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Author Topic: Bilbo's Tales  (Read 14815 times)

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May 06, 2010, 03:37:16 PM
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Hobbiton Lad

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Bilbo's Tales
« on: May 06, 2010, 03:37:16 PM »
Ring-bearer & Ring
The One Ring, Answer to All Riddles
Bilbo, Bearer of Things Burgled

Free Peoples (42)
Legolas, Fearless Marksman x1 (starting)
Sam, Resolute Halfling x1 (starting)
Smeagol, Poor Creature x1 (starting)
The Splendor of Their Banners x2
Gondor Bowmen x4
The Council of Elrond x4
Might of Numenor x1
Aragorn's Bow x2
Aragorn, Elessar Telcontar x4
Faramir, Son of Denethor x1
Faramir's Bow x1
Hardy Garrison x1
Consorting With Wizards x4
Nine-fingered Frodo and the Ring of Doom x3
The Shire Countryside x4
A Light in His Mind x4
Red Book of Westmarch x4

Shadow (42)
Goblin Armory x4
Goblin Scavengers x4
Goblin Runner x4
Goblin Scimitar x4
Goblin Swarms x4
They Are Coming x4
Host of Moria, Legion of the Underdeeps x2
Orc Pursuer x4
Orc Runner x4
Grishnakh, Orc Captain x3
Ithil Stone x3
Orc Patrol x2

Adventure Path
Steps of Edoras
King's Tent
Hall of the Kings
Pelennor Plain
Crashed Gate
Minas Tirith Third Circle
Osgiliath Crossing
Morgul Vale
Haunted Pass

I've gone 11-1 with this deck but I still feel like it has some holes. Here's a quick breakdown of my strategy:

I usually bid 0 because going first/second doesn't seem to have much impact on things. There are three cards that I find crucial to get on the table immediately: Red Book of Westmarch, Consorting With Wizards & A Light in His Mind. The drawing engine from the book is key to the strategy, since the bulk of the abuse of Shire Countryside comes from losing and regaining initiative in a given phase.

Fellowship Phase
If I find myself particularly beat up in this phase, I tend to play my non-tale cards first and then use Sam's game text to get me down to 4 cards. I can then play a tale (Gondor Bowmen and Splendor are my preferred plays here) to lose initiative, remove a burden with A Light in His Mind, heal with Shire Countryside, regain initiative with the Red Book and then repeat as necessary.

Maneuver Phase
If I decide I want to ramp up to six companions, this is where Might of Numenor is key for me. When I play the sixth companion, I am sure to get myself down to 4 cards before I move. In the event I see an Enquea, I pass my phase actions until Enquea has done two wounds, then I play Might of Numenor. Not only am I able to remove a burden from losing initiative (and heal with Shire Countryside) but since this card is a tale it also allows me to circumvent the rule of 4 and draw a card with Red Book during the maneuver phase and regain initiative. If the healing from that isn't enough, I usually am able to knock off a couple extra wounds by resolving Might of Numenor's game text.

Archery Phase
This is probably the most abusive phase for this mechanic. When I want to make a big double (usually 5-7 or 7-9) I try to set myself up in this fashion. During the Archery phase, I exert Legolas to use Splendor, pop 1-2 Gondor Bowmen with Faramir (if necessary) and then use Aragorn's directed archery exertions. Then I use Legolas, Fearless Marksman's gametext to do another wound (or two wounds if I have enough cards) during the archery phase. It's at this point that I lose initiative, remove a burden, heal Aragorn and do 2-3 more directed archery. I find that on average I can pump out anywhere from 10-13 archery by doing this without completely exhausting all my Gondor Bowmen or other tricks.

Skirmish Phase
If I know I'm not going to be able to kill all the minions during archery, I will try my best to keep myself at 4 cards until the skirmish phase. This is where I will use Nine-fingered Frodo and the Ring of Doom to remove 2 burdens (1 from game text, 1 from losing initiative) and clean off a bunch of wounds. This card is also a tale and lets me draw outside of the Fellowship phase, thus regaining initiative immediately. If I'm facing a deck that heavily relies on threats, or if I'm faced with the prospect of sacrificing Smeagol, I will use NfFatRoD to remove a couple threats instead if I know I can trigger A Light in His Mind when I play it.

Regroup Phase
Probably the hardest phase to set up, since so many other things have had to go right for me to still have exactly 4 cards in hand, but not impossible. Here is when I use Bilbo's game text and add a burden to drop more copies of Consorting With Wizards, hopefully losing initiative to immediately remove that burden, heal companions and draw a card.

I find that with the healing this deck generates, I can consistently move with 0 twilight in the pool by exhausting Bilbo. Usually this limits the minions to an amount that can be managed with the archery I generate. Hardy Garrison is kind of the icing on the cake should I get the chance to use it. Opponents get really frustrated when you remove burdens, heal, and wound a minion every time you lose initiative. :)

Obviously there are flaws in the design, mainly the fact that I depend so heavily on conditions. If I even smell Saruman's Power in their hand I know I've pretty much lost the game. But that's the way the cookie crumbles I suppose.

The shadow side is the part of this deck that bothers me the most. It is mostly incapable of stopping anyone and exists solely for the purpose of cycling. I'd love to have a shadow that can stop my opponent from double moving at some point. I'm just not sure how to come up with a 42 card shadow side that won't clog up my deck.

Thoughts and/or observations welcome.
« Last Edit: May 08, 2010, 08:15:55 AM by Hobbiton Lad »

May 06, 2010, 06:38:21 PM
Reply #1

putridbreath

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Re: Bilbo's Tales
« Reply #1 on: May 06, 2010, 06:38:21 PM »
Wow...awesome. (Especially since I thought Bilbo BoTB was overall useless...

May 07, 2010, 03:24:30 AM
Reply #2

Marcoliboar

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Re: Bilbo's Tales
« Reply #2 on: May 07, 2010, 03:24:30 AM »
iv played against this deck, not bad at all :)

but some condition removal would trash it :)

May 07, 2010, 08:20:08 AM
Reply #3

Faelach

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Re: Bilbo's Tales
« Reply #3 on: May 07, 2010, 08:20:08 AM »
Nice! Was thinking of making one like this myself last week! XD

And here's a gold piece for proving Bilbo, BotB ISN'T useless!  :gp: :up:
Do not take dragons lightly.  They are heavier than you think.

May 08, 2010, 08:49:43 AM
Reply #4

legolas3333

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Re: Bilbo's Tales
« Reply #4 on: May 08, 2010, 08:49:43 AM »
I would say with your shadow just go straight moria, your modified version doesn't look like it will kill anyone
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May 09, 2010, 09:53:34 AM
Reply #5

Witchkingx5

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Re: Bilbo's Tales
« Reply #5 on: May 09, 2010, 09:53:34 AM »
I would say with your shadow just go straight moria, your modified version doesn't look like it will kill anyone

...especially with 4 copies of they are coming. NO seriously, i don't think the Shadow is so good. Try something else.

May 09, 2010, 10:24:26 AM
Reply #6

Cw0rk

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Re: Bilbo's Tales
« Reply #6 on: May 09, 2010, 10:24:26 AM »
You need something vs large fellowships. Ulaire Enquea, LoM or The Number must be few are keys.

May 09, 2010, 01:27:44 PM
Reply #7

Smeagollum

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Re: Bilbo's Tales
« Reply #7 on: May 09, 2010, 01:27:44 PM »
Wow...awesome. (Especially since I thought Bilbo BoTB was overall useless...

I would play Bilbo even in a deck with just 3 comps (Bilbo, Gandalf from the 2nd set and smeagol) and also in a hobbitdeck he's awesome.

May 11, 2010, 07:14:59 PM
Reply #8

Bilbo the Hutt

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Re: Bilbo's Tales
« Reply #8 on: May 11, 2010, 07:14:59 PM »
What happens to your fellowship if you run into Steward's Tomb?  I guess you can probably survive that site and heal at the next one but it will be dicey.

May 11, 2010, 07:37:03 PM
Reply #9

Cw0rk

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Re: Bilbo's Tales
« Reply #9 on: May 11, 2010, 07:37:03 PM »
You could remove 2 Red Book of Westmarch because you already have Council of Elrond to grab them.


May 15, 2010, 05:07:23 AM
Reply #11

Witchkingx5

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Re: Bilbo's Tales
« Reply #11 on: May 15, 2010, 05:07:23 AM »
Elrond, Elven Lord, sucks. I'd suggest starting Leader of Men and Greenleaf to have an extra comp and replacing Elrong, ELven Lord by Elrond, Herald to Gil-galad.

May 15, 2010, 05:35:03 AM
Reply #12

Smeagollum

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Re: Bilbo's Tales
« Reply #12 on: May 15, 2010, 05:35:03 AM »
Elrond, Elven Lord, sucks. I'd suggest starting Leader of Men and Greenleaf to have an extra comp and replacing Elrong, ELven Lord by Elrond, Herald to Gil-galad.

Most certainly not. I need an extra companion and I need something like his ring. So Elrond needs to be a companion and the other Elrond makes no sense in this decktype. Besides that all my main companions will bear an artifact. Greay Pilgrim to run my deck fast and that's what I want to get my shadow effective.

May 15, 2010, 05:40:44 AM
Reply #13

Witchkingx5

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Re: Bilbo's Tales
« Reply #13 on: May 15, 2010, 05:40:44 AM »
You could add any other Splash comp, I basically made very bad experiences with Elven Lord...

May 15, 2010, 05:49:55 AM
Reply #14

Smeagollum

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Re: Bilbo's Tales
« Reply #14 on: May 15, 2010, 05:49:55 AM »
You could add any other Splash comp, I basically made very bad experiences with Elven Lord...

Did think of that first, but that wasn't it either. No this Elrond is good as it get. He's strong and when necessary I can use his abillity to heal Legolas.
I concider another extra companion instead of TotGR though: Either Cirdan or Celeborn to stay in the theme (all companions left for Valinor, except Smeagol).