Cheers! I have tried a similar version in movie, but it feels so different. One of the big things about King Block is the lack of 6 companion hate. You need
WoBaS, Madril and another
Man to let this have a hope of working, and realistically Smeagol for high vitality minions. You'll get to 6 or 7 very easily, and Enquea is annoying. These cards that hurt 6 companions in King Block:
Orc Savage: 3 Vitality for 3 Twilight to become strength 18 and fierce. He would only really be used in a threats deck, which is hideously powerful, anyway. I still back the fellowship to take him down, though.
Orc Assault Band: I have no idea why this guy isn't used more. He's great! Not against this deck, though, where it's all about vitality, so exerting for his cost doesn't end well.
Morgul Squealer: Morcs give me no trouble at all. I can remove 2 burdens per turn thanks to
ALiHM if you're going the Brute route, or enduring Nazgul. To be honest, I don't mind about this one.
•
Ulaire Enquea, Faster Than Winds: Who plays this guy? Everyone uses
ToTo. He's not bad, but normally I'll assign Smeagol to exhaust, and let him take the first
Hardy Garrison hit.
•
Ulaire Cantea, Faster Than Winds: Awww. That's sweet. You added all these Threats, but what can you do with them? Losing the spear and
Sting is no biggie, though me being unable to use Smeagol's ability hurts a bit.
Southron Thief/War Towers/Mumak Commander: My deck works on discarding cards from hand, not exerting my companions (except Merry and Pippin who can return to hand to be healed next go). I don't care about other wounds (indeed, I often double through my own site 6-nobody ever sees it coming), so the thief is OK. Maxing out threats on
War Towers and then playing the Commander is annoying, since Smeagol now cannot get the easy kill on the 4 vitality minion, but
Targon/Madril can do it (2 wounds from Madril, 2 from
WoBaS, still allowing 2 free Hardy Garrisons elsewhere and as much
Shadowplay as you got in the Shadow phase).
Gorgoroth Swarm: I'll admit I don't really have a method for this guy other than being ahead on the adventure path, and controlling the entire sitepath up to my opponent. That does actually work, and if not,
Shadowplay and
Unheeded on all previous besiegers can drain the pool until his text cannot activate. Besiegers are hurt by most of them having a spotting requirement to play.
Great Hill Troll is more of a headache.
And that is pretty much it for King Block. No
Shotgun Enquea. No
Greed. No
Southron Commander. All of these would kill me outside of King Block and playing with 5 companions feels so different when one is
WoBaS. The other important thing is Condition Discard. My FP has none (rarely an issue in King Block as
Derufin takes Engines), and I hate it when shadows do have it (I can live with
Quelled as that needs an exert, and Grond rarely survives
Derufin, but
Great Hill Troll hurts (as I've mentioned before).
One thing to note about this deck is it only runs 3 FP cultures (and killing Smeagol will get you down to 2 if you cannot stand the
Mordor Pillager), so you are not weak to the strongest card in King Block:
Southron Leader. That guy is insane, and half the reason I don't play Gandalf,
Rohirrim Guard or
LoI (the other half is space).