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Joined: 04 Jan 2006
Posts: 444
Location: Up North
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Format: Extended
 
 
I like to make a deck that is hardcore, but I find the game allot more fun when you use something interesting like this one with a little art put into it as well. It contains 14 different ways to wound a minion.
 
(64 cards)
 
 
Starting Fellowship: 
 
Frodo, Tired Traveller 
 
Faramir, Son of Denethor 
 
Pippin, Wearer of Black and Silver 
 
 
Companions: 
 
Aragorn, Guide and Protector (try to use Prancing Pony) 
 
Madril, Faramir’s Aide 
 
Mablung, Soldier of Gondor 
 
Gondorian Ranger x2 (or a Damrod if i know im playing against men) 
 
 
Possessions: 
 
Aragorn’s Bow 
 
Faramir’s Bow 
 
Boromir, My Brother 
 
Ranger’s Bow x2 
 
Banner of Westernesse x2
 
 
Conditions: 
 
Shadowplay x3 
 
Ancient Roads x4 
 
Gondor Bowmen x2 
 
Hardy Garrison 
 
Henneth Annun x2 
 
Invigorated x2 
 
 
Events: 
 
New Errand x4 
 
 
Stratagey: 
 
This deck can run like hell. If I have Nazgul up against me, I might slow down. Otherwise, nothing makes it past the skirmish phase alive! Minions can’t be stacked on sites, and Frodo is protected from swarm by the many wounding abilities. Minion archery goes to waste on my Pippin, and strength means NOTHING when fighting against these guys.
 
 
I use Pippen to exert during the shadow phase and as a archery "black hole".  He exerts to do his damage during the shadow phase and then takes what archery he can.  On the skirmish phase, i just put him into my hand to heal him and wound a minion twice.  Triggering my Hardy Garrison game text again when I use Madril’s ability.  
 
That’s a wound for Madril’s ability, a wound for losing initiative, two wounds for taking Pippin into my hand, a wound for using Madril’s game text again, a wound for losing initiative again, and any more wounds for each New Errand I used.  Not to mention the Ranger Bows, Faramir’s Bow, Henneth Annun, or Aragorn’s game text.
 
If I decide to move again, Pippin doesnt add to the twilight when he is in my hand; so he makes up for the two it costs to play him and to move to the next site in the fellowship phase.
 
 
Shadow:
 
Because my Rangers take such a gamble to keep them roaming, I need to be able to trust my shadow deck. This Southron deck is amazing! It amazes me everytime i play with it. Even with little twilight, it works great. 
 
 
Minions: 
 
Mumak Chieftain x2 
 
Southron Savage x3 
 
Desert Lord x3
 
Elite Archer x4 
 
Southron Bowman x4 
 
 
Possessions: 
 
Mumak x3 
 
Raider Halberd x3 
 
 
Conditions: 
 
Rallying Call
 
Field of the Fallen
 
Arrow from the South x2 
 
Seasoned Leader x3
 
 
Events: 
 
Whirling Strike x3
 
 
Strategy: 
 
You really have to be playing against this to understand how powerful it really is. I can EASILY exhaust any companion of my choice during the archery phase. Then, I use whirling strikes to deliver a killing blow. If that doesnt do the trike, I get minions with a strength of 25 and fierce for... 6 twilight. or a minion with controlled archery x3 and a strength of 19 for... 6 twilight. Maybe that doesn’t impress you. Its not hard to get a minion strength of 31, fierce, technically ambush 3, and adds 2 twilight each time he wins a skirmish for... 7 twilight.
 
 
This was my first deck I started working on, and it is still my favorite! | 
 
Last edited by Hazael on Wed Apr 26, 2006 6:53 pm; edited 13 times in totalSome of the best scenarios on EE...
 
Up All Night Productions | 
 
 
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