Okay, so this is the solo sam deck that I run these days in GEMP(especially in tournaments). Its aim is basically to try and double move as many times as possible using sam's abilities, 1st to discard a minion at regroup and 2nd to stay alive via his great resistance because of the hobbit allies who have other uses too. Since we are talking about expanded format, which means site manipulation is a very strong element I tried to add some cards that could help me with that(
Get On And Get Away,
Thror's Map). The sites I have really problems with are of course, Westenment Village -probably instant death, though I 've never seen it played,
Anduin Confluence -rarely senn this too-,
Steward's Tomb -only when it's been played when I intend to stop, really killer- and most of all
Cavern Entrance -though I try to have some tricks up my sleeve-. Actually it is not so rare that I complete the game only with double moves, that is 1-3,3-5,5-7 and 7-9 that is because I really don't need sanctuary healing as long as rosie or gamgee are in play along with 1-2 Party House Guest.
The Shadow side on the other I've been experimenting with. I need a shadow side that is somewhat independent of freeps side, versatile in accordance with expanded format(
Ib decks, site manipulation decks etc) and able to stop opponents from double moving. Currently I play with orc wounding but I am open to ideas.
So the deck is as follows:
Sam, Bearer of Great NeedThe One Ring, The Great Ringstart fellowship:
1x
Gamling, Defender Of The Hornburg1x
Pippin, Wearer Of Black And SilverAdventur Deck:
Crags Of Emyn MuilThe Bridge Of Khazad-DumDoorway To DoomShores Of Nen HithoelCaras GaladhonMoria's Stairway
West Gate Of MoriaGreen Dragon InnImladrisFree Peoples Deck:
3x
Bounder3x House Party Guest
1x
Old Noakes, Purveyor Of Wisdoms1x
Rosie Cotton, Hobbiton Lass1x Melilot Brandyback,
Merry Dancer1x
The Gaffer, Sam's Father1x
Erkenbrand's Horn1x
Salt From The Shire2x
Sting, Weapon Of Heritage2x
Mithril Coat, Dwarf Mail1x
Thror's Map4x Chance Obesrvation
1x
Get On And Get Away2x
Power According To His Stature4x
Home And Hearth2x
Scouring Of The Shire1x
Rare Good Ballast1x Tale Of
The Great Ring1x
Pallando, Far-Travelling One1x
Daddy Twofoot, Next Door Neighbour
Shados Deck:
2x
Mumak Commander, Giant Among The Swertings2x
The Balrog, Demon Of Might2x
Black Gate Sentry3x
Black Land Chieftain3x
Black Land Observer4x
Black Land Overlord1x
Black Land Shrieker2x Half Troll Of Harad
2x
Orkish Invader4x
Orkish Lackey2x
Sauron, Dark Lord Of Mordor4x
Demoralized2x Underground Depths
2x
Spurred To Battle2x
Mordor ScimitarStrategy Free Peoples: Almost always I bid 0. Gamling is there to bring my two followers and Pippin is there to help kill a minion early on and then discarded to help me reach the restriction 4 hobbit cards on
Chance Observation as soon as possible. If I play first I play
Green Dragon Inn so he helps bring out a hobbit ally too(Rosie Cotton, or if she is in starting hand House Party Guest or The
Bounder). If I see that opponent plays archery I keep him to get some archery wounds. The aim is to play everything free side I have every turn.
Home And Hearth is critically important to remove burdens. I usually kill Gamling in the first sites so Sam is alone thereafter.
Mithril Coat is important too especially if opponent plays fierce minions(nazgul etc.) or damage+ guys (uruks etc). I usually get Sam to have resistance 13-15 each game. What this deck lacks of course is condition removal(
Pallando tries to fulfill this role but is not so good but I can' t think of an alternative). I struggle heavily against gollum decks for example as they have too many conditions and
Deceit and
They Stole It are killers.
The things I would like to add are anpother Thro's Map maybe, another Tale Of
The Great Ring (life saver) and maybe
Thrarin, Dwarven Smith to get him killed. Any thoughts?
Whenever I get the chance in the begining I play or dicard events(to reach that 4 hobbit card in discard pile) and
Daddy Twofoot enables to bring some back(I once brought back
Get On And Get Away and won, usually I get
Chance Observation)
As for The Shadow Deck,
Mumak is there to get some wounds and then Orckish Lackey finishes the job. Another way to do this is to add threats and then remove them to exert with
Black Land Overlord, which adds to the pool from
Demoralized.
Black Gate Sentry should get
Mordor Scimitar for obvious reasons. Balrog and Sauron are there if someone tries to double move or even triple move in the end( I have lost some games because of that)
Alterations in Shadow I think are needed so feel free to counsel!!
Overally at least for me it's a fun deck to play and that is all I want!!!
Replays:
http://gempukku.com/gemp-lotr/game.html?replayId=DRakoGG$ueyndqcp5p8eu2qi(though at this time with twilight nazguls)
http://gempukku.com/gemp-lotr/game.html?replayId=DRakoGG$usyya5u8y5v0aeqf(an example of 1-3, 3-5, 5-7, 7-9)
http://gempukku.com/gemp-lotr/game.html?replayId=DRakoGG$n1u4cik3i1qyf7in(the importance of
The Tale Of The Great Ring at site 7 I think where opponent reached str 100+)