The Last Homely House

Middle-Earth => Lothlórien => Topic started by: Cw0rk on June 02, 2009, 09:16:14 PM

Title: Multiplayer tactics
Post by: Cw0rk on June 02, 2009, 09:16:14 PM
Someone asked for a topic where we could discuss how to build good multiplayer decks... Here it is!

From my own experience, it's better to use a fellowship that choke because if you give too much twilight, all the players are going to kill you with all their minion combined. Also, cards like Sleep Caradhras and Grown Suddenly Tall are really good because they usually remove huge amounts of conditions due to the larger number of players.

For the shadow side, it's generally not a good idea to use fancy strategies. Maybe your shadow can corrupt 1 ring-bearer but it will never corrupt 3... I think it's the same with discard decks and with most wounding decks. From my point of view, the two best options are beatdown and swarm. I prefer swarm due to the fact that it allows multiple players to combine their forces to eliminate an opponent. Stacking minions can also be interesting as you can reuse them against multiple opponents. Beatdown can be interesting if you can stop the other player... Also, Saruman's power has to be one of the best shadow cards as it removes every condition that may affect your fellowship later on.
However, that also means that it's better to use a shadow side that doesn't use too much conditions.
Title: Re: Multiplayer tactics
Post by: Foresight on June 03, 2009, 03:50:04 AM
Spurred to Battle is really sick in multiplayer.  Especially if more than one person is using it.
Title: Re: Multiplayer tactics
Post by: Gil-Estel on June 03, 2009, 07:32:11 AM
Cast it into the fire is also very nice
Title: Re: Multiplayer tactics
Post by: Elrohir on June 03, 2009, 08:01:27 AM
Shapes Slowly Advancing  :uh-huh: with Surrounded by wraiths
Title: Re: Multiplayer tactics
Post by: Cw0rk on June 03, 2009, 09:15:07 AM
Wow shapes slowly advancing can kill everyone if not discarded.
Title: Re: Multiplayer tactics
Post by: jdizzy001 on June 08, 2009, 04:50:39 PM
That's amazing...
Title: Re: Multiplayer tactics
Post by: FM on June 09, 2009, 06:29:08 AM
To elaborate on the subject, playing myltiplayer, you want to look out for two basic concepts of card game:
-Escalation;
-Card advantage.

Escalation are cards that get better with more players out, like the aforementioned Sleep, Caradhras and Saruman's Power. Those are USUALLY pretty easy to spot, but keep an eye for sleepers, cards that are TERRIBLE on one-on-one gameplay, but escalate to craziness when paired against multiple opponents.
Card advantage is a little bit trickier to grasp, as it means a HUGE amount of things at the same time. Escalators are good examples of card-advantage-producing cards, but other strategies and cards provide that. Goblin Swarms is card advantage, since you can replay the minions stacked there and preserve the ones in hand, or play the ones in hand and get to cycle, drawing more cards. Besiegers as a strategy produce card advantage in a similar way, stacking minions and getting "more" out of them. I could elaborate longer, but I'm on a short clock right now.
Title: Re: Multiplayer tactics
Post by: macheteman on June 09, 2009, 08:34:01 PM
you know, with shapes slowly advancing, you can't discard it once it takes its first victim. then it moves to the next person's turn and immediately corrupts that ring-bearer.

unless i'm missing something... does it not take effect during the fellowship phase?

this is really deadly with cards like peril and spied from above where you can play/discard play/discard for no twilight.

pack that site that lets each player reinforce a token, and use nelya to replay it... killer deck, as long as you can keep your shapes slowly advancing on the table. pack a few morgul skulker and you should be set. i might just have to knock up a decklist for this. a better one than i have.
Title: Re: Multiplayer tactics
Post by: SomeRandomDude on June 10, 2009, 09:49:19 PM
or just play Morannon Plains and let everyone move to the site, 3 people, 3 tokens, auto-win.
Title: Re: Multiplayer tactics
Post by: jdizzy001 on June 11, 2009, 05:08:58 PM
oh, that's wickedly hilarious!
Title: Re: Multiplayer tactics
Post by: Not a Zombie on June 11, 2009, 08:51:39 PM
I have 2x that card! and I play multiplayer  :twisted: I'm totally making a multiplayer deck around it  \:D/
Title: Re: Multiplayer tactics
Post by: jdizzy001 on June 12, 2009, 01:17:43 PM
I only have one copy, but I think I will do the same.  The gaming world will never be the same for me...
Title: Re: Multiplayer tactics
Post by: Malachi on June 13, 2009, 05:25:17 AM
1 more reason to run Namarie  :twisted:
Title: Re: Multiplayer tactics
Post by: ephen on June 13, 2009, 07:19:37 AM
I don't really see Shapes Slowly Advancing being that great in multiplayer. Most people run large enough fellowships to be able to bounce the companion and nazgul are twilight intensive so unless its your turn to play first you might not get one for the regroup. Plus, we already mentioned how popular cards like saruman's power and sleep, caradhras in multiplayer so you're probably gonna lose it and its kinda tough to stop the fellowship from double moving if you're discarding minions.
Title: Re: Multiplayer tactics
Post by: jdizzy001 on June 13, 2009, 01:53:14 PM
That is a very valid arugment.  Still, auto corruption is great.  It makes me feel all tingly inside  8-)
Title: Re: Multiplayer tactics
Post by: macheteman on June 13, 2009, 08:08:43 PM
but if you do get one token on, then the site that lets you reinforce can be beast. there are ways to kill using it.
Title: Re: Multiplayer tactics
Post by: ephen on June 13, 2009, 08:44:30 PM
I just think it might not work because if I was one of the three shadow players and I saw that another shadow player was trying to add tokens I wouldn't help him because you know its going to automatically corrupt you're ring-bearer.
Title: Re: Multiplayer tactics
Post by: SomeRandomDude on June 21, 2009, 05:55:47 AM
No, see, with Morannon Plains, the adding tokens isn't preventable. You're not using the ability of the card, you're using the ability of the site. Meaning if you can get one token on it, you pretty much have the game won unless someone takes down the condition.
Title: Re: Multiplayer tactics
Post by: jdizzy001 on June 21, 2009, 04:45:24 PM
Or swaps the site with say, unforgiving depths.  It isn't fool proof, but very few things in LOTR are fool proof.
Title: Re: Multiplayer tactics
Post by: MR. Lurtzy on June 21, 2009, 04:53:22 PM
Or Ulaire Nelya, Third of the Nine Riders as SSA is a [Wraith] card.
Title: Re: Multiplayer tactics
Post by: Cw0rk on June 20, 2010, 09:25:24 AM
I'm bumping this thread to the top again because the 4-players table is back on GCCG.

Here is a quick tip, avoid giving too much twilight before moving to site 4... death may very well occur. It means that using Denethor at site 3 is not the best idea ever. Actually, avoid giving too much twilight during the entire game.
Title: Re: Multiplayer tactics
Post by: jdizzy001 on June 21, 2010, 09:44:13 PM
in a multi-player game, there are no "free" moves.  You will fight minions at EVERY site.  Did i mention you will fight minions at EVERY SINGLE site, except site 1 of course. Then again, if someone plays a certain card, you could fight a minion at site 1 too.
Title: Re: Multiplayer tactics
Post by: Cw0rk on June 22, 2010, 03:27:19 AM
in a multi-player game, there are no "free" moves.  You will fight minions at EVERY site.  Did i mention you will fight minions at EVERY SINGLE site, except site 1 of course. Then again, if someone plays a certain card, you could fight a minion at site 1 too.
If everyone dies early except you and someone else, it may be possible to not face any minion.
Title: Re: Multiplayer tactics
Post by: Witchkingx5 on June 22, 2010, 12:14:55 PM
in a multi-player game, there are no "free" moves.  You will fight minions at EVERY site.  Did i mention you will fight minions at EVERY SINGLE site, except site 1 of course. Then again, if someone plays a certain card, you could fight a minion at site 1 too.
If everyone dies early except you and someone else, it may be possible to not face any minion.

That's why Ulaire Nelya, RiT is so strong in Multiplayer. He's a cheap and nice early killer.
Title: Re: Multiplayer tactics
Post by: SomeRandomDude on July 20, 2010, 07:42:08 PM
Every multiplayer deck should pack 4x Goblin Runner.

IMHO.
Title: Re: Multiplayer tactics
Post by: Cw0rk on July 21, 2010, 09:15:13 PM
Dwarves are awesome in multiplayer. Their gear is really cheap (Dwarven Axe, Rings) and it makes you less vulnerable.
Title: Re: Multiplayer tactics
Post by: jdizzy001 on July 22, 2010, 11:20:06 AM
dwarves are broken. discarding your opponents draw deck is as bad as choking.  Of course I love both strategies, but that doesn't dismiss the fact that it is busted
Title: Re: Multiplayer tactics
Post by: Cw0rk on July 22, 2010, 11:23:30 AM
dwarves are broken. discarding your opponents draw deck is as bad as choking.  Of course I love both strategies, but that doesn't dismiss the fact that it is busted
I strongly disagree with you. Broken is something like Mordor Fiend in Open or Galadriel, LR in movie. If you plan to play discard in multiplayer (on GCCG), I suggest you to do that:

Right Click
Left Click on '/declare loss'.

You'll never be able to discard all of your opponents draw decks.
Title: Re: Multiplayer tactics
Post by: SomeRandomDude on July 23, 2010, 01:26:43 PM
dwarves are broken.
This guys been out of the loop since, oh, say, set 11.

Anyone see Hunters block? Anyone still call Dwarves broken? Didn't think so.
Title: Re: Multiplayer tactics
Post by: Cw0rk on July 23, 2010, 07:35:05 PM
dwarves are broken.
This guys been out of the loop since, oh, say, set 11.

Anyone see Hunters block? Anyone still call Dwarves broken? Didn't think so.
They have also been out of the loop from TT until Reflections came out with new companions.
Title: Re: Multiplayer tactics
Post by: jdizzy001 on July 24, 2010, 10:46:14 AM
dwarves are broken.
This guys been out of the loop since, oh, say, set 11.

Anyone see Hunters block? Anyone still call Dwarves broken? Didn't think so.

heavy axe, eager hunter, thorin's harp, mountain homestead x4 (set 11, but str +8!). And you say  Dwarves aren't broken?  Of course you could then argue, stern words, g for grand, and other cool stuff like that.  I've been around since RotEL and have played lotr tcg till set 19.  I'm so far into the loop, they had to rename the loop jdizzy001.  dwarves are cheap and strong.  They're broken, but that doesn't mean their bad.  Dwarves are like ents, it isn't hard to make a good dwarf deck.
Title: Re: Multiplayer tactics
Post by: Witchkingx5 on July 24, 2010, 12:05:54 PM
No, I argue like that: thorongil, Ranger's Longbow, Ithilien Blade, Faramir, BoQ, Elendil's Army, Legolas, OtWR, Orophin, Silvan Elf, Rumil, Silvan Elf, Namarie ...and , and, and... I agree Eager Hunter is kinda nice (also for Splashes), but Elves and Gondor are definitely better than Dwarves in Standard, even though I must admit that it isn't really easy to build a very strong Ithilien Blade Deck.
Title: Re: Multiplayer tactics
Post by: Cw0rk on July 24, 2010, 04:01:30 PM
Quote
They're broken, but that doesn't mean their bad.
I still think that our definitions of 'broken' differs. You seem to use it too often.
Title: Re: Multiplayer tactics
Post by: jdizzy001 on July 24, 2010, 10:23:49 PM
@Wikki: yeah, those cards are pretty outrageous.  Regardless, it all boils down to the power creep.  It happens to all good games.  Mage Knight, LOTR, Star Wars, and Magic.  However, I guess Magic resets itself every so often to help control the creep.  In other news, I REALLY dislike thorongil.  he ruined aragorn for me.  Swift Hunter was plenty.  Then again, hunter was a key word which never should have been made. 

@ c-work: that would explain quite a bit.  i do use it more often.  I'm just not a fan or supporter of shutting down your opponents deck before they can use it, IE discarding everything.
Title: Re: Multiplayer tactics
Post by: SomeRandomDude on July 25, 2010, 04:30:57 AM
dwarves are broken.
This guys been out of the loop since, oh, say, set 11.

Anyone see Hunters block? Anyone still call Dwarves broken? Didn't think so.

heavy axe, eager hunter, thorin's harp, mountain homestead x4 (set 11, but str +8!). And you say  Dwarves aren't broken?  Of course you could then argue, stern words, g for grand, and other cool stuff like that.  I've been around since RotEL and have played lotr tcg till set 19.  I'm so far into the loop, they had to rename the loop jdizzy001.  dwarves are cheap and strong.  They're broken, but that doesn't mean their bad.  Dwarves are like ents, it isn't hard to make a good dwarf deck.

I was arguing more like Ithilien Blade and Namarie but okay.

I find it hard to call a deck relying on a bunch of conditions (especially those that cost a lot of twilight for a culture that likes to choke) broken, unless it executes some insane combo.
Title: Re: Multiplayer tactics
Post by: jdizzy001 on July 25, 2010, 08:33:11 AM
tuche
Title: Re: Multiplayer tactics
Post by: itjunkie on October 06, 2010, 05:54:00 AM
i always play multiplayer with my friends and my sauron wounding deck does quite well. every fellowship exerts from under the watching eye and takes archery from orc bowmen. i always do well except against decks that use sleep caradhras and the like.
Title: Re: Multiplayer tactics
Post by: itjunkie on October 06, 2010, 06:29:28 AM
i think our shadow sucks...most of the time, the player who prevails usually wins due to the FP reaching site 9 and nobody has any minions left to play. hehe
Title: Re: Multiplayer tactics
Post by: hrcho on October 06, 2010, 07:11:44 AM
One of the best advantages you can have is people thinking your deck sucks.
-wtk

Indeed. I lost many a game when I underestimated someone's deck. Best multiplayer decks are swarms and it's swarms that don't rely heavily on conditions (such as Moria Swarm).

Sauron culture is the most used culture for multiplayer decks (Ithil Stone among the most used cards) and Sauron Wound in particular is one of the most used shadows especially because people think that 12 Under the Watching Eye and 12 Orc Bowman in play means a player is dead, but only 4 of each is active at the same time.
Title: Re: Multiplayer tactics
Post by: itjunkie on October 06, 2010, 07:17:47 AM
lol i used to think that hrcho! good thing we never did play with 2 players using the same deck. although we've tried playing with everyone having wounding decks...sauron wounding, minion archery and evil men archery. nasty...everyone kept dying hehe