Before I begin, I know that some people just can't stand playing against discard decks, and I apologise if this post makes them more popular. Personally, I've never minded playing against them: once I worked out how to beat them (the shadow is very weak, so just run), I realised they are just a free win (especially as my decks tend to be pretty big). However, the questions raised last week about whether it does have a place in the game got me thinking: there are two ways to discard cards, and while I think milling off the deck is bad, discarding from hand does have potential.
First off, why milling is bad: if you don't get through the entirety of your opponent's deck, then there was no point: they will still be just as likely to draw that perfect card as they would if you hadn't discarded. Actually, perhaps slightly worse than that: since most decks more easily play cards from the discard pile than decks, you may be helping your opponent (milling through to help them find their one
Goblin Scrabbler, or putting Sleep, Charadhras where Barliman can fetch it). And you're not likely to mill through their whole deck if they play well and double a lot (especially if they play a pretty big deck).
However, I have found three reasons to discard from the opponent's hand:
1. This is niche, but I have made a pretty effective deck that uses four
Great Works Begun There to recur four
What are we Waiting for? every turn when you play a dwarf. The premise is that if your shadow discards the opponent's hand on their FP turns, they would expect to draw 8 shadow cards total out of the 16 they get before the shadow phase (8 to form the hand, plus 8 with WawWf?), so you may be able to safely skip their shadow turn. This can be helped with
Halls of my Home getting rid of shadow cards, forcing them to draw FP (the only mill I find effective). This is more effective in movie/expanded with Grayhame and cards like
Dunharrow Plateau or
Something Slimy to get the Great Works out.
2. Using discard only on one side of your deck to aid the other by discarding their important cards. Moria Swarm is deadly if you don't have the counters to it, most of all condition discard. And in Fellowship Block, that's predominantly
Secret Sentinels and Sleep Charadhras (Bilbo,
WSG and
Song of Durin are less effective). So if you use
The White Arrows of Lorien to discard those cards (or pick off something like
Aragorn's Bow), then you can move in for the kill.
3. This may appear minor and quite technical, but I believe important. If you run an effective deck that plays all possible cards on its turn, you generally will expect to have 5 or 6 playable cards each Free People's (or Shadow) turn: the 2 or 3 you kept from your previous Shadow (or Free Peoples) turn, plus half of the new cards you drew. If your opponent's fellowship doubled on their previous turn, you're likely to have 6-8 playable cards on your Free People's turn. Not so against the White Arrows: if I discard your hand, you expect only 4 playable cards for your next turn. And if you don't play any minions in order to skip the archery phase, you're further clogged, probably expecting to only have about 3-4 playable cards. And if your opponent isn't playing enough cards, then the swarm will be very pleased indeed.
And so, combining points 2 and 3, I have come up with the following deck. I usually play more games before putting decks up here, but I didn't want to miss the discussion on discard. It's won almost every game so far now I've plugged some holes, each time with the swarm doing its thing. The fellowship is pretty hard to kill, however, especially as you bid to go second, and don't really ever want to double. It helps that many people assume it's a discard deck so run too fast which is virtually never safe against Moria. It's also nice that nothing on the FP side is so sacred that you can't jettison cards for
They Are Coming to aid the swarm.
Ring-bearer:
Frodo, Old Bilbo's HeirRing:
The One Ring, Isildur's BaneAdventure deck:
WestfarthingMidgewater MoorsRivendell ValleyMithril MineThe Bridge of Khazad-dumDimrill DaleAnduin ConfluenceGates of ArgonathTol BrandirFree Peoples Draw Deck:
1x
Gimli, Son of Gloin1x
Arwen, Lady Undomiel1x
Haldir, Elf of the Golden Wood1x
Legolas, Greenleaf3x
Lorien Elf1x
Calaglin, Elf of Lorien1x
Celeborn, Lord of Lorien1x
Dinendal, Silent Scout2x
Elrond, Lord of Rivendell1x
Erestor, Chief Advisor to Elrond1x
Galadriel, Lady of Light1x
Galdor, Councilor From the West1x
Golradir, Councilor of Imladris1x
Orophin, Lorien Bowman1x Rúmil,
Elven Protector1x
Saelbeth, Elven Councilor1x
Silinde, Elf of Mirkwood1x
Filibert Bolger, Wily Rascal1x
Dwarven Axe1x
Gimli's Helm2x
Elven Bow1x
Frying Pan3x
Secret Sentinels3x
Hobbit Stealth2x
Far-seeing Eyes3x
Shoulder to Shoulder3x
The White Arrows of LorienShadow Draw Deck:
4x
Goblin Runner4x
Goblin Scavengers1x
Goblin Scrabbler1x
Goblin Warrior1x
Guard Commander4x
Moria Scout1x
The Balrog, Flame of Udun3x
Orc Ambusher2x
Tower Assassin1x Úlairë Enquëa, Lieutenant of Morgul
1x Úlairë Nertëa,
Messenger of Dol Guldur4x
Goblin Scimitar4x
Host of Thousands4x
Goblin Armory2x
Goblin Swarms1x
Relics of Moria2x
They Are Coming