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maxidoodle
Posted: Tue Jul 04, 2006 1:21 am
Joined: 04 Jul 2006 Posts: 117 Location: My Mind
--- description ---
Simple cards doing complex and powerful things: the ultimate in rainbow fellowships.
--- end description ---

This deck is intended for STANDARD PLAY.

First and foremost, I must say that I have always had this bone to pick with "rainbow decks." They just always seemed to be the kind of deck that only a novice would play. At least, until now.

Refuge is an uncommon card from the Black Rider set that many, if not all LOTR TCG fans overlooked when the set was first released. Nobody seemed to look at it for potential in tournament use. Now that Hunters has released, I can confidentally say that this card is the next Goblin Runner or Web - a common card doing incredible things.

Inspired by Reed’s concept of making Refuge a foundation for a powerful deck, I sought to use the same basic strategy of a deck packed with companions, but with different key strategies as well. The decklist looks very similar to the one in Reed’s article because my original decklist was based heavily on his. I went through several phases of tweaking the Free Peoples side of the deck and playtesting it until I came up with the deck I use now.

The Free Peoples side I am using looks something like this:

Frodo, Weary From the Journey
The One Ring, The Ring of Doom

(0) Courtyard Parapet
(0) Anduin Banks
(1) Neekerbreekers’ Bog
(1) Ettenmoors
(2) Stables
(2) Wold Battlefield
(3) Trollshaw Forest
(3) The Prancing Pony
(3) Mount Doom

Legolas, Fearless Marksman
Eowyn, Lady of Ithilien
Haethen, Veteran Fighter
Aragorn, Thorongil
Eomer, Horsemaster x2
Arwen, Queen of Elves and Men
Derufin
Celeborn, The Wise
Tolman Cotton, Farmer of Bywater
Grimbeorn, Beorning Chieftain
Radagast, The Brown
Pippin, Wearer of Black and Silver
Merry, Swordthain
Erkenbrand, Master of Westfold
Dinendal, Mirkwood Archer
Seclusion x4
For the Mark x2
Riddermark Javelin
Sting, Bane of the Eight Legs
Rohirrim Mount
Coif
Spear of the Mark
Aragorn’s Bow, Ranger’s Longbow
The Tale of the Great Ring x2
Refuge x3
Shadowplay x3

Total: 36


Starting Fellowship:
Obviously, start Legolas and Eowyn. Legolas provides archery, as well as a nice cycling ability when you need to cycle and don’t have Refuge out yet; and Eowyn uses those wounds to kill any minion from Corsair Plunderer to Mountain Troll. Plus, Legolas, being an elf, works as a companion to spot to play Refuge.


Companions:
Yes, I know, there are 15 companions in this deck. Refuge requires a boatload of companions to be decently useful, but it works wonders. Plus, you have the option to play companions whenever they are needed, instead of when you draw the companion, like in a stereotype "mono-culture" deck. These companions are geared towards four key elements:

1) Aiding in skirmishes with skirmish abilities or game texts related to skirmishes
2) Discarding/Preventing shadow possessions, conditions, and burdens
3) Aiding in providing wounds/exertions in the Maneuver and Archery phase
4) Bringing back useful cards from your discard pile.

Key companions that would fall under category 1 would be:

Pippin, Wearer of Black and Silver
Eomer, Horsemaster
Haethen, Veteran Fighter
Eowyn, Lady of Ithilien
Arwen, Queen of Elves and Men

This deck is one that is built for intense skirmishing, and these companions make your skirmish phase a little less taxing. Arwen and Eowyn both work off of the mass wounds that Aragorn and Legolas provide in the archery phase, Eomer works by himself as a base strength 9 against many decks and allows for an extra strength bonus if needed, Pippin gives more wounds for the deadly ladies to exploit, and Haethen is nearly impossible to destroy, if played correctly. These key powerhouses leave the shadow player
speechless by the regroup phase.

Key companions for category 2:

Derufin
Erkenbrand, Master of Westfold
Tolman Cotton, Farmer of Bywater

Every good deck has several ways to remove shadow possessions and conditions, as well as burden prevention/removal. Derufin is another companion that can be discarded by Refuge to heal, or be used to decimate shadow possessions. Erkenbrand is very useful to suspend needed twilight for the shadow player until the skirmish phase when it is almost useless for playing minions, and he also provides another scapegoat for Frodo in the fierce skrimish. Plus, his ability to instantly knock off a possession keeps the shadow player screaming. Tolman Cotton should not be needed too often, due to Frodo’s 10 resistance, but in case of emergency, he can
come in handy.

Key companions for category 3:

Aragorn, Thorongil
Legolas, Fearless Marksman

Legolas speaks for himself. Cycling combined with additional archery wounds makes for a great combo. Aragorn is great for taking out those pesky little swarms, and with Aragorn’s Bow, Ranger’s Longbow the damage potential only increases. These guys are the real deal.

Lastly, category 4:

Celeborn, The Wise
Merry, Swordthain

This deck, being one with several companions and a fellowship that is ready for intense skirmishing, is also great at doubling. Celeborn retrieves Seclusion, which drives any shadow player crazy; and Merry gets back all those rohan possessions after someone dies or Riddermark Javelin is discarded for additional wounding support.

Staple companions:

Grimbeorn, Beorning Chieftain
Radagast, The Brown

Why do I call them staple companions? Simple - they go well in almost any deck. Grimbeorn is a life saver in the toughest of situations. He is great for playing late in region 3, or whenever your fellowship has taken an untimely beating. This guy is exceptionally useful for this free peoples side. Radagast is useful for quick moving when you know you can waltz over the
shadow and also serves as ammo for Refuge or a high-vitality, good-strength companion for late in the game.


Conditions:

Refuge:

First and foremost, Refuge is the heart and soul of this deck. After all, it is the "Refuge Rainbow," isn’t it? The 16 companions in this deck allow for timely healing and great cycling, even when you have nothing decent to play.

Shadowplay:

Because of the new ring, The One Ring, The Ring of Doom, the rotated The One Ring, Answer to All Riddles has been replaced with another +2 vitality counterpart, once again making Frodo your personal pin-cushion. Shadowplay works to aid Legolas and Aragorn when they need assistance, and when Pippin is either dead or discarded. This is also the bane of many
minions such as Troll’s Keyward, Keeper of the Beast and Mumak Commander, Giant Among the Swertings.

The Tale of the Great Ring:

This is a staple condition for any deck with Frodo or another hobbit as a Ring-Bearer. Great for saving a companion or the game, if Frodo was the companion in question.


Possessions:

Aragorn’s Bow, Ranger’s Longbow:

Probably the most important possession in this deck, this card is where the wounding powerhouse is unloaded. Plus, with so many companions in your fellowship, your threat adding possibilities are virtually limitless. Plus you can shove all the wounds on Frodo, Legolas, Radagast, Merry, and Pippin when all is said and done. This is a great replacement to the rotated Aragorn’s Bow and is a miracle worker for this deck.

Rohirrim Mount:

Possibly the second most important possesion, as this provides additional wounds on minions skirmishing Eowyn, thus providing more wounds for the shadow player to dish out.

Spear of the Mark:

This card adds strength and resistance to Eowyn, as well as making her defender +1 when mounted, which is critical to putting more wounds in Eowyn’s skirmishes.

Riddermark Javelin:

A great little wound dealer, especially considering that the adventure path I use has some plains sites to increase the potential archery fire.

Coif:

I don’t know of any modern deck with Rohan in it that doesn’t use this card. Great all around, especially for making Eowyn even deadlier, and when you’re about to move from a forest site, exert a companion less likely to be involved in skirmishes, like Legolas or Celeborn. Just be careful when using this card against forest Nazgul.

Sting, Bane of the Eight Legs:

This is Frodo’s insurance, making sure that he won’t be overwhelmed too easily. Plus, the effect of discard the minion he was skirmishing is great for setting up a double move.


Events:

Seclusion:

The ultimate in modern condition removal (except for Blood Runs Chill), this card is a must for any deck with elves, especially this one. With 4 copies and Celeborn to retrieve them, it’s hard for any shadow player to hold their conditions for long.

For the Mark:

Easy possession removal when facing those oh-so-annoying Corsairs. It also works with Eomer for additional strength bonuses.


Followers:

Dinendal, Mirkwood Archer

This is one of the latest additions to the follower horde in the game, and is great for putting on Celeborn to add some more archery fire for Eowyn’s as well as Arwen’s pleasure.


Strategy Notes

Start of the Game:
You’re usually going to go first with this deck. There are two sites you have to choose from for your first site: The Prancing Pony and Stables. If you drew Aragorn, play Stables. Ohterwise, use the Prancing Pony to nab him from your deck. Aragorn is a pain in the butt for any shadow player, especially when he has hunter 2 and gets out on site 1. Very Happy

Which companions to play?:
This is probably the biggest question everyone asks when they look at this deck. Due to the excessive amount and wide variety of companions in the deck, you should premeditate what companions you are going to play throughout the game.

Companions you should play in any situation:
These are the key companions in the deck. They are the stronger, more versatile companions that will survive (and win) several skirmishes, and have abilities that will be useful at any point in the game. These companions include:

Aragorn, Thorongil
Eomer, Horsemaster
Haethen, Veteran Fighter
Arwen, Queen of Elves and Men

Aragorn, of course, is easily playable at any time. His Hunter 2 ability is crucial, especially since there aren’t too many hunter minion decks being played at the moment, and his maneuver ability to exert minions along with his bow are exceptionally useful. Although you can use him to absorb some damage +1 or +2 attacks, I would recommend relaying those to companions such as Eomer, Radagast, or Grimbeorn. Only use Aragorn as a pin-cushion when it is absolutely necessary.

Eomer is your big-time pincushion. His Hunter 2 pumps his base strength to 9 most of the time, making him the perfect defender for trolls and uruk-hai. If you find that your opponent doesn’t play too many shadow possessions, use Eomer’s skirmish ability to cycle your For the Marks and put them to good use. Try not to use Eomer too often though, as he is one of the stronger companions in the fellowship and he needs to be used thoroughly before letting him go.

Hathen, Veteran Fighter is probably one of the most annoying companions in the gave, next to Eowyn, Lady of Ithilien and Aragorn, Thorongil. If you can use him as a pin-cushion in the first skirmish, do it; but make sure that you ALWAYS make way for him in the fierce skirmish, since he is guaranteed to survive if he is not overwhelmed. Although it may seem like a good idea, avoid playing Coif on him. It is much better off played on Eowyn or Erkenbrand.

Arwen is the perfect compliment to Eowyn, Lady of Ithilien, and Legolas, Fearless Marksman. The earlier in the game you get her, the better; but if all doesn’t go your way, she does work very nicely in the end of the game too, when Aragorn and his bow are at their prime. Try to steer Arwen clear of potential wounds, because she is vital to the fellowship, but when the opportunity arises to destroy a minion or two, take advantage of it.

Companions you need to save for the end of the game:
Again, what companions you play depends on what type of shadow you’re up against. You should have a pretty good handle on what your opponent is playing and what his intentions are by site 3. After you have gotten a grasp on your opponent’s strategy, you need to determine one of two things. They are:

1) You have a better chance of winning with your Fellowship
2) You have a better chance of winning with your Shadow

Most of the time, you will have a better chance to obtain a free peoples victory by sprinting to site 9, but the shadow that you use could potentially do some monstrous damage to your opponent. So, I’ll divide up the endgame strategy into two different catagories: one for each possible outcome.

Endgame strategy for Fellowship victory:
Of course, you’ll probably want to make a mad dash from site 6 with Radagast, or set up shop at site 7, stop your opponent, and kamikaze your way to site 9. With this deck, it’s probably wiser to start your sprint at site 7. That way, you have one more chance to empty your hand of shadow cards and stock up on free peoples cards in addtion to healing some more wounds with Refuge one last time. Companions you should save for this endgame are:

Radagast, The Brown
Grimbeorn, Beorning Chieftain
Celeborn, The Wise
Merry, Swordthain

Radagast is a must for this deck, as you will shoot for a free peoples victory about 90% of the time. He provides a good base strength and high vitality to soak up wounds at the end of the game, and the rulings on his gametext give you an even bigger advantage:

Say you were at site six. You heal and then play Radagast, along with some other cards. The move limit for this turn is now +1. But, if Radagast dies on site 7, and you choose to move during the regroup phase, your opponent will not be able to use Radagast’s cycling drawback because he is dead. You however, still have a +1 move limit until the end of your turn.

If you can afford to sacrifice Radagast and sprint in this way, go for it. It’ll drive anyone crazy.

Grimbeorn is amazing at making those minions that clog your hand at the end of the game useful for a change. If you’re playing corsairs, a Castamir of Umbar, Black Numenorean, or Corsair Brute usually will give Grimbeorn enough strength to win 2 skirmishes per site. Then, you can use him again on the next site if you double, or use the classic pin-cushion tactic to keep the minions off of Frodo. This is one companion you absolutely MUST save until the end of the game. You cannot risk losing him early in the game because he makes it so much easier to double (or even triple) to site 9. Try and stretch Eowyn to site 6 or 7, and she will have then served her purpose. Now, that Eowyn has been thoroughly used, Grimbeorn is ready to take a stand.

Celeborn should be saved for the end of the game if you do not intend on doubling before site 6. His ability to retrieve Seclusion is great for the endgame, especially against Forest Nazgul, modern Ninja Gollum, and Orc Swarm. At site 8 or 9, he’s a perfect scapegoat for Frodo. By then, he should have served his purpose.

Merry, Swordthain is crucial to retrieving Riddermark Javelin, and other possessions that may be borne by Eowyn if she is killed. It’s best to save Merry for at least site 6 or whenever Eowyn dies, but if you can find him useful before that, play him out. Just remember to use his effect often, and dump threats on him if someone dies.

Endgame strategy for Shadow victory:
This is not much different than the prior endgame strategy, but you will not need to save nearly as many companions for the end of the game. Merry, Swrodthain is still a good idea for the end of the game in this scenario, but Radagast and Celeborn become nothing but pin-cushions, since you probably won’t be doubling anymore. Grimbeorn discards your minions, so he is not recommended for this endgame situation. Just use him to fuel Refuge and keep your companions alive. Don’t double unless it’s necessary, cycle as much as possible to get good shadow hands, and deny twilight to your opponent when they’re the shadow player.

Companions you should play in certain circumstances:
Other companions in the deck shouldn’t be played without first analyzing the current situation and determining whether or not they’re useful to you. Derufin is really only good if you need to do some hefty possession removal, Tolman Cotton is only needed for corruption prevention, and Pippin, Wearer of Black and Silver is usually only good at the beginning of the game. If you can’t seem to find a use for these companions on your frontline, use them as ammo for Refuge. Remember, the rule of 9 should always be factored into consideration when you’re debating playing one of these companions.

Then, there’s Erkenbrand, Master of Westfold. Don’t play him in the fellowship phase at all. Always wait until the skirmish phase to play him. You will already give your opponent enough twilight as is with the sheer amount of companions in your fellowship. If you’re in a corner, and have no Rohan companions to spot to play him in the skirmish phase, only then should you play him in the fellowship phase. Also, keep in mind his ability to discard a possession when you play him. This can save you a lot of trouble when you don’t have Derufin or For the Mark in your hand.


Suspected Problems & Flaws
There is no perfect deck. Every deck, no matter how good it may seem, always has a weakness, a flaw, or a downside. While this deck does have some disadvantages, they can be avoided. Here are some of the suspected problems that a player might run into when using this deck:

Aragorn/Aragorn’s Bow:
Together, these two cards add massive amounts of threats, and once you’re maxed out, you’re done. Right? Wrong. While threats can be an issue when using Aragorn’s Bow, Ranger’s Longbow, you need to plan accordingly and limit the amount of threats you will add. This card is best played in region 3, towards the end of the game. If you think that you may have to use it extensively during the final stretch of the 9-site marathon, here’s what you should do:

1) Bring the total number of companions in your fellowship up to at least 7. If it’s already at that mark, all the more better for you.
2) Decide on a companion who will be killed to unleash the threats, and where those threats will go (most likely, the entirety on Frodo).
3) Avoid recklessly killing off companions during the skirmish phase until site 9. This makes it harder for Aragorn to work his magic.

It’s all a matter of planning ahead for the inevitable. Do some critical thinking, follow these three points, and this problem is not much of a problem anymore.

"Rule of 5":
While not an official "rule," such as the "rule of 4" or "rule of 9," Ulaire Cantea, Black Assassin enforces this rule very strictly. Found in almost (if not every) Forest Nazgul deck, this card is the ultimate device for companion control. If you should ever find yourself facing Forest Nazgul with this deck, do not panic. Legolas, Aragorn, Eowyn, Riddermark Javelin, Dinendal, and Shadowplay will greatly aid you is whacking off Ulaire Cantea. Most decks I know only have one or two copies of this card, so keep killing it, knock out Hatred Stirred and Out of Sight and Shot with Seclusion, and let the game progress. Also, be on the lookout for other minions that take advantage of this "rule," such as Tower Troll and Ulaire Enquea, Sixth of the Nine Riders. Just take each action step by step, double-checking to make sure you took advantage of every action you could during your turn.

Only 1 copy of each possession:
Yes, there is only one copy of each possession in this deck and the deck is 36-36. But, the big thing to remember here is that this deck cycles like crazy. With Refuge, Legolas, Fearless Marksman, and reconciling, you’ll be able to get your possessions out. Plus, since you’ll be going first most of the time with this deck, play Stables (assuming you draw Aragorn in your first hand) for the first site and grab Rohirrim Mount if it’s not already in your hand. In the dozen+ games that I have played with this deck, this has only been a problem about twice. This shouldn’t be something that you have to worry about to much. Just cycle whenever you can.

Corsair Maruder:
Possibly the most annoying corsair of all time, this can do some damage, especially since Aragorn’s Bow can’t be brought back with Merry. You will have to use Merry to recover the Rohan possessions that Corsair Maruder discards, but for Aragorn’s Bow, save it for the endgame, especially if you know you’re up against corsairs. There’s not much you can do about this. You’ll have to play the situation as best as you know how.

Threat Nazgul:
A total pain in the butt to play against, these guys are more annoying than mosquitoes in the summer. Ulaire Cantea, Faster than Winds is probably the greatest enemy of this deck, because not only does he discard possessions, but he renders Aragorn and his bow useless. This opponent will force you to think more critically, as Aragorn will not be your easy ticket to a victory anymore. Use Aragorn’s strength and hunter ability to skirmish strong minions and absorb damage instead of his bow, play possessions sparingly, and avoid relying on Eowyn too often. Keep in mind that Nazgul will rarely ever have damage bonuses, so make good use of Haethen in fierce skirmishes and assign your companions cautiously. Threat-gul are difficult to beat, but they are not invincible.

There may be other problems that you may encounter with the Refuge Rainbow, but remember, where there’s a problem, there’s most likely a solution.


Shadow:
There are several shadow sides you could play with this deck, but there are three key components those shadow sides need to work well with this deck:

1) Cycling Ability
2) Stopping Ability
3) Recycling Ability

While the first and third components are necessary, the second is by far the most important element for a shadow side that is to be paired with this free peoples strategy. I use Corsairs with this deck, and they work quite nicely. Some modern Uruk-Hai strategies and Orc swarms have great potential with this deck too. The shadow is up to you, just be sure to factor in those three key elements when working with this deck.


Final Comments:
This deck conforms with the latest edition of the Comprehensive Rulings Document and Banned Cards List created by the company that creates the game, Decipher. You can view this document by going to http://lotrtcg.fanhq.com/Resources/PDF/CRD_080905.pdf

This deck is legal for Standard tournament play, and does not use any banned or rotated cards. Like it or not, rotation is offical, so any cards from The Fellowship of the Ring to Ents of Fangorn may not be used in any standard tournament deck. I do not use them in my deck against my friends because I use these games to test my deck and improve on it for the tournaments. Any comment degrading this article that references a rotated or banned card will be ignored. Please do not be rude and respect my requests.


Thank you,

maxidoodle
Last edited by maxidoodle on Sat Jul 22, 2006 12:03 am; edited 5 times in total
PorterTroll
Posted: Tue Jul 04, 2006 1:50 am
Joined: 23 Jun 2006 Posts: 1193 Location: not sure yet
incredible, i really like it, but i suggest takin out the shadowsplay....no, just jokin, i just despise that card! Very Happy
orian
Posted: Tue Jul 04, 2006 3:41 am
Joined: 05 Jun 2006 Posts: 127 Location:
I would have been glad to see the name of the creator of the deck in the article as a tribute to him, except if it’s you, Reed, under a fantastic nickname. Think


Otherwise, if it’s not you, well the decklist is available to anybody playing lotr online, I don’t see anything new here. It’s as if I was presenting my mellon engine ^^

great deck, of course, though I never lost to it Laughing
orian - the French pirate, the Bloody Bastard
maxidoodle
Posted: Tue Jul 04, 2006 12:14 pm
Joined: 04 Jul 2006 Posts: 117 Location: My Mind
Thanks for your comment.

Although, yes, this deck is not invincible, it’s worked for me in the past. Laughing

Well, it’s not Reed.... soooo

I guess this is available for LOTROTCG... If you want to use it, or know someone else who does, go right ahead.
PorterTroll
Posted: Tue Jul 04, 2006 12:18 pm
Joined: 23 Jun 2006 Posts: 1193 Location: not sure yet
who is this "reed"? also, i think this deck is very good, i have played against forms of it and it is very difficult to beat when played correctly
reggierockz
Posted: Tue Jul 04, 2006 12:50 pm
Joined: 23 Jun 2006 Posts: 55 Location: Rochester, NY
Yeah this deck has been posted as an article written by Reed on Decipher’s site. It is almost identical to your decklist with a few differences here and there. Everyone, not just online players, already knows about this deck. Anyway decent article, but it’s nothing that hasn’t been said already.
"They have a cave troll."
Pipeweed
Posted: Tue Jul 04, 2006 5:52 pm
Joined: 14 Jun 2006 Posts: 1010 Location: Earth (I think)
Still, looks like a fun deck to play.
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elf lvr
Posted: Tue Jul 04, 2006 6:36 pm
Joined: 13 Jun 2006 Posts: 3065 Location: Rivendell
he he he elves are very fun to play... but this alternate wounding/strength strategy seems totally awsome! arwen is so broken....
Happy Hunting! Elf Lvr
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CarpeGuitarrem
Posted: Tue Jul 04, 2006 11:22 pm
Joined: 07 Apr 2006 Posts: 3361 Location: Franciscan University of Steubenville
The fact that this isn’t your own decklist is my primary bone to pick with your deck. After the decklist, it’s really just a bunch of strategy notes to go with the deck. And since your decklist isn’t original, neither is the article. I’m not saying you copied or anything, but I would like to see more originality.

There are plenty of problems with this deck as it stands, as well. First: your possessions each have only one copy. With 36 cards in the deck, and about half of those being companions that you’ll discard, you’re going to have a hard time pulling those possessions with only one copy...especially when you have to discard one of them (Riddermark Javelin) to add archery.

Second: You’ve got a little bit of a threat problem. Aragorn’s Bow, Ranger’s Longbow only goes so far. When you max out on threats, you max out on threats. The Longbow only adds 1 wound in the archery phase then.

Finally: what companions are you playing, and what companions are you discarding? You need to make this distinction.

I’d also prefer a style more like "problem -> solution", as opposed to "solution -> problem". But that’s just personal taste.
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elf lvr
Posted: Wed Jul 05, 2006 10:34 am
Joined: 13 Jun 2006 Posts: 3065 Location: Rivendell
I like your article but original ideas are best. although it is really hard to find those nowadays....
Happy Hunting! Elf Lvr
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