Denethor died, Landroval bringing Denethor back, on the second to last turn. Possibly not a game changing play. Beravor wasn't totally missed thanks to Song of Wisdom first turn. - We played no location hate cards. Northern Tracker was packed in an Aragorn song deck containing no spirit heroes, but was not played. I believe we only travelled to Emyn Arnen Overlook. - HEROES were... Aragorn, Gloin, Denethor Boromir, Thalin, Eowyn Prince Imrahil, Theodred, Beravor - Imrahil and Boromir readied a reasonable amount. They were definitely good. Imrahil some times didn't do much with his ready because of how enemies were assigned. We had no ranged heroes. - Gloin had little impact beyond stats, his ability not really being used. - We had spirit cards in the Aragorn deck and Eowyn deck. We could cancel some things and played Unexpected Courage, but weren't held back by spirit's weakness in combat. Again, we completed the last three stages in three turns, so losing Beravor for example wasn't a huge deal as she'd been used to the near-max as it was. We probably finished with 4-5 locations in staging. @ Kobby Your Leadership/Tactics deck has 15/50 cards that cost four or more. That seems a touch steep with all the other cards plays like Sneak Attack and Feint being a priority as well. I understand that some times you need to 'even out the draw' by having plenty of high cost cards for times when you seem to just build resources with no way to use them. In Osgiliath, I feel you need a large amount of allies because of Cut Off. An early ally can also remove Wolves from Mordor. I wonder if The Galadhrim's Greeting is maybe too expensive in Osgiliath. With all the doomed and cards that add doomed, I wonder if you're paying for something that just holds threat back for a short while rather than reducing your threat for multiple turns. My group's decks were far from perfection, but possibly played to perfection! I'm interested to see if we can do it again on a different draw and see if our combat version or the spirit version you have works better. (Generally spirit seems to be the dominant sphere in the LotR LCG right now!) Thanks for reading.
  8. I like that we haven't had any new cards that reduce threat. Of all the new cards that ready characters, I feel they are far too weak because Unexpected Courage is far too strong! It seems ludicrous to play Using Nor am I a Stranger and/or Eomund without already using three Unexpected Courage. With three Unexpected Courage, you can get 1-2 out some what frequently as it is. We've seen it with Decipher's Star Trek and Lord of the Rings... when one card in an early set does something SO good, design has their hands tied behind their back for each new card they want to make that readies characters (ie. either they're too weak compared to, and don't get played, or they have to be too strong compared to other cards in the game, to see play ahead/with Unexpected Courage.)
  9. Rear Guard '... Discard a (Leadership) ally to give...' Ride to Ruin '... Discard a Rohan ally to...' Previous cards have said; Protector of Lorien '... Discard a card from your hand to... ' I understand that the initial article previewing Rear Guard implied it was from play. Is there any other info somewhere? Cheers
  10. If I have only one hero in play, and that hero is captured due to The Necromancer's Tower, that says "... cannot be damaged", what happens with my undefended attacks' damage? FYI, for the above, I was playing multi-player, so questing and the general flow of the game was still progressing also.
  11. Wow, i'm suprised so many people don't prefer sleeves! I started with other games and did a lot of online trading, and having sleeves simply means you are protecting some of the money you've invested. For LCGs, you aren't trading, however, will you wear your cards to the point that they don't look as great or that you need to buy more? I also play poker and flick the corners of two stacks to shuffle, then cut, and so on. I never jam two edges together to shuffle. That's where I find slips to be so great! You can really shuffle a lot more freely as the edges are sharper and the slips' surface can be a lot smoother. I prefer the 'el cheapo' sleeves as I found Ultro Pro sleeves had been getting shorter and shorter over time and i'd simply had enough. (The opposite OCD of another poster.) The 'el cheapo' sleeves are quite thin so shuffle really well, however, my brother bought the FFG sleeves and they are longer than Ultra Pro and more durable than the 'el cheapo' sleeves. I would seriously consider buying them next as I feel they are near perfect for my tastes. Brand new slips don't stack well for a short period of time, maybe a dozen games, but will flatten slightly and will have less air/change shape. Lastly, I find that cards in brand new slips, like lacker on wood, just makes the card's design and artwork really POP!
  12. Yes. I'm exclusively playing 3-player right now. My team mates joked they are relying on their Bilbo draws Drawing wins games... free resources win games, but I think the starting heroes are the better free resource. Bilbo may only be able to defend once, and I don't like to risk him much at all. He's at the mercy of Treachery cards that wound... his hit points are a real issue for me. Bilbo is also part of the sphere that had the highest threat costs, so his 9 threat cost doesn't fit easily. I will rework a deck and try him again though. I will make healing a higher prioriy as i'm mostly using Wealth of Lorien, songs, and other Lore cards to shore up low willpower in my starting line-up. (On a side note, Radagast's Cunning has been so good in The Hunt For Gollum, that my team mates don't mind that I don't battle well.) I would also consider splashing him into a (sphere), (sphere), Lore deck where I mostly only have healing Lore cards and the rest the other sphere. I shouldn't need healing cards too early until Bilbo has built up some resources, which he will do slowly.
  13. I agree with HilariousPete... questing and battle doesn't change, but the formula to win does slightly. The differing scenarios keep game play fresh and give you a reason to break down your best deck and try another. I may not get all six packs of the Mirkwood cycle, but since the card pool is small, its hard not to. I think it will be hard to judge before the first six expansion packs. We'll see how the scenarios have evolved, how many new themes the expansions go through (ie. Eagles, Rohan, etc), at the end of the Mirkwood cycle. I also think the way that FFG is releasing cards means that players don't forget about the game too long over a span of weeks, etc, but also have enough time to take the whole expansion in without not trying strategy X.
  14. @ SiCK_Boy: Glorfindel, Eowyn was my previous deck, so am mixing it up a bit. Switching two characters makes the deck a fair bit different. I feel that spriit's weakness is that it has no teeth, and moving away from Glorfindel emphasises that. I would have little attack in that setup. Eowyn is great, but very boring. Even if you have four allies questing later in the game, it doesn't free her up since she doesn't do anything else remotely well. I would prefer to use her with Beravor, Dunhere, or with Leadership or Tactics. I'm not sure if I like a pure questing deck, where player 2 does all the battling. Even with the option to engage an enemy, depending on who goes first, an enemy will sneak in and become engaged with you. You really need to be able to defend and attack back, which usually means not questing as much in a given turn. I don't want Denethor tied up all game defending against the same enemy That's not soley directed at what you wrote, but what you wrote made me think about the above. @ Bohemond: Some of those points I totally agree with... the other point, Glorfindel paired with a defender he can heal... never really thought about that, thanks! Quality post, good info
  15. I couldn't paste my decklist in the format i'd like to (as a table) so had to group cards in their mulitples, which is generally 'x3' of anyway. I wanted to play a deck with two spirit heroes, because i'd played them least, and because I wanted to make use of the beefy, Northern Tracker! I tried to make the cards in the deck, lop-sided towards spirit. At this stage of the game, i'm not sold on what the best way to play a 2, 1 hero setup is. My brother prefers to play the single hero sphere with 1 cost cards only. I decided to save my resources to play some of my lore cards for maximum effect since i'd only draw 3-4 a game. Gandalf's Search has cost X which works well in this setup. If I draw too many lore cards, I can cycle it, if I don't see a lore card for a while, it can be used as a one shot manipulator, as it did in one game paying 4 for it. NOTE: Lorien's Wealth would have been as good or better in that instance as I used Gandalf's Search to find Gandalf, who drew 3. Any card draw seems more imporant in this game than other CCGs since you can often play it on either player and at times, while trying to manage two spheres, there is just a glut of resources and no cards to use them with! In regard to spirit, I planned to not always move to locations, depending on my cards in play/hand and the game status. If I had an enemey I would need to battle soon, I may quest and move to the location so that next turn, I didn't have to commit too much to the quest, instead battling. I would also plan on taking some attack undefended if I needed an extra body, as these two spheres don't look too battle ready. Henemarth, A Light in the Dark, Hasty Stroke, Stand and Fight (with Gandalf) could help this. Glorfindel Dunhere Eleanor Lore (15) x3 (ie. 3 of...) 1 Protector of Lorien 1 Henemarth Riversong 3 Daughter of the Nimrodel X Gandalf's Search x2 2 Gleowine x1 5 Beorn's Hospitality Spirit (32) x3 1 A Test of Will 1 Hasty Stroke 1 Power in the Earth 2 A Light in the Dark 2 Unexpected Courage 2 Wandering Took 3 The Galadhrim's Greeting 3 Lorien Guide 4 Northern Tracker X Stand and Fight x2 0 Strength of Will x3 5 Gandalf In this two player game, my brother used Aragorn, Theodred, Legolas. Legolas was very useful and in general, Ranged and Sentinel are quite good. Our 6 heroes got stomped in the Journey Down the Anduin on the first turn, where we never recovered, losing convincingly with few progress tokens. We quested with 8 willpower with Eleanor available to use her ability as the only ready hero, and both players < 30 threat, but had a total threat level of 12 from 5+ cards, and the Troll was a wrecking ball on the first turn! NOTE: I find it really hard to believe that The Galadhrim's Greeting is the card to have in this scenario, which is the impression I get from the LotR LCG community... and thus, that spirit is being overplayed. It simply delays the inevitable. There is rarely a turn more fragile than turn 1! There have been two player games where 6 cards come out from the encounter deck in a single quest phase, where Necromancer's Reach, Evil Storm, Necromancer's Reach appears on the final stage of the Anduin scenario ... the encounter decks are made really well! It doesn't matter that there is no opponent to play against as they are just built that nicely, and freak combinations do come out and wreak havoc! Anyway, in the second game we got rolling a little bit more normally and built up well. We were questing for ~18 on the second quest of the scenario, and just broke even! Gandalf's Search was used as the only card that could use Glorfindel's resources, besides him, which could be a bad deckbuilding choice, but it did allow Steward of Gondor tokens to be used to their fullest where they had been stockpiling. Northern Tracker removed 11 threat from the staging area when questing, at one point where we could not escape a location glut! Wandering Took wasn't that bad, and comboed well with The Galadhrim's Greeting to effectively reduce each player's threat by 3. Hasty Stroke was good. Gandalf seemed to be played too much! I played him twice by his text, then once with Stand and Fight, while my brother played him up to four times with Sneak Attack and Gandalf's own text. He did manage to get Gandalf returned to hand as well via Pursued by Shadow, which was nice. Also, it seems to be that of Gandalf's optional entering-play effects, he seems to always come out guns blazing! I hope you've enjoyed this post
  16. Essentially, you have a nine card quest deck. (ie. moving from scenario 1: 3B - scenario 2: 1A is similar to moving from scenario 1: 1B - 2A.) This poster seemed to think the same way; http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=201&efcid=4&efidt=492091 If Nightmare mode means starting scenario 2 & 3 basically as you would normally, but with slightly higher than normal threat and wounds... then why bother? It's not new. Playing an extended 'gauntlet' scenario of 9 quest cards from a single starting hand of 6 cards, used wisely across three quests, seems far more interesting to me.
  17. Bohemond said: Resources go away, allies go away, attachments go away, cards in hand are discarded. When you play a card, you resolve its effects and then discard it. So, WIll of the West does not reshuffle itself. RULEBOOK: "For a 'nightmare' level challenge, do not reset threat, hit points, or player decks at the beginning of each scenario." I don't see the link between 'do not reset... player decks' meaning Will of the West and other cards don't work as normal. After *the beginning of each scenario*, the game is as it always was. My interpretation of the nightmare rules: - Threat levels remain as is. (not reset) - Hit points (on characters) remain as is. (not reset) - The new Encounter deck is shuffled and all cards in play from the old encounter deck are removed from play. (reset) - Players don't draw a new hand, as that is related to the player deck. (not reset) - Players don't remove any characters or attachments from play, as that is part of the player deck. (not reset) Resources are not mentioned... (so why make any changes?)
  18. Mestrahd said: Since each scenario seems to require a different build to defeat it... Once you have a reasonable deck, I don't feel you have to change each scenario. I first played against scenario 2 with a starting threat of 30+, and then played a 2-player game with both players having 2 heroes each, where we struggled, however, those issues were fixed and we have found that regardless of scenario we are 50%+ success rate, with that 50%+ all coming in the more recent games. There are so few cards in the game that customizing is not really that effective.
  19. I agree with sWhiteboy and Bryon's sentiments... wait and see, and card draw wins games! My brother and I had a slight chuckle when we read (on other posts) that other players aren't using Lorien's Wealth, or didn't rate it highly. FYI, the ST:CCG had virtually the same card as Lorien's Wealth (named Kivas Fajo - Collector) and we decided not to use it back in '95 because we could already draw cards at the end of the turn and it had a cost... we were kids Once we started going to tournaments and seeing decks online, it was quite possibly the hottest card and was definately the most underestimated card by us! I think 9 threat is too much for Bilbo. It's 50% more than others have received... would you play Beravor with 15 threat?
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