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TheJord
Posted: Fri Mar 23, 2007 9:33 pm
Joined: 16 Feb 2007 Posts: 486 Location: UK
Wow Dain you went to a lot of effort. I think it would be cool to work a 9 companion original fellowship!
NBarden
Posted: Sat Mar 24, 2007 2:41 am
Joined: 28 Dec 2006 Posts: 5468 Location: I don't know...
To expound on my strategy, using Fireworks and Intimidate, you constantly shuffle intimidate and Fireworks into your draw deck, providing a (somewhat) inexhaustible supply of wound prevention. And with an exertion heavy trust me deck with other exerting companions, its pretty cool.

Then Terrible and Evil, exert Gandalf twice to render Ulaire Enquea useless. Or stop wounds with Intimidate and use it to wound Enquea with no exertions. (X = 0, wound it again Very Happy )

Ironically, this deck was my first article. But it stunk (the article). I need to update it.

Anyway Three Hunters came along and I scrapped it for that.
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bobtheorc
Posted: Sat Mar 24, 2007 3:29 pm
Joined: 19 Mar 2006 Posts: 1218 Location: Wow, its hot in Iowa
Three hunters is a lot better because you don’t have to worry about breaking the rule of 5.
A 9 companion deck is fun, but very hard to use.
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Pipeweed
Posted: Sat Mar 24, 2007 4:54 pm
Joined: 14 Jun 2006 Posts: 1010 Location: Earth (I think)
With a 9 companion deck, one thing that is very important, is to find out how to create a solid deck without clogging it with multiple copies of companions.

You’ll want a very strong starting fellowhip, so that you can fend off any minions while you wait to draw up your other companions. That way you won’t need to take up valuable deck space with multiple copies of companions.

PW
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macheteman
Posted: Sat Mar 24, 2007 5:37 pm
Joined: 07 Dec 2006 Posts: 1200 Location: The Jungle
one of the toughest things about a full fellowship is that is loads twilight into the pool, letting the shadow players drop tons of cards on you.
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DáinIronfoot
Posted: Sat Mar 24, 2007 5:44 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
But I think a well-built full fellowship should be able to survive much of what’s thrown at you. Especially if they can help each other directly like some of the cards I posted.
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NBarden
Posted: Sat Mar 24, 2007 5:44 pm
Joined: 28 Dec 2006 Posts: 5468 Location: I don't know...
Big fellowship choke is pretty good in open.

A Talent for Not Being seen, Habits of Home, Gandalf’s Wisdom 4x, and Bill the Pony, you usually throw out around 9 twilight in region one, 12 in region two, and 15 in region 3, not bad for nine companions. And then with Measure of Comfort and G for Grand...
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Pipeweed
Posted: Sat Mar 24, 2007 5:56 pm
Joined: 14 Jun 2006 Posts: 1010 Location: Earth (I think)
Also, in open, don’t forget to run Aragorn, Heir to the white city.
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NBarden
Posted: Sun Mar 25, 2007 3:20 am
Joined: 28 Dec 2006 Posts: 5468 Location: I don't know...
For Trust Me threats? You NEED driven by need. Choke is nice, but Driven By Need is critical.
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Merrick_Hale
Posted: Sun Mar 25, 2007 9:22 am
Joined: 13 Apr 2006 Posts: 445 Location: Austin, Texas
NBarden wrote:
Then Terrible and Evil, exert Gandalf twice to render Ulaire Enquea useless. Or stop wounds with Intimidate and use it to wound Enquea with no exertions. (X = 0, wound it again Very Happy )
The second part, exerting 0 times and then wounding once is not legal. The most recent CRD has a section on exert:

exert
A character cannot exert 0 times to pay the cost of a card that requires a character to exert X times.
You cannot pay for the cost of They Sang As They Slew by exerting a character zero times.

Sorry to burst your bubble that way, but they specifically did this to curb the abuse of T&E
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