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About Seastan

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  1. Yeah, that's what I did.
  2. I've got good news for you...
  3. Thank you! I agree, really cool pack! No guarantee on the accuracy of these translations: Name: Knight of Dale Type: Ally Sphere: Leadership Cost: 4 Traits: Dale, warrior Will: 2. Attack: 2 Defense: 1 HP: 3 Text: "Action: Spend 1 Leadership Resource to ready the Dale Knight (limit: 1 time per turn). [Valor] Action: Ready the Dale Knight (limit: 1 time per turn). Title: Knight of the Riddermark Type: Ally Sphere: tactical Cost: 2 Traits: Rohan, Warrior Will: 0 Attack: 2 Defense: 0 HP: 2 Text: "Response: When the Knight of the Riddermark is declared as an attacker, he gains +2 attack for that attack. At the end of this attack, discard the Knight of the Riddermark" Title: Survivor of Eregion Type: Ally Sphere: Spirit Cost: 2 Traits: noldor Will: 1 Attack: 1 Defense: 1 HP: 3 Text: "As long as you do not have cards in your hand, the Eregion survivor gains +1 willpower, +1 attack and +1 defense." Title: Leaflock (unique) Type: Ally Sphere: Lore Cost: 3 Traits: Ent Will: 0 Attack: 2 Defense: 2 HP: 3 Text: Can not have restricted attachments. This card comes into play exhausted. Leaflock gets + 1 willpower for each injured Ent you control (limit: + 4 willpower). Name: Diligent Noble Type: attachment Sphere: command Cost: 1 Traits: Skill Text: "Attach this card to 1 hero (limit: 1 per hero). This one wins the "noble" trait. Response: When you play noble diligent of your hand, draw a card. Title: Legacy Blade Type: attachment Sphere: Lore Cost: 0 Traits: object, weapon. Text: "Attach this card to a hero. Restricted. This player gains + 1 attack for each side quest in the victory display (limit: +3 attack). Title: Tough Defense Type: event Sphere: tactical Cost: 3 Text: "Combat action: deal 3 damage to a non-unique enemy engaged with you. Valor Combat action: Discard a non-unique enemy engaged with you." Title: Heir of Earendil Type: event Sphere: Spirit Cost: 1 Text: "You can only play this card if you control a unique character with the noldor trait and another unique character with the dunedain trait. Action: Choose a non-unique location in the staging area and increase your threat level by X to discard it. X is the number of quest points printed on the chosen location. Title: Open the Armory Type: event Sphere: Neutral Cost: 1 Text: "Action: Find a "Weapon" or "Armor" attachment among the first 10 cards in your deck and add it to your hand. Shuffle your deck. Valor Action: Find a "Weapon" or "Armor" attachment among the first 5 cards in your deck and put it into play. Shuffle your deck. "
  4. If the goal of progression mode is to experience the game as if you were playing along as the packs were released, then what you'd really have to do is ignore Hama's errata up until The Black Serpent was released.
  5. You can, but you likely won't if you don't build for it. But if I wanted to I could play down a Longbeard Sentry and empty my deck in a couple turns. And of course Erestor decks are quite good at running through the whole deck. And in a way, there was an "errata" introduced to the rules that makes the quests more beatable. Easy mode.
  6. But for other quests, yes it is good to be able to cancel these kinds of effects. It also good to be able to survive them so that you hold on to Test of Will to cancel some other card that may end your game. The Caregivers also provide more ways to discard Elven-light, which is something I took advantage of very often.
  7. You are also not considering that Test of Will cannot be used at Night
  8. Well, I don't have inside information of Caldara's design or anything, it just seems really strange to release a card for which the design intention is at such odds with the thematic intention. It seems like the thematic intention (again, just guessing) is for her be rallying allies to her upon her death. Why imply such a theme if the playstyle intention from day 1 was to repeatedly bring her back from the dead (FoF's thematic reference to Gandalf)? I'm aware that there are ways to interpret the theme of these cards differently, but nevertheless I think this is strange. I think it's more likely the design intent was to wait until an opportune moment to trigger Caldara and through her sacrifice get out some allies to help turn around a bad situation, perhaps near the end of the game when the loss of a hero is less significant. Requiring Hama to make a kill would not limit his abuse though. Giving him enough attack to be able to kill enemies is not that hard to do. Your other suggestion is pretty good but limits him in a lot of ways that people might actually prefer the errata'd version. Also, it seems a little OP for 0-cost events
  9. I did not draw into Test of Will so Dwarven Tomb would not have been helpful.
  10. I don't disagree with many of the things you said here. Just like you I am saddened by the removal of deck archetypes. I am just trying to see the positive side of things, because there are some. Maybe it means it opens up more interesting cards in the future, kind of like how the Horn of Gondor errata may have opened up the possibility of Tactics Imtrahil. The article says the errata was done to limit their power, but I don't fully believe this. I think errata is better understood as limiting the cards that have gone far beyond the designer's intent. Boromir: The intent was never to let you defend and attack all enemies in play and totally dominate the combat phase. Caldara: The intent was for a powerful 1-time effect. At the time of release the effort of reviving her for another use was not worth it, so maybe they were shortsighted and didn't bother with limiting it to once per game. While look at other powerful decks: Elrond+Vilya: The way Vilya is designed it is pretty obvious that players will be using this to play a high cost card every turn. Super strong, but working as intended. Outlands: Again, their design makes it obvious that people will be rushing to get a bunch of these allies on the table fast. The intent was to make them into a strong simple deck that players who dislike deckbuilding could put together easily. So it's not that they really care about powerful decks. They just care about cards that have started being used in "cheesy" ways. Imagine someone new to the game sitting down and playing a multiplayer game where someone quickly gets 15 allies on the board by turn 4 and dominates the game by killing off Caldara and resurrecting her every turn. That person might think "really, this game is about being a necromancer for some character I've never heard of?". The Hama errata seems a bit different because it doesn't just limit his broken use but also what seems to be his intent of being able to grab and event every turn. So I'm curious if anyone can provide a constructive alternative to his errata that would limit abuse. So far I haven't heard any. Adding Thicket to the victory display doesn't solve abuse with Hour of Wrath, Feint, Oath or Eorl or any event that may come in the future. Making the event go in the victory display the second time you play it raises a bunch of rule problems. Other suggestions I've seen would add an incredible amount of book-keeping to the game. Hama is a good example of a card that should never have existed, despite how much I like him. Events are able to be powerful because they are hard to recur. Introducing reliable event recursion totally breaks their identity. At some point this had to happen, although I do wish something more clever had been done.
  11. The Caldara deck I posted does not need a lot of sideboard cards. It listed some to make certain quests easier, but it is entirely possible to just sit down and play the deck without modification against any scenario. Tonight I took it through Nighmare Cair Andros and Nightmare Wastes of Eriador and it beat both on the first attempt without any sideboard cards.
  12. I played Nightmare Wastes of Eriador tonight. I was hit by 3 of these. If not for my Imladris Caregivers my heroes and my allies would all be dead. Because of them I was able to win on the first attempt. I got one healer in play from A Very Good Tale. The other I discarded and brought in with Stand and Fight. Thanks for that tip!
  13. There are 4 bats in Mirkwood and 3 traitors in Steward's Fear. Maybe I got unlucky but I would frequently see 2-3 in each game. The goal here is to have a deck with a good win rate against all quests. Not a deck with a super high win rate against most quests. if I took out the healers to be more consistent, it would probably be better against most quests. but I have a feeling it would be a lot worse against quests that need healing. That version could probably use more refinement. Maybe some Jewelers to help with the discards. Galadriel was needed to maintain threat below 20 for the whole game. Also note that her mirror frequently discards allies from your hand as well.