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WingfootRanger

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  1. Here is a new deck I built that uses ranger traps and direct damage to neutralize enemies. The hero lineup is Argalad, Thurindir, and Damrod. Thurindir is there so that Legacy Blade can be boosted by an early Gather Information so that Aragalad could actually damage any pesky 3-threat enemies. If direct damage from Argalad or Ranger Bows is not enough to finish off an enemy, there are options for using events to deal the remaining damage to kill an enemy. It has served me well in several of the Haradrim cycle quests where it is good to have extra ways to manage all the enemies in multiplayer. http://ringsdb.com/decklist/view/8927/ithilien-ambuscade-1.0
  2. @Bullroarer Took I usually use Test of Will whenever there is Spirit in my deck, and sometimes throw in Dwarven Tomb as well if I am building a questing deck. That deck I shared is the only one I have built to recur Test of Will so many times, so it is a bit of an odd one out for me. I sometimes use Eleanor or The Door is closed in multiplayer as well. For multiplayer games, I prefer that one or more people bring treachery cancellation such as Test of Will, depending on the number of players. Treacheries can get very nasty in multiplayer where they can interact with more cards than they otherwise would in solo. That is why I sometimes play without treachery cancellation in solo, since you can get away with it in many scenarios. Though you don't always need cancellation in every situation, I would say too much is when you consistently have cancellation cards stagnating in your hand throughout the game, or you are so trigger happy to cancel treacheries that you even cancel those that wouldn't hurt you too badly. In that case, you should maybe play other cards that fill other needed functions.
  3. Maybe this is the kind of thing you would like. It's a deck I built a long time ago that recurs A Test of Will as many times as possible with cards like Dwarven Tomb, Galadhrim Weaver, and Will of the West. Card draw thins the deck down, and Galadriel's mirror fetches the copies of Test of Will from the deck after they've been shuffled back in. This deck was able to cancel every reveal of The Savage South and Biting Insects in one particular 16 round game of The Mumakil. http://ringsdb.com/decklist/view/3857/the-mirror-s-gaze-3.0
  4. Map of Earnil can't recur A Test of Will because that would require an action window, something you don't have while revealing a treachery during questing. Also, it's interesting that you didn't mention Eleanor, I find she is a rockstar in multiplayer since Test of Will could run out or not be available at the time
  5. This is a strong, flexible deck I have been playing and refining for more than a year now. I'm happy with the latest version, and it shows how well spirit and tactics can support each other for aggressive styles of play. http://ringsdb.com/decklist/view/7903/mettle-of-the-strong-4.0
  6. I think you've seen me play this deck before, but it's an example of a questing deck that I don't find boring. When playing it, I'm faced with the decision of investing in more willpower or other helpful effects such threat reduction, healing, or cancellation recursion. http://ringsdb.com/decklist/view/3857/the-mirror-s-gaze-3.0 My suggestion is just to have your deck contribute something in addition to willpower. Look for cards you can run in a questing deck that let you support other players or contribute to combat.
  7. So, silverthorn, if you are looking to try something that is new to you as far as two player fellowships, your approach of drawing random heroes and selecting a few could work out well. Looking at your list, not knowing what combos you have played already, I'm thinking a Damrod, Mablung, Galdor trap deck and an Aragorn, Arwen, Galadriel questing deck would be a fun pair. There are also plenty of fellowships on Ringsdb you could browse too, many of them are for two players. There are several ways to shake up your play experience, yet sometimes even taking a little break from the game helps me out too.
  8. Hi silverthorn, I built these two decks to use together for two-handed solo play (or whenever I have a partner). Not only are they very potent but they are quite pleasant to play as well. One is a mono-spirit recursion deck and the other is a Palantir-combat deck. If you are interested, I have some more fleshed-out descriptions of these two decks on Ringsdb. Imrahil's Palantir Hero (3) Denethor (Flight of the Stormcaller) Mablung (The Nîn-in-Eilph) Prince Imrahil (A Journey to Rhosgobel) Ally (21) 3x Errand-rider (Heirs of Númenor) 3x Gandalf (Core Set) 3x Marksman of Lórien (The Drowned Ruins) 3x Squire of the Citadel (The Blood of Gondor) 3x Vassal of the Windlord (The Dead Marshes) 3x Veteran of Osgiliath (Escape from Mount Gram) 3x Winged Guardian (The Hunt for Gollum) Attachment (17) 3x Dúnedain Cache (The Dead Marshes) 3x Gondorian Fire (Assault on Osgiliath) 3x Gondorian Shield (The Steward's Fear) 2x Heir of Mardil (Celebrimbor's Secret) 3x Palantir (Assault on Osgiliath) 3x Steward of Gondor (Core Set) Event (12) 3x Feint (Core Set) 3x Sneak Attack (Core Set) 3x Tireless Hunters (The Lost Realm) 3x Valiant Sacrifice (Core Set) 3 Heroes, 50 Cards Sideboard Ally (9) 2x Erestor (The Long Dark) 3x Honour Guard (The Wastes of Eriador) 1x Legolas (The Treason of Saruman) 3x Son of Arnor (Core Set) Attachment (6) 3x Dúnedain Signal (Return to Mirkwood) 3x Favor of the Valar (The Battle of Carn Dûm) Event (9) 3x Follow Me! (The Nîn-in-Eilph) 3x Horn's Cry (The Treachery of Rhudaur) 3x Quick Strike (Core Set) Player Side Quest (1) 1x Send for Aid (The Treachery of Rhudaur) The Mirror's Gaze Hero (3) Arwen Undómiel (The Dread Realm) Éowyn (Core Set) Galadriel (Celebrimbor's Secret) Ally (23) 2x Anfalas Herdsman (The Steward's Fear) 3x Ethir Swordsman (The Steward's Fear) 3x Galadhrim Weaver (The Treachery of Rhudaur) 3x Galadriel's Handmaiden (Celebrimbor's Secret) 3x Greyflood Wanderer (The Three Trials) 3x Northern Tracker (Core Set) 3x Pelargir Shipwright (Assault on Osgiliath) 3x Warden of Healing (The Long Dark) Attachment (10) 3x Mirror of Galadriel (Celebrimbor's Secret) 3x Nenya (Celebrimbor's Secret) 2x Silver Harp (The Treachery of Rhudaur) 2x Thrór's Key (On the Doorstep) Event (15) 3x A Test of Will (Core Set) 3x Dwarven Tomb (Core Set) 2x Elven-light (The Dread Realm) 3x Hasty Stroke (Core Set) 2x The Galadhrim's Greeting (Core Set) 2x Will of the West (Core Set) Player Side Quest (2) 1x Double Back (Escape from Mount Gram) 1x Gather Information (The Lost Realm) 3 Heroes, 50 Cards Sideboard Ally (5) 3x Rhovanion Outrider (Temple of the Deceived) 2x Súlien (The City of Corsairs) Attachment (9) 2x Ancient Mathom (A Journey to Rhosgobel) 2x Lembas (Trouble in Tharbad) 2x The Long Defeat (The Battle of Carn Dûm) 1x Thrór's Key (On the Doorstep) 2x Thror's Map (Over Hill and Under Hill) Event (11) 3x Heed the Dream (Flight of the Stormcaller) 2x Power of Orthanc (The Voice of Isengard) 3x Radagast's Cunning (Core Set) 3x Secret Paths (Core Set) Fellowship built and published on http://ringsdb.com/fellowship/view/1978
  9. Hey all, I decided to share this deck because it has been very successful in my playgroup and it is different from the current Caldara trend of mono-spirit decks (nothing against her). With Arwen, Eowyn, and Galadriel it quests pretty well and has healing and threat reduction, but one major feature is that it recycles good ol' Test of Will and Hasty Stroke with a lot of recursion. It's like the treachery/shadow card police. Take a look if you are interested, it has been a great multiplayer deck to bring through the Dreamchaser cycle so far. http://ringsdb.com/decklist/view/3717/the-mirror-s-gaze-2.0 Let me know what you think or how it plays for you.
  10. Hey all, I decided to share this deck because it has been very successful in my playgroup and it is different from the current Caldara trend of mono-spirit decks (nothing against her). With Arwen, Eowyn, and Galadriel it quests pretty well and has healing and threat reduction, but one major feature is that it recycles good ol' Test of Will and Hasty Stroke with a lot of recursion. It's like the treachery/shadow card police. Take a look if you are interested, it has been a great multiplayer deck to bring through the Dreamchaser cycle so far. http://ringsdb.com/decklist/view/3717/the-mirror-s-gaze-2.0 Let me know what you think or how it plays for you.
  11. One aspect of military strategy that some aren't aware of is the logistics of it.The maintenance and support of an army is a strong a factor that plays into the success of military operations and involves providing troops with the materials and services they need to continue their mission. In a way, it feels like that's what this deck does! It can carry it's own weight too in multiplayer. As soon as I opened up my Temple of the Deceived AP I started getting the thought of building an Elfhelm support deck for a weekend meetup with other players. He did prove his worth as he provided buffs all around the table, but I received some honest critique that the initial deck was skimp on allies. After hearing this, I worked on it at home, streamlining it to provide many attachments and allies. I think my labor resulted in a nice deck for helping out other players at the table. See for yourself here: http://ringsdb.com/decklist/view/3013/master-of-support-1.0 Erkenbrand is there for sentinel defending and utilizing The Day's Rising, Elfhelm to boost mounted heroes of course, and Bifur helps with resource smoothing and uses Narvi's Belt to give us access to our off-sphere mounts. Although we have King Under the Mountain, Master of the Forge is by far the biggest helper in getting the attachments in hand. From there I play the mount and Dunedain boosts as needed for the other players, I can send the Mirkwood Explorers and Naith Guides questing along with maybe Elfhelm. Elfhelm and Ceorl are both scouts too, and this allows the use of scouting party to help with big willpower pushes. Faramir is used for boosting the main questing player and For Gondor! and Silverlode Archer help out in various combat situations. I have O Lorien! to cheapen the cost of the Silvans in this deck, but if there is another deck using it there plenty of other attachments in the sideboard we can use such as Cram, Miruvor, and Ancient Mathom. I have also thought about Song of Kings too, since not all primary defending heroes have the leadership sphere in order to qualify for Elfhelm's boost. Athelas isn't always out of consideration either, it seems in multiplayer that another player will often have allies with the healer trait. I look forward to playing this deck again for sure, feel free to tell me what you think about it.
  12. Thank you all for your replies, they all make alot of sense. It is definitely the case that "Boromir deck" and "ranger trap deck" communicate more information than simply saying aggro or control, and that solo vs multiplayer denotes the most significant fundamental differences between decks. It seems that the terms we are already using are sufficient.
  13. Hello everyone, I've played for the game for several years but I am new to the forums here. One thing that has been in the back of my mind since shortly after I started playing this game was whether we would ever develop specific terms to describe the overall strategic stances of different decks. It's similar to how Magic: the Gathering and Hearthstone have names for their deck archetypes: :https://en.wikipedia.org/wiki/Magic:_The_Gathering_deck_types. I know we already have some terminology we've been using for a long time such as action advantage, resource acceleration, and ally mustering. There are even times when I have seen players using terms like "aggro" or "support" to describe their decks. On the Reddit forums, I replied to another player who asked a question in this vein concerning what the different deck types have been throughout this game's history. With a lengthy post, I explained my personal observations regarding how some of the same deck types described by Magic's terminology are also present in the LotR LCG. You can find my post here if you want to read the entire thing https://www.reddit.com/r/lotrlcg/comments/50zl27/deck_archetypes_throughout_the_games_history/. Fast forward two weeks, and there was a post on Peace and Thought where the writer posed the question of whether we need terminology to describe the workings and orientations of decks like other ccgs do: http://www.peaceandthought.com/voices-at-the-door/deck-terminology/. To me it has always been an interesting question to ponder, and I will give a brief run-down of the categories of deck types I have witnessed. First there is Aggro, starting the game running, gaining initial momentum from strong heroes, and embracing combat as a given. A deck that has Boromir, Beorn, and Arwen as heroes might well follow this approach. There is the Tempo deck, which is fueled by the efficient play and synergy linking it's cards together. Silvan decks and other ally leave play decks are usually seen in this category. Ramp decks focus on using card draw and resource acceleration to advance in the game and outpace/outgun the encounter deck, normally ending with a swarm of allies. Many decks like that have been built, with Dwarves, Outlands, Gondor, etc. Then there is Control, which intends to disrupt and weaken the encounter deck or staging area's propensity for harm. With Forest Snare, Ranger Spikes, recurring A Test of Will, Secret Paths, Risk Some Light, Thror's Key, Burning Brand and The Door is Closed, the ways of doing this have only increased. In solo play, a devoted Control deck wouldn't fare well in all quests, but in multiplayer there could be deck space available to devote to denying some of the pain the encounter deck dishes out. Alternatively, one could employ some aspects of Control while playing any of the other deck types above. This could take the form of a Leadership Gondor deck that also uses traps to hinder and weaken enemies. This in between style could be called Midrange. Don't forget Support, those decks are tailored for multiplayer where they give other players card draw, resource acceleration, healing, stat buffing, and all sorts of goodies. They contribute to the victory by contributing a lot to the other players. Perhaps Combo is a type as well, seeing as how there have been strong decks that heavily rely on Steward of Gondor plus Gondorian Fire or Blood of Numenor or other strong, spammable combos. So I have a few questions. Do you see it as useful or as unnecessary to develop strategic categories to describe our decks in this game? Do you think the categories I described correspond to how decks are built and played in this game? Are there additional deck types you can think of or other ways of describing our decks? Please, share your perspectives and give me feedback.
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