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About monkeyrama

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  1. OK, now I want to build two decks that just aim to power up Dour-handed and Thurindir. What else triggers off side-quests? Legacy Blade and Halfast Gamgee...hmm. OK, so not that much to work with. Plus I suppose the allies who don't exhaust if there are side quests in the victory display. Speaking of which, are we due an additional one of these in Leadership, since the other three have Halfling Bounder, Vigilant Dunadan, and Rider of Rohan? Is there space in Dungeons of Cirith Gurat?
  2. I very rarely, in this case, use Gather Information for another side quest. I use it to find, for Thurindir's deck, whatever I don't have out of Strider, Resourceful, or Timely Aid. It helps that the other deck then gets to hunt out something useful as well - Steward of Gondor, or Visionary Leadership, for example. In solo I completely agree: Send for Aid or something similar are much better plays. Thurindir makes side quests something worth thinking about, and I appreciate that very much. After they released side quests, they were OK, but with Thurindir they offer compelling strategic questions. And get discussions going on the forum
  3. That is a problem, for sure. I have to say that I built my own Thurindir deck to be played with another deck, and found I could usually get enough progress first turn to explore Gather Information. But when it doesn't work... This is probably a good reason for that style of deck to never be top-tier. I don't think Thurindir is a top-tier hero, but he is very entertaining.
  4. Heh, fair enough. That is how I read it as well. It would be nice to have some other heroes with setup abilities.
  5. It also works when you get luck and all the cards you need to set up the deck come out in the opening hand. Then you can use Gather Information (which you had to pick pre-setup-hand, if that ruling is right) to get a different side quest. And, like you say, it boosts Thurindir's willpower. It isn't an optimal use, but one of the reasons I like Thurindir with Gather Information as the side quest of choice is that it provides immense flexibility. Sure, most of the time you don't want to search for another side quest, but you can when you need to (Send for Aid, eg, is good for this - effectively +1 willpower and a new ally)
  6. FWIW I use Ultrapro penny sleeves for my encounter decks and haven't had any issues, but I use FFG sleeves for my player cards. I can't recall now why I made that decision.
  7. This was how I interpreted it. It also means that the choice of side quest is made before you know any cards in your starting hand. I can see why this could do with some clarification though, since I'm not sure that the game's initial framework for setting up necessarily considered the presence of cards that are chosen before the Draw Setup Hand step. Maybe submit a rules query about this? In many ways, I think it would work better if Thurindir's card had to be chosen before the setup hand, but was immune to the mulligan: it seems to be the intent of his ability, even if it's not totally clear from the rules.
  8. I think they do, so the deck comes out at 51 cards (I should probably work out one card to cut, but I like them all...). Gather Information can also grab another side quest, yeah! In my best plays with the deck I had a starting hand with Strider, Resourceful, and Timely Aid, and used Gather Information to grab Send for Aid. By the end of round two I had two high cost allies in play, and Thurindir was questing for 6 on his own. It's by no means always that effective though! As to Eowyn, yeah, she's pretty good for secrecy, and can be tooled up to be either a solid defender, quester, or attacker. The main reason I didn't go for Glorfindel was because I've used him so much in other decks, but he is always a strong secrecy candidate. I've had another deck pairing that used Elfhelm (hero), Windfola, and a Song of Travel to have Eowyn capable of questing for 6 and then readying to hit for at least 11. Sometimes secrecy decks play nicest when paired with a support deck that can throw over some help (ie stat boosting the mounts to boost Eowyn's already great stats). I think secrecy has always held a soft spot in my heart, and I'm always interested to see how other players build for it.
  9. I like to try to get secrecy working a bit, and was inspired by Strider to try out a two character secrecy deck. The idea was to get Thurindir to be a mega-quester with Strider and side-quests: Sam makes an obvious addition, both because he can ready after questing, and because he gives access to Timely Aid. Thurindir is useful because he makes getting key cards easy: just pick Gather Information as your side quest and then if, after mulligan, you don't have Strider then go questing for it. Or if you do have Strider, go questing for Resourceful, or Timely Aid, or The Storm Comes. It's fun, but needs support from a decent combat deck, since combat ability is limited: it's clearly built to be questing.
  10. Sands of Harad is very useful for Argalad, yeah. The LoV and UC combo only saves 1 resource, but it's really nice to allow for LoV so that you can play it turn 1 if it shows up. I really like Argalad as a hero, and it's cool to see people using him in interesting and different ways. *Such* a good design job by FFG on him. Using Haldir to augment the Argalad direct damage with Damrod is very cool. I like it a lot. They're three really interesting heroes.
  11. I'm a big fan of Argalad, and in particular double questing with him (committing and then reducing an enemy's threat). The only thought I had was to swap out one Unexpected Courage for a single LoV, and putting both onto Argalad. Then he gets to quest, exhaust to reduce an enemy, and then ready for combat. It's also 1 resource cheaper than 2 UCs. It looks like a fun deck! The Mirkwood Long-knife is pretty good on Argalad as well, since it boosts both of his key stats. I built a different take on Argalad that tries to make him the MVP for the deck: I like your deck a lot. I have not yet used the Cloak, and mono-Lore is always fun with the card draw! Will have to give it a try some time.
  12. I finally got around to playing this last night, and with this particular strategy in one deck (Lore Faramir plus Great Yew Bow). The problem I have with that style is that it's hard to get Faramir up in attack high enough to kill enemies in the staging area, even with the effective +2 attack from The Black Serpent and the enemy you're attacking. I beat the quest, largely because the other deck (Elrond, Eowyn(t), Kahliel) was so strong and the Harad allies are really good - Jubayr in particular is epic against quests with a fair number of 3 attack non-unique enemies. I'm thinking that Gondorian Fire might be a way to make Faramir more effective? I do like Fastred though. His ability isn't that big of a problem, if you plan around it. My stupid mistake was to think that his ability could combo with Hobbit pipe, but that specifies event card threat reduction (reading fail on my part), so Frodo in that deck was useless. Black Serpent, though, is *such* a good quest. Challenging but not in a *smashed in the face* way. You can think around it. Very good!
  13. After the release of Thurindir, I wanted to see if I could make a deck that takes advantage of his ability to boost his own willpower via side quests, but also to try out a card I hadn't used yet: Strider. It's really a questing deck, and does not handle combat particularly well. I've been wondering how other people are finding Thurindir? Thurindir goes Striding with a Hobbit friend Packs: From Core Set to Race Across Harad Heroes (2) 1x Thurindir (Race Across Harad) 1x Sam Gamgee (The Black Riders) Allies (19) 2x East Road Ranger (The Wastes of Eriador) 1x Glorfindel (Flight of the Stormcaller) 1x Súlien (The City of Corsairs) 2x Firyal (The Mûmakil) 2x Bill the Pony (The Black Riders) 1x Prince Imrahil (The Flame of the West) 2x Northern Tracker (Core Set) 2x Gandalf (Core Set) 3x Gildor Inglorion (The Hills of Emyn Muil) 2x Warden of Healing (The Long Dark) 1x Treebeard (The Antlered Crown) Attachments (12) 3x Strider (The Drowned Ruins) 1x Hobbit Cloak (The Black Riders) 2x Elf-stone (The Black Riders) 1x Staff of Lebethron (The Land of Shadow) 2x Fast Hitch (The Dead Marshes) 3x Resourceful (The Watcher in the Water) Events (14) 3x Timely Aid (The Redhorn Gate) 3x Needful to Know (The Redhorn Gate) 2x Out of the Wild (Road to Rivendell) 3x Daeron's Runes (Foundations of Stone) 3x Risk Some Light (Shadow and Flame) Player Side Quests (6) 1x Scout Ahead (The Wastes of Eriador) 1x Send for Aid (The Treachery of Rhudaur) 1x The Storm Comes (The Sands of Harad) 1x Prepare for Battle (The Mûmakil) 1x Explore Secret Ways (Race Across Harad) 1x Gather Information (The Lost Realm)
  14. I also made one of those recently, and I think that Hirgon will be a common hero to use with Eagles because of his cost reduction. Unless you add in Elrond or resource generation (and, of course, card draw), Eagles can be a little slow! My deck is rather different from yours, and I think not as good:
  15. I do enjoy the Millenialism that strikes this game towards the end of each cycle. It struck me that other LCGs that have been shut down tend to either lose their licence or be getting pretty creaky. Given this game has both the licence and a slower player card release speed, it still has some way to go. That is the real problem: how do we store it all? :/