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NBarden
Posted: Sat Jun 02, 2007 8:47 pm
Joined: 28 Dec 2006 Posts: 5468 Location: I don't know...
--- description ---
The lurkers of Lord of the Rings may be patient when it comes to fighting, but their ferocity is not to be ignored.
--- end description ---

With the introduction of Shadows, we saw an interesting new mechanic. Lurkers, minions that fought after all others and gained bonuses by doing so. However, lurkers have split into two distinct groups, lurking minions, and lurker minions. But before we start, here’s a table of contents with hyperlinks that enable you to jump anywhere in the article with ease. In this article, we’ll examine three different lurker cultures, Men, Uruk-hai, and Orc

Table of Contents

Lurkers vs. Lurking

Lurkers Unloaded
-Orc Lurkers
-Uruk-hai Lurkers
-Men Lurkers

Lurkers Reloaded
-Orc Lurking
-Uruk-hai Lurking
-Men Lurking

The Gollum Splash

Now that we’re through the Table of Contents, let’s take a look at the two different lurker strategies.

Lurkers vs. Lurking, What is the Difference?

So what are these two concepts? I like to call them lurkers and lurking. Both deal with the lurker, but approach them from two different perspectives.

Lurkers- This strategy utilizes lurker in an unloaded fashion, by simply having cards key off of having lurkers in play. A powerful strategy, this deck however lacks the gameplay mechanic of lurker.

Classic cards for lurkers include Armored Easterling, Always Threatening, and Uruk Tactician. Another card that you may see in lurker adventure decks is Northern Pelennor, particularly in Rallying Orc decks, along with Orc Strategist.

Lurking- This is my favorite lurker strategy. This strategy utilizes lurker as a loaded keyword, and as such keys off of a lot of minions sitting around unassigned or having minions fight last.

Classic cards for lurking include Stragglers, Saruman, Agent of the Dark Lord, and Emboldened Orc

So, now that we know what the different lurker strategies are, let’s analyze some decks that use these strategies.

Lurkers Unloaded- The Lurker Strategy

Remember that lurkers revolve around utilizing lurker as an unloaded keyword. So, here the three major lurker decks.

Orc Lurkers- ~Expanded legal- $75.40

A classic example of this deck is the now-banned lurker swarm. This deck revolves around using Rallying Orc and Demoralized to generate a near infinite amount of twilight while exhausting the fellowship.

Crucial Cards

Rallying Orc- This minion is sweet! With an ability to make the free peoples player exert a companion each time you play a minion, this minion is an obvious choice for any lurker swarm deck.

Demoralized- And here’s the other part of the engine. With a great ability to add twilight when a companion is exerted, this card has been banned in standard format for the twilight generation with Rallying Orc and an auto-exhaustion infinite loop with Rapid Reload. However, this card is still legal in expanded format, making this the ultimate in twilight generation.

Massing Strength- After dropping a mega bomb and watching minions hit the ring-bearer, this card finishes off the ring-bearer by pumping him to insane strength. A must for any Orc swarm deck.

Mountain Troll- You can discard all the Orcs to get him on the table if you want. After that, pull out all the Orcs from the discard pile for even CRAZIER swarming. Sure its an extra twilight, but with Demoralized...

Always Threatening- With a crazy strength pumping ability, non-uniqueness, and the Orc culture’s love of conditions, this card is a no-brainer for any Orc deck.

Forced March- If they survive the swarm, make them double and see if they survive another swarm, even bigger. This card should win the game for you if the swarm doesn’t.

So, here’s the final deck.

(38 cards)

Mountain Troll x 2
Rallying Orc x 3
Picket Denizen x 4
Prowling Orc x 2
Orc Skulker x 4
Orkish Smith x 4
Isengard Underling

Goblin Hordes x 4
Unforgiving Depths x 3
Demoralized x 4
Always Threatening x 4
Forced March x 2

Massing Strength

At 38 cards, this deck may seem a bit hefty, but don’t overlook the muster of Unforgiving Depths. The ability to cycle like crazy with muster is awesome, and although this deck should be paired with a cycling Free Peoples, especially Isildur, Heir of Elendil, this deck will cycle very well on its own and hits hard. Not to mention that you will practically empty your hand every turn. Get as many Orcs in your discard pile as possible, then hit them with a Mountain Troll. After the swarm, pump to insane strengths with Always Threatening and Massing Strength (which is grabbed back over and over with Isengard Underling and Goblin Hordes). Not much should survive. If it does, Forced March is there to make them go again.

Matchups: Shadowplay/Unheeded wounding can be a pain, as it can kill off your Rallying Orc rather fast. And Stewards’ Legacy will render your Mountain Troll completely useless really fast. Condition discarding en masse would throw a big wrench into this strategy, particularly Gandalf and his toys. If you run against condition discarding, especially Deep in Thought or Grown Suddenly Tall, timing is essential. Once one of these hits the table, use the Smith to salvage demoralized, then play all your conditions right before you play a Mountain Troll and a Rallying Orc. Most forms of wounding, because of the sheer number of the minions, won’t have that big of an impact. Ithilien Blade would be rendered completely useless immediately. Other strategies should be fairly easy to beat.

Uruk-hai Lurkers- ~Standard legal -$16.85

This strategy revolves around beatdown strength that makes Uruk-hai lurkers insanely powerful. This beatdown strategy is extremely similar to its Uruk-hai Lurking counterpart, only the pumping happens elsewhere.

Crucial Cards

Uruk Tactician- First he has to survive the skirmish, but if he does, companions lose strength, which could mean an easy overwhelm. If not, it at least gives your Uruks a chance to win a skirmish.

Dark Alliance- Stop special abilities. Duh card for lurkers.

Signs of War- If you get enough minions out, that would be an automatic exertion. Combined with a damage +1 victory, this card is pretty nasty.

Saruman, Agent of the Dark Lord- Two words. Strength pump.

Uruk Reserve- Cycle well and you’ll never run out of Uruks in the end game.

Lurtz, Now Perfected- Well…he doesn’t exactly help the lurker strategy, but he’s just too sweet not to use with damage Uruks.

So, here’s the deck.

(35 cards)

Saruman, Agent of the Dark Lord x 3
Lurtz, Now Perfected x 2
Uruk Tactician x 4
Uruk Reserve x 4
Crushing Uruk x 4
Entranced Uruk x 4
Sentinel Uruk x 2

Dark Alliance x 3
Signs of War x 2
Fortitude

Broken in Defeat x 2

Isengard Sword x 4

Go for the overwhelm. If that doesn’t work, go for beatdown with damage and Signs of War. Everyone should get pretty tough with skirmishing, and you have some pretty nice wound prevention for your Uruk Tactician, so he can help with an overwhelm. All in all, pump high, stop everything, try to overwhelm companions until you get to the ring-bearer.

Matchups: This deck can be beat pretty bad by tank companions and chokes, as this deck eats a lot of twilight and relies on beatdown. Dwarves in particular will give you a hard match, as their crazy choking and huge Durin III can clog your hand and beat up your Uruks. Not to mention that their small fellowship size means you can’t abuse Broken in Defeat. Wounding may also be a problem, as would archery en masse. This deck is not meant for extremely competitive play, but simply as a look at the lurkers of the Uruk culture. Against wounding, Fortitude is a HUGE asset and will enable you to slaughter most wounding decks. Big fellowships die to Broken in Defeat as well.

Men Lurkers- ~Standard legal -$11.60

Wanna know a card that is just waiting to be abused? Armored Easterling! This guy is completely sweet, and if you can get enough twilight, he’s just sitting there waiting for abuse.

Crucial Cards

Armored Easterling- With three lurker helping abilities, this guy is a sweet card for bustin’ Men lurkers wide open. Mainly abuse his damage text.

Courageous Easterling, Bold Easterling and Easterling Scout - Bring back Armored Easterling over and over. Or more lurkers!

Harrying Hillman- Add twilight as you win skirmishes. Completely rocks.

Pursuing Horde- Add 1. What can be easier than that?

Oath Sworn- More twilight. This time 8. This card throws out such twilight you can’t help but use it. Catch a theme?

Poisonous Words- You guys can be really dense sometimes.

Anyway, so add so much twilight that it isn’t even funny, then add more twilight and make your guys enormously high damage.

(38 cards)

Armored Easterling x 4
Courageous Easterling x 4
Bold Easterling x 4
Harrying Hillman x 4
Rampaging Easterling x 4
Easterling Host x 2
Orkish Footman x 2

Pursuing Horde x 4
Oath Sworn x 4
Last Days
Countless Companies

Poisonous Words x 4

Pavise x 2

Abuse the guys who play minions from your discard pile to grab whoever you need. Then use the Armored Eaterling to beef up your lurkers and demolish companions with damage. Harrying Hillman gives them more. You should be able to kill a companion about every skirmish, because running out of twilight shouldn’t be that big of a problem, but if it is, you should be able to at least drop a few companions each turn, meaning pressure on the ring-bearer (and you don’t want to see an Armored Easterling work his magic on the ring-bearer, do you?)

Matchups: Obviously the number one thing that would throw a wrench is choke. The less twilight you have, the harder this is to pull off. Also, this deck relies on conditions and doesn’t really have any way to save them, so condition discarding would be a problem. Ents would be an easy matchup, as their massive twilight works against them, and you kill them completely with damage alone. Explosion deck die to this strategy, as the more twilight you have, the more kills you make. Wounding would hurt this deck a lot, but if you try to protect the Armored Easterling, some of your lurkers will be able to kill.

Anyway, that wraps up the lurkers! Ready for some actually lurking?

Lurkers Reloaded- The Lurking Strategy

Well…now that we’ve covered the lurker strategies of the three lurker cultures, we can take a look at the best of lurkers, actual lurking! This strategy revolves around skirmish resolution sequence, emphasizing the use of lurker as a loaded keyword rather than an unloaded keyword.

So, first let’s take a look at lurking theory.

Deck Balance- The first tenet of deck theory is deck balance. Skirmish resolution strategy requires having an intricate balance of lurkers and non-lurkers alike. Whereas lurker strategy has high concentration of lurkers regardless of the objective, lurking strategy has a balance of lurkers and non-lurkers. What is this balance? Well, let’s examine two card of the Men culture.

Rampaging Easterling- Obviously, you want this guy to be the last person to fight. So, you’re usually going to include a lot of non-lurkers, and only a few lurkers, namely, 4 copies of this minion. Column of Easterlings might be a good lurker to include for the purpose of strength pumps, but generally, stay away from that many lurkers in this decktype.

Merciless Dunlending - The exact opposite of the Rampaging Easterling. You want this minion to skirmish first, and so you would include a high concentration of lurkers and a low concentration of non-lurkers. This enables you to get one of these guys out with a Worn Battleaxe with enough strength to hopefully overwhelm a companion. Or enough strength and twilight to throw out a Gathering Strength and then overwhelm a companion.

That explain deck balance? Good. Now, there’s another theory.

Minion Concentration- With lurkers, different strategies did different things. We saw beatdown and swarm and mega-twilight adding. But with lurking, there’s usually one strategy, swarm. Most lurkers in a lurking deck revolve around winning skirmishes (Rampaging Easterling), spotting companions assigned to a skirmish (Merciless Dunlending), and spotting minions/companions not assigned to a skirmish (Emboldened Orc and Vigilant Uruk). So, with all lurking strategies, a rule of thumb is play as many minions as possible, it amplifies your bonus.

Orc Lurking ~Standard legal -$67.00

The Orc culture is very unique in the fact that its lurking decks can have a high concentration of lurkers no matter the strategy. Why? Because of a card called Orc Strategist. This minion allows you to choose in game which lurkers you have in the deck. And it varies turn to turn. Because of the flexibility of the Orc culture, this culture can always have a high concentration of lurkers.

Crucial Cards

Orc Strategist- For the reasons mentioned above, this card breaks the deck balance rule, allowing you to put in all lurkers and determine who fights first and last.

Emboldened Orc- With his potential to explode, this minion should always fight last, reaping major benefits for doing so.

Bladed Gauntlets- Now we get to pick some non-lurkers to become lurkers, with a cool special text. Awesome card.

Cave Troll of Moria, Savage Menace- I know that he works like an unloaded lurker, but he’s just to awesome not to include in the deck. And the Bladed Gauntlets on him can make him a very formidable foe.

Howling Orc- As weak minions die, he gets tough.

Prowling Orc- Pump the de-lurkerized minions high while keeping this guy safe.

Rallying Orc- Again, acts with unloaded lurker, but his stopping power is really nice. And then you don’t have to overwhelm all the time, a wound or two will work.

Massing Strength- After the non lurkers bash everything up, discard them to kill with the lurkers.

(37 cards)

Cave Troll of Moria, Savage Menace x 3
Rallying Orc x 2
Horror of Harad
Prowling Orc x 2
Emboldened Orc x 4
Orc Strategist x 4
Orc Skulker x 4
Orkish Smith x 4

Bladed Gauntlets x 4

Goblin Hordes x 4
Unforgiving Depths x 3

Massing Strength x 2

Again, this may seem a little large, but remember Unforgiving Depths muster ability. Because of that ability, all Orc deck may be made a little bit large. And you don’t want a Cave Troll of Moria decking you out, do you?

Anyway, pick and choose when your minions fight with Orc Strategist. Then use your lurking to pump up non lurkers, after they win, finish off with Massing Strength on Emboldened Orc. Exert like crazy with Rallying Orc and with a Mordor Scimitar, you can kill a companion with no damage bonuses, but simply by exertions.

Matchups: This deck can be shut down by discarding, especially in the maneuver phase. Although the banning of Madril mostly shut down Ithilien Blade, a new Ithilien Blade deck that shuts down your Orc strategist can be a disaster. As would Shadowplay, for the same reason mentioned above. orc strategist is crucial to the deck, and anything that can take him down in the maneuver would really hurt. Site-Path manipulation would also hurt, as would condition discarding en-masse. Use the Orkish Smith to salvage your conditions and try to keep the Unforgiving depths engine working, but this deck could begin to clog you hand if site-path control starts to hurt.

Uruk-hai Lurking ~Standard legal -$19.05

One minion to rule them all. That’s right, this Uruk Deck abuses the power of Vigilant Uruk to its utmost.

Crucial Cards

Vigilant Uruk- The minion of them all. This guy explodes as minions aren’t fighting, and he’s dirt cheap to. Perfect for an Uruk-hai lurker deck.

Saruman, Agent of the Dark Lord- Here we run into the minion balance rule. Do we add an extra lurker into the deck or not? Well…Saruman seems safe, and his potential strength +6 bonus more than compensates for the loss of the +2 bonus. But be careful about this.

Swarming Uruk- A lurkers dream come true. This is the best example you get of lurking working well. Spot a lurker, this guy can’t take wounds. Has to be overwhelmed to stop the Vigilant Uruk from getting his boost.

Tyrannical Uruk- Sheer beatdown. Any questions?

Barbaric Uruk- Clog up an unwounded companion, making some tougher damage Uruks fight those wounded companions.

Uruk Distractor- More lurking, this minion is however tough to use, and thus we’ll only include a copy or two.

Fortitude- Keeps your minions alive. Which is extremely critical when paired with Vigilant Uruk. Combo with fearless Approach and you should be able to survive anything.

(35 cards)

Saruman, Agent of the Dark Lord x 3
Lurtz, Now Perfected x 2
Vigilant Uruk x 4
Swarming Uruk x 4
Tyrannical Uruk x 4
Barbaric Uruk x 4
Uruk Distractor x 2
Uruk Slaughterer x 2
Uruk Blitz x 2

Fortitude x 2
Fearless Approach x 4

Broken in Defeat x 2

This deck is basically sheer beatdown with a Vigilant Uruk kicker. There are plenty of combos with the Vigilant Uruk, and then you slaughter a companion or two with a Vigilant Uruk. Saruman pumps, and Broken in Defeat enforces the Rule of 5 VERY brutally.

This deck eats a lot of twilight, which hampers its ability to swarm, which, as we saw in the Minion Concentration deck theory section is pretty important. As with Uruk-hai Lurkers, and Uruk-hai lurking deck is designed mostly for fun and not serious play.

Matchups: This deck is not recommended for competitive play, but as a showcase of how Uruk Lurking works. Ithilien Blade and The Faithful Stone would shut this deck down immediately. Wounding would also be a problem. Against big fellowships, though, this deck should be able to do pretty well.

Men Lurking ~Standard legal -$7.10

All right, here comes my favorite lurking strategy of all. Stragglers! And, its the cheapest deck of the lot, ringing in at under...$10?!?!?!

The power of Stragglers is awesome by itself, but combined with lurker, it just gets even better. Add in an Armored Easterling and you’re set.

Armored Easterling- Okay, so he works with unloaded lurker. But he’s still pretty nasty.

Courageous Easterling, Bold Easterling, and Easterling Scout- One word. Recursion.

Rampaging Easterling- As you win skirmishes, this guys gets nastier

Lying in Wait- Same deal.

Stragglers- The ultimate lurker abuse, the lurker gets to kill! The more minions, the better.

Caravan From the South- How else do you reinforce Stragglers?

Last Days- Dead minions get replaced, and playing minions from your discard pile with the discarding easterlings gets even better.

(36 cards)

Courageous Easterling x 4
Bold Easterling x 2
Easterling Scout x 4
Rampaging Easterling x 4
Column of Easterlings x 4
Armored Easterling x 4

Caravan From the South x 4
Stragglers x 4
Lying in Wait x 4
Last Days x 2

Swarm like crazy, discard with all the discarding minions and then play back. On the surface, this looks like a lurker deck, so what makes this a lurking deck? Most people will look at the Rampaging Easterling and say “he fights last, big deal.” But the trick is, the discarding Easterlings discard first, meaning that they discard to get more minions with Last Days. See more clearly now? The lurker gets to fight last, meaning that he stays safe while the other guys fight first. Finally, when it gets to be his turn to skirmish, you got a whole cache of minions ready to bomb the free peoples with Stragglers.

If you have enough twilight to empty your hand without Last Days, the sweet thing is, the minions you played aren’t fierce, meaning that all the fierce minions then get the benefit of Stragglers, keying off of the unassigned minions, with an Armored Easterling providing damage bonuses for killing, for more mayhem in the fierce.

Clearer now? This is one of the more complicated decks, because of its crazy manipulation. But as you play it, you get used to how it works.

Matchups: Wounding and minion discarding kills this deck. A solution would be to pack some Pavise and use Last Days with the Discarding Easterlings to throw out minions after the archery phase, but Eowyn wounding would just drop them as well. As would shadowplay wounding. Condition discarding also hurts this deck, but if you don’t run into either, you will almost certainly win. Every other strategy dies to this deck, and with this deck I have been able to get over 400 strength on the ring-bearer with 7 companions out.

Anyway, so that wraps up our lurker cultures. Almost. The one forgotten splash lurker in any beatdown deck hasn’t been covered yet.

The Gollum Splash

Gollum, Skulker

This section is rather small, as it should be obvious how this works. The card? Gollum, Skulker. This guy is a great splash in any deck. Stick a copy in the deck with a few copies of Captured By the Ring, and you suddenly get a few threats. Not to mention this guy’s another minion, dirt cheap, and gives anyone you want a strength +2 pump? What’s not to love about this critter? Add in a Web if you want, and his crazy recursion means every turn you have 2 to spare, you get Gollum and a strength +2 pump for anyone! And Fat One Wants it can also mean some serious threats. This splash is awesome with any beatdown or swarm deck, not to mention that with threat adding decks.

What’s not to love about this little sneak?

What about the Nazgul?

There’s one culture with lurker that I have not mentioned yet. The Wraith culture has one lurker, Ulaire Nertea, Ninth of the Nine Riders. Other than enforcing the rule of 5, this minion serves no purpose in lurking whatsoever, thus, Wraith culture is not covered in depth in this article. I would simply throw him into a Forestgul deck and let him enforce the rule of 5 if Cantea doesn’t accomplish that first.

The number one Free Peoples companion that will drive you absolutely crazy.

Gimli, Lord of the Glittering Caves will drive you crazy. Not only does he make minions lose lurker, but he also gets a strength bonus the more lurkers you have out! How more irritating can you get? Look out for this guy, he’ll really hurt your strategy, especially with a few Endurance of Dwarves and a ring of Retribution. But at that point, you begin to suspect someone built that deck to kill you, so of course they’re gonna win. Rolling Eyes

Anyways, I hope this article has been informative, and given you an in-depth look at the power of lurkers. Now go kill some Free Peoples.

Special thanks to Anonymous Prodigy, Dain Ironfoot, and elf lvr for early reviewing of this article, and sperzdechly for help on the Orc decks.
Last edited by NBarden on Tue Jun 19, 2007 2:03 pm; edited 15 times in totalExclamation-Trade With MeExclamation
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NBarden
Posted: Sat Jun 02, 2007 8:50 pm
Joined: 28 Dec 2006 Posts: 5468 Location: I don't know...
Links in the table of contests soon to come. Don’t have time right now.

Also, if you see any, point out spelling errors, with all the LotR terms, my whole article shows up in red. I think I caught them all...
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Dravius
Posted: Sat Jun 02, 2007 9:42 pm
Joined: 22 Apr 2007 Posts: 191 Location: Quebec, Canada
Interesting article, I love the way you splitted the concept in two, lurkers and lruking. Your Stragglers evil men deck looks pretty fun to play with.

I think you explored the main ideas of each cultures. You could have also a section on minions who benefits from the lurker keyword without having a deck build on the mechanic around them (grima Wink) but it’s ok to me.

A 4 From Darth Dravius, The Dark Lord of the Sith !
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Posted: Sun Jun 03, 2007 6:20 am
Joined: 01 May 2007 Posts: 225 Location: a place
under " Men Lurking" courageous easterling is spelled wrong, as is the all caps favorite, unless you meant to say FAVORIY Wink

Nice article. I’ll vote later, but either 4 or 5. Adding prices for each deck is always good. *hint*
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NBarden
Posted: Sun Jun 03, 2007 9:03 am
Joined: 28 Dec 2006 Posts: 5468 Location: I don't know...
Thanks doughnuts! GP I’ll get prices up later. Some may be quite expensive...although I know the Stragglers deck isn’t.
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mm doughnuts
Posted: Sun Jun 03, 2007 11:09 am
Joined: 01 May 2007 Posts: 225 Location: a place
Once the links and prices are up, this article will be sweet. 5
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NBarden
Posted: Sun Jun 03, 2007 1:00 pm
Joined: 28 Dec 2006 Posts: 5468 Location: I don't know...
Thanks. To many articles just give a card list and a description of how to play it, I tried to actually provide strategy. Like the deck theory section.
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joseph_c_chua
Posted: Mon Jun 04, 2007 6:32 am
Joined: 20 Jul 2005 Posts: 30 Location: Philippines
Very nice article. You’ve inspired me to finally make use of the Orc and Uruk-hai lurkers which are gathering dust in my card box. Very Happy
A 5 from me.
sperzdechly
Posted: Mon Jun 04, 2007 1:28 pm
Joined: 05 May 2006 Posts: 131 Location: Warsaw (Poland)
1. You don’t mention any weaknesses of those decks and write only "this one is the best, nothing will survive that one, this swarms like crazy" and so on. But every of those decks does have weaknesses. Comprehensive strategy article should include them.
2. Decks with >35 cards are in most cases not playable, unless you build your FP focusing on cycling. You should cut your decks to reasonable volume. Especially Orc lurkers, 45 cards is at least 10 to much. Don’t count on unforgiving depths, because every path controling fellowship won’t let you to spot 3 undergrounds until region 3, when is to late to dig into your draw deck. Not mention Gandalf with toys like Grown Suddenly Tall, Deep in Thought and Sleep Caradhras...
3. You don’t play Cave Troll and Hammer in Demoralized deck. It’s stupid. Put there Mountain Troll. Having Mountain Troll, Rallying Orc, and 2-3 Demoralized usually you can play all your minions from discard pile. Having another Mountain Troll you can play 5 of them two times Smile This should end up with a whole fellowship exhausted and 15-20 minions on the table. This is called lurker swarm.
4. Both Uruks decks are pretty weak.
5. Algebra section in Man lurkers is just silly. Directly proportional means Y = aX (of course a can be equal 1, but term "directly proportional" in this case is irrelevant in this case). And what you written is completely untrue. Steward Legacy destroys this deck completely and your equation doesn’t work. Having in mind only one copy of Last Days, any archer deck will kill your minins before you even start skirmish and equation doesn’t work... and many more. Don’t compromise yourself and delete it or write "people with high IQ skip this paragraph, please".
6. I find low IQ comments as extremely unfunny. If you want to show people you’re intelligent, write something smart. Writing "this is only for sharp ones" is pretty primitive way to build your self-esteem.

IMO at the moment this article deserves avarage 3, but I’ll wait with submitng it.
NBarden
Posted: Mon Jun 04, 2007 1:41 pm
Joined: 28 Dec 2006 Posts: 5468 Location: I don't know...
Okay, thanks for the feedback. I’ll work on that, but I have to go now. Wait to vote until I change a few things.

Glad you thought the Algebra part was silly. That’s what its for. It wasn’t meant to be taken seriously, but if you want me to pull it, I can.
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