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Everything posted by PocketWraith

  1. This may be of interest: https://wardenofarnor.wordpress.com/2016/11/21/minor-challenge-solo-progression-three-trials/
  2. I don't think you *have* to do anything. If your specific goal is to get as high a win percentage as possible, then yes you want to be looking for the most optimal decks, but most players (myself included) would rather stick to choosing decks which are fun to play and trying to make them work as well as possible. And if you think 50% is a good winning percentage, it doesn't matter if other people have higher ones, so long as you're enjoying playing the game. For the record, I also usually upload my losses, because I think there's also value in seeing how things can go wrong. When I don't upload losses it's generally not because I don't want to show myself losing but because I don't think the specific footage would be that interesting to watch. Also, there's a reason I responded to your initial comment about 80% rather than the 95. As mentioned, I don't track my win percentage, but 80% I think is plausible, 95 I don't. Getting a hero killed early on does generally herald a loss, unless it was planned. It's situational though, sometimes you can struggle through it. Related to some of my above points, making videos has encouraged me to play on a bit more often when things look busted, because I know some people are interested to see a game played out to the end even if it's a loss; on the other hand there are often times, and an early hero loss can be one of these, where it's very easy to see how one thing going wrong is going to cascade into more things going wrong and an inevitable loss (e.g. losing a hero early on often means the engaged enemy which just killed them is still there and you don't have a good means of dealing with it). Again, what matters is that you're enjoying the game, and the rare occasions where you can recover from an early hero loss for most people do not outweigh the many more occasions when playing it on means letting yourself in for an additional half hour of pain and hopelessness. I mean, I also don't do that when I'm playing a *new* quest. I enjoy playing quests blind on the first attempt, and I think my win percentage is still decent, certainly over 50. Even without knowing the details of what's coming, a lot of experience playing the game means you have a good idea of what problems you may have, you can compare that to the strengths of your own deck, etc. But if I've played a quest before, especially if I've played it multiple times, then I remember a lot of the important points I really need to be aware of.
  3. What if there's video evidence of it? I mean, you have to take my word for it that I don't just delete the footage of more failed attempts than I post, and I've never actually bothered to keep track of the percentage (plus it may be skewed a little by the fact that I stop playing a quest after winning and move on to the next), but I'm pretty sure The Line Unbroken stands as a testament to the fact this perspective of yours is wrong. And that's using decks which are built with the intent to show off as much of the card pool as possible rather than necessarily optimising to beat the quest as consistently as possible. In more general play, I'd struggle to give an answer because I don't keep track of my game results well enough to give a percentage, but I win a lot more than I lose.
  4. #3 is definitely not right. Immune to player card effects means player cards can't be attached to it, that's a fairly old ruling at this point. I would also lean towards #1, but I'm not sure.
  5. In multiplayer Ghan will be 4 threat for usually 2-5 willpower, which is pretty solid. Putting into play is not playing. Wiglaf will not trigger. It's an eagle. It's what they do. I'm guessing Faramir, though triggering him twice is already pretty crazy.
  6. There are multiple places in the campaign where you're allowed to change your heroes without incurring the threat penalty - at Rivendell, at Edoras, and then every time it switches between the Aragorn and Frodo parts of the story.
  7. Well, the game has been out for 9 years, so some of the people responding here may have played the game for six times as long as you have. Also, some people play faster or deckbuild faster than others, and some people play more often than others. Actually I'd say the vast majority of players looking for the One Deck to Rule Them All are solo players. But then a lot of such decks may end up as more just One Deck to Rule Most of Them because of quests like Journey to Rhosgobel. Even Seastan's infamous One Deck, which has actually beaten every quest released at the time he built it, took an excessive number of attempts to score a win against Mount Doom due to being very ill-suited to the particular demands of that quest, and against Nightmare Escape from Dol Guldur because Nightmare Escape from Dol Guldur is ridiculous especially in solo.
  8. I'm making my judgements entirely on the basis of quest design and disregarding the story: 1. Ered Mithrin 2. Angmar Awakened 3. Dreamchaser 4. LotR Saga 5. Haradrim 6. Against the Shadow 7. Ringmaker 8. Dwarrowdelf 9. Shadows of Mirkwood 10. Hobbit Saga My top 3 are fairly interchangeable to me honestly, but I put them in the order I did on the basis of consistency - in particular comparing Angmar to Dreamchaser I'd say the best quests are better in the latter, but the worst quests are also worse. Ered Mithrin in turn has even less bad points which come to mind (though it may also be benefitting from being still fresh and newish) and reaches comparable highs to my favourites from Dreamchaser. A similar point applies to 4 and 5 but in reverse - I'd say the Haradrim cycle is more consistent, but the highs of quests like Pelennor Fields are enough for me to give the saga the nod. The lower half of my list I'm honestly just not that fond of in general, compared to the upper half. There are some good quests in there, but there are also some very bad ones, and there are problems all over the place, including in the better quests. This game had some definite growing pains in its quest design in my opinion.
  9. It's actually easier than that - there's nothing to stop you putting more progress on the quest card than it has quest points, so you never need to attack Smaug at all. An oversight in the design, perhaps, but that's how the rules are. Re: Bo5A, it gets noticeably worse in multiplayer, because Bolg's Surge on the first Goblin triggers pretty much every round and you can get punished more by some of the other ridiculous cards in the encounter deck. In solo the main difficulty is just being able to handle all three varieties of questing.
  10. As already noted, some means of discarding Smaug's shadow cards so he can't chain attack is very important (failing that, a long line of chumps). For Burgle tests, obviously it may help to make your deck more consistent with regard to sphere/cost, but more significant is having card draw so you have a lot of options for things to discard to pass the Burgle tests. One significant note here: it's only the Baggins resource effect on The Lonely Mountain which changes the card you have to match - if you use any other card draw effect it doesn't, so you can look at the card, then trigger e.g. Gleowine to draw that card into your hand, and then discard it to the Burgle test as a perfect match for itself. Beyond that, there's not much demand for combat, so you mostly just need willpower - in particular willpower boosts can be more helpful than just spamming lots of allies, since Smaug the Golden's threat increases as you quest with more characters. I suppose it's also worth noting that you don't *have* to take all the treasures if you don't want to, so if you'd prefer you can push through more quickly, in which case you don't need to be as built for the Burgle tests.
  11. Rider of the Mark was also around at the time of release, but that only works in multiplayer. And Gandalf's Staff wouldn't work as Smaug is unique. Personally I actually like Lonely Mountain the most out of the three quests in On The Doorstep, but it's a quest where you really have to choose your deck carefully, or custom build for it.
  12. Ah yes, of course, because as soon as someone leaves a company everything they said in an official capacity immediately ceases to be true. 🙄
  13. Huh. I never would've guessed that would be ruled that way. While I'm here though, I will point out that Spear of the Citadel has to attach to a Tactics character and can therefore only attach to Spirit Beregond if you first give him a Song of Battle.
  14. Man, people still like Leadership Dain, huh? And Celeborn? I never would've guessed Celeborn would make the top 16. Also seems weird that Spirit Beregond made the top 16 but Tactics Beregond didn't.
  15. There's definitely some correlation for me, but not direct causation. My favourite heroes tend to be based on how fun they are to play and how interesting their abilities are to play with or build around - interesting abilities often enable more options, and with the breadth of the card pool at this point more options often translates to more power; and using more powerful heroes often makes it easier to do interesting and fun things, so I like those heroes perhaps less for themselves but more for the kind of things they can enable. But then less powerful heroes also sometimes have interesting and fun abilities, so my favourites can be spread across the spectrum of power (of course this also helps my view of those heroes who are just straightforwardly powerful and help to enable these fun strategies)
  16. Re: Aragorn, I'd echo what Rouxxor said. He was good when the card pool was small and we didn't have other options, but he has long since been outclassed. Personally I much preferred Caldara before the errata, and haven't played her since. I know she's still good, but I no longer find her interesting. Brand is the lynchpin of the Dale deck, which is still a pretty newly developed archetype along with being interesting and powerful, whereas Boromir is much older, more straightforward, got knocked a bit by the errata (even if he is still really good), etc. Personally I've never understood people's continued love of Tactics Legolas and much prefer Haldan. Halbarad and Eleanor doesn't surprise me that much because I don't think either of them is a hugely popular hero choice. Hirluin does disappoint me, but I guess some people actually like Outlands. I would ask conversely, how is Spirit Legolas better than Argalad? Because as much as I'm inclined to support Spirit Legolas as something of an underdog hero, there's a lot of reasons why he's an underdog hero, whereas Argalad is a favourite of mine.
  17. I don't know if you technically lose EfDG if the captive hero is the only hero you have... but practically speaking yes, since even if it's not an automatic loss you wouldn't be able to play any cards. It's really not.
  18. In those quests the one hero in play at the beginning is your one starting hero. I'm not sure why this is confusing?
  19. Easy answer. There aren't any. Even if a card doesn't use the word 'reduce', if the value on your threat dial goes down then you are still reducing your threat. The best you can hope for is to reduce your threat by 1 multiple times. If you want to reduce your threat by more than 1 at a time then you need to get rid of Saruman.
  20. That being said, in the specific case of Sacked! it might still work, because while you can't cancel the When Revealed, there's nothing to stop the second half of the sentence, which discards the card. This is actually directly comparable to the aforementioned previous ruling which I vaguely remember but can't find, where The Door is Closed! could be used to discard a revealed enemy even though encounter card effects couldn't be cancelled. It may still be debatable in this case though because the timing is weird.
  21. Cannot being absolute has nothing to do with the shadow effect. The "cannot be cancelled" is part of the When Revealed, which has no bearing on the shadow effect. If the shadow effect said "cannot be cancelled" then that shadow effect couldn't be cancelled, because cannot is absolute, but in turn that would have no bearing on the When Revealed. Anyway, on reflection, I think Wandalf may be right (though I'm not 100%). The past ruling I was vaguely remembering (which I can't actually find) was an instance where the inbility to cancel came from elsewhere rather than being on the card being revealed, which is a bit of a different case. That being said, strictly the text of The Door Is Closed! says "cancel *its effects* aand discard it." So it's definitely arguable.
  22. I don't think that's right. I'm pretty sure things which can't be cancelled... can't be cancelled.
  23. Dwarf swrm was the top tier archetype when Lake-Town was released, and people did beat it when it was released, so yeah, you can absolutely do it with a Dwarf swarm.
  24. 1. I'm in the camp that it was a mistake and the restriction is supposed to apply to progress rather than damage. But as far as I know you're right that there is no conclusive ruling on this. 2. You are correct, the only thing which changes the card you need to match is the effect on The Lonely Mountain. With other effects you are free to draw the card into your hand and then discard it as a match for itself.
  25. I've been staying out of this discussion because it's kinda not very productive, but I do want to address this. Thror's Map, before this errata, was an excessively powerful card and a top choice for efficiently beating quests. Despite that fact, for the most part I've very deliberately avoided using it in my decks for The Line Unbroken because it completely negates a core game mechanic and thus gives a really skewed perspective on the quests. Now, I will be quite willing to use it freely. I'm way happier with this version.
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