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Olorin93

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Everything posted by Olorin93

  1. Guys... I'm a bit mind-blown. I just completed Escape from Dol Guldur with this deck minus Beorn and the Zigil Miners and included 2 Watcher of the Bruinen and 2 Trollshaw Scout. Lore Aragorn was the captured hero. Questing was never a problem with Elrond and Glorfindel, and I managed to summon enough allies (Haldir, the new elves and some healers) to keep the enemies busy. I mostly got locations at the beginning, which made it easy to acquire the objective cards. The Nazgûl was nasty at first, but there were no other enemies in play right then and I managed to play Gandalf and dedicate almost all cards to take him down. Second stage (15 tokens required) went surprisingly fast. I thought I was going to have some trouble near the end when a Hummerhorns appeared, but I used the now-rescued Aragorn's threat reduction ability and managed to finish stage 3 in 2-3 rounds. I've always heard that this scenario is really difficult, but I didn't really struggle at any time. Maybe I did something wrong, or I was just very lucky! Final threat: 34. Didn't count the rounds, unfortunately.
  2. Why does Black Forest Bats require a ranged character to act Sentinel? I can't find anything about it on the card.
  3. Thanks for commenting! I have considered taking Beorn out as it usually takes time to put him into play. I have both Trollshaw Scout and Watcher of the Bruinen. For an elf-themed deck they're a very nice idea, but as you say they either discard from play or you have to discard a card from your hand. The upside is that they are not expensive to put into play. I'll look into it some more. It's great how Elrond can pay for allies from all speheres! Are there any other elf allies to look out for? I'm probably getting Gildor Inglorion. I haven't actually used shadow cards up until now as they made the game a bit too difficult when I still only had the standard core decks. I will probably start using them again now that I've got the hang of it, and will if so include Hasty Stroke to cancel the effects.
  4. I'm fairly new to the game, but I've got Khazad-Dûm and most of the Dwarrowdelf APs. I'll probably be playing with 2 friends this summer. I think they run Leadership/Spirit and Tactics decks. Would love some comments on my build: Heroes: Elrond (Lore) Aragorn (Lore) Glorfindel (Spirit) Starting threat: 30 Allies: Arwen Undómiel x1 Beorn x1 Gléowine x1 Haldir of Lórien x2 Henamarth Riversong x1 Imladris Stargazer x3 Master of the Forge x2 Northern Tracker x2 Warden of Healing x3 Zigil Miner x2 Gandalf x2 Attachments: Asfaloth x2 Light of Valinor x3 Resourceful x2 Protector of Lórien x1 Unexpected Courage x1 Vilya x3 Events: A Test of Will x1 Daeron's Runes x3 Elrond's Counsel x2 The Galadhrim's Greeting x2 Elrond is fearless - Vilya really sets him apart, and his healing bonus makes Warden of Healing quite powerful. Aragorn is there for attack and threat reduction, and Glorfindel can quest and attack well and has a really low threat cost. Combined with Light of Valinor, I don't even have to raise my threat to quest with him. Most of the allies are there for questing or deck control. Imladris Stargazer and Master of the Forge are there for better card drawing, and I usually put Resourceful on Elrond and let him save up for playing Beorn. Exhausting Asfaloth attached to Glofindel lets me put 2 progress tokens on any location. Elrond's Counsel and Galadhrim's Greeting are there for threat reduction. I just tried The Redhorn Gate for the first time and questing was no problem (just had to wait around for enough victory points after completing stage 3b), but the 3 Wardens of Healing were stacked near the bottom of the deck and all my heroes had only 1 or 2 health points left when I finally got down to it. Do you think I should include more healing cards (Daughter of the Nimrodel, Lore of Imladris), or did I just shuffle my deck badly? Thanks for reading!
  5. I played the Anduin scenario recently, and I had to reveal a lot of encounter cards because of Surge - is that how you do it? The first card said "Surge", so I revealed a second, which also said "surge", so I revealed a third, a fourth and a fifth. Is that how you do it, or does it only apply once? Definitely made the first few rounds tough.
  6. I too am relatively new to the game and just got Khazad-Dûm and almost all of the Dwarrowdelf adventure packs. I was thinking - Khazad-Dûm (naturally) adds a lot of dwarf-related cards, and then there's The Hobbit expansions and The Heirs of Númenor. Will there be an elf-themed expansion anytime soon? I'm playing a Glorfindel/Elrond deck and would love to have some more Noldor or Silvan characters.
  7. Yeah, that's what I was thinking. I just got Khazad-Dûm and a few adventure packs anyway, but it's good to know that you can do a 4-player game even without 2 core sets if you're not afraid to use pen and paper.
  8. The instructions say that you need 2 core sets to be 3 players or more. But as the core set comes with 4 standard decks, what's really stopping you from playing with up to 3 friends? Is it something about needing at least 50 cards for a "tournament legal" deck?
  9. Thanks! This is what I suspected, though I missed it in the Rulebook. I recently ordered some adventure packs and will try various card combinations to see what works best. (Sorry about double-posting this topic, either my connection or this webpage was acting up a few days ago.)
  10. Yeah, I mean pay not summon. Cool, now I understand how it works. Thanks.
  11. Hello. I'm new to the game and unsure about the rules. I just realised that Elrond can summon any ally regardless of sphere, which got me thinking… Attachments and events etc with 0 resource requirement to summon - do they even require a hero to be summoned? For example - I have a [spirit] attachment card in my deck, but only [Leadership] and [Lore] heroes. The cost to summon the attachment is 0, so I don't have to use resources from a [spirit] hero pool. Do I still need a [spirit] hero in play? Thanks.
  12. Hello. I'm new to the game and unsure about the rules. I just realised that Elrond can summon any ally regardless of sphere, which got me thinking… Attachments and events etc with 0 resource requirement to summon - do they even require a hero to be summoned? For example - I have a [spirit] attachment card in my deck, but only [Leadership] and [Lore] heroes. The cost to summon the attachment is 0, so I don't have to use resources from a [spirit] hero pool. Do I still need a [spirit] hero in play? Thanks.
  13. Hi! I'm fairly new to LOTR:TCG (bought my core set just over a month ago and have because of studies etc had very little time for it), but I'm planning to play it with my 2 of my friends, who also have a core set, this summer - and I'm trying to find a decent idea for a deck. So far, I've almost only played the Mirkwood scenario (Flies and Spiders), and I've tried the Leadership, Lore and Tactics decks. Out of these 3, I have found the Leadership sphere to be the simplest one, at least in solo play, as it generates a lot of resources and can easily call allies etc. However, despite usually getting beat up by the game whenever I try it, I do like the Lore deck. In solo play, it's naturally slower than the Leadership one as it seems to focus mostly on healing and control rather than battle - but my two friends play Leadership and Tactics respectively, and I would like to be the "healer/booster" of the group. I would like to use a deck containing Glorfindel, as I like him as a character and he has pretty good Attack and Willpower. So far, I have used various combinations of Gloin, Beravor, Théodred and Aragorn. Gloin is nice for fast resources, but I feel I never get to use them as I never draw summonable allies at the right time. I'm thinking about switching Leadership for Tactics and try some of those cards, but I'm not sure… any help is appreciated! What matters is that I get to keep Glorfindel and put together a deck that works for solo as well as group play, if this is possible. Are there any expansions/adventure packs that I should consider for this type of deck? What are some effective card combinations? Thanks for reading!
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