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Author Topic: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)  (Read 41504 times)

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March 15, 2014, 01:41:32 PM
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sgtdraino

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I've decided to document, as comprehensively as possible, every Expanded Format strategy I see on a regular basis. I'm also documenting statistics on frequency of encounters, ratings, descriptions, weaknesses, links to deck lists, you name it. If you are seeking to understand the meta of Expanded Format, I hope to make this thread the go-to reference for you! And the more people who participate, the better this information will be, so your assistance and suggestions are greatly appreciated! Here we go...

DECK STRATEGIES

FREE PEOPLES
 [Gandalf]
Powerful Guide
-Normally sets up with Saved from the Fire. Very tough, once established.
-Weaknesses: Skipping Maneuver, Cavern Entrance, Too Great and Terrible, site manipulation, direct wounding, and minions with lots of vitality.
-Link: Powerful Guide Revisited
-Encounters: //////6
-Rating: *********`9.67
Bearer of Obligation
-Can be tricky to do effectively, but can also be surprisingly strong.
-Weaknesses: Corruption
-Link: Bearer of Obligation/Northmen Rohan
-Encounters: ///3
-Rating: ******`6.33
SFTF Tanks
-Normally sets up with Saved from the Fire, often uses G for Grand, Gandalf, Leader of the Company, Grimbeorn, and Treebeard, but may also be done with other cultures. Big powerful fellowship.
-Weaknesses: Big twilight pool, condition hate.
-Link: SFTF Tanks/Fierce Nazgul
-Encounters: /////////9
-Rating: *****`5.33
Snuffler Support
-Setup designed primarily to support the Little Snuffler Shadow strategy, to get a Shadow win by site 3. Often uses Saved from the Fire to burn Smeagol and take Gollum and 2x Little Snuffler into hand.
-Weaknesses: Everything. Other than setting up a Little Snuffler strategy, it's not much good at anything.
-Encounters: /1
-Rating: **2
Ent Horde
-Starts a huge Ent fellowship with Merry, In the Bloom of Health, Pippin, In the Bloom of Health, Fredegar Bolger, Fatty (or Farmer Maggot, Hobbit of the Marish), Quickbeam, Bregalad, Skinbark, Fladrif, Host of Fangorn, and Ent Horde. May discard hobbits to play more companions later. May use Mellon! to keep opponent off guard.
-Weaknesses: Condition hate, Ulaire Enquea, Sixth of the Nine Riders, Ulaire Enquea, Lieutenant of Morgul, Morgul Squealer, Rapid Reload.
-Link: Ents Swarming Across the Battlefield w/ Evil Men Archery
-Encounters: //2
-Rating: *******7

 [Elven]
Telepathy
-Generally combined with at least one other Elf strategy.
-Weaknesses: Any strategy which skips the maneuver phase, when most of the telepathy occurs.
-Link: Telepathy Rapetrain
-Encounters: /1
-Rating: ******6
Archery
-Generally combined with at least one other Elf strategy, sometimes mixed with Gondor and/or Lady of Ithilien.
-Weaknesses: Condition hate, and any strategy which skips the archery phase.
-Encounters: ////////8
-Rating: ***`3.67
Gil-galad Looping
-Uses Gil-galad, High King of the Noldor to loop events and conditions endlessly. Generally combined with at least one other Elf strategy.
-Weaknesses: Direct wounding. Little healing. Slightly prone to condition hate. Tends to be slow-moving.
-Link: High King loop/telepathy - Nazgul
-Encounters: ///////7
-Rating: *********`9.33
The Twins
-Elladan, Elrohir, and a bunch of skirmish events. Often paired with Gil-galad looping and Cirdan.
-Weaknesses: Archery and other forms of direct wounding. Dark Horseman.
-Encounters: ///3
-Rating: *****`5.67
Elf Discard
-Uses Gil-galad, High King of the Noldor to recycle Ancient Enmity to discard cards from opponent's hand. Often paired with Sauron Discard.
-Weaknesses: Opponents with large decks. Fellowship is also often slow-moving, with a relatively weak Shadow, so outrunning them is possible.
-Encounters: 0
-Rating: *******7

 [Gondor]
Token Tanks
-Often sets up with Saved from the Fire. Gears up about 5 super-strong companions, and runs.
-Weaknesses: Condition hate, Dark Horseman, direct wounding.
-Link: 1st Tier deck gondor - evil men archery
-Encounters: ////4
-Rating: *****`5.33
Madril
-Uses Madril, Defender of Osgiliath and Ithilien Blade to discard minions.
-Weaknesses: Ships of Great Draught, Ulaire Enquea, Sixth of the Nine Riders.
-Link: The Ultimate Madril
-Encounters: ////////8
-Rating: *********`9.33
Three Hunters
-Tanks up Legolas, Gimli, and Aragorn with gear and conditions.
-Condition hate, archery.
-Encounters: ///////7
-Rating: *`1.33
Wraiths
-Uses [Gondor] Wraiths and their various conditions to power through.
-Weaknesses: Condition hate, Archery.
-Encounters: //2
-Rating: **`2.33
Knights
-Recycles fortifications and tanks up Gondor Knights.
-Weaknesses: Condition hate.
-Encounters: //////6
-Rating: *****`5.33
Last Ruling Steward
-Removes [Gondor] possessions with Denethor, Last Ruling Steward to exert minions, then finishes them off with Archery or direct wounding.
-Weaknesses: Skipping Maneuver. Killing Denethor.
-Encounters: //2
-Rating: *******`7.5
Driven by Need
-Features Aragorn, Driven by Need, Aragorn's Bow, Ranger's Longbow, and Sting, Elven Long Knife to manipulate threats and Archery.
-Weaknesses: Condition hate, skipping maneuver.
-Encounters: /1
-Rating: ******6
Gondor Choke
-Similar to Smeagol Choke, but without Smeagol. Usually runs a [Shire] Ring-bearer with 1 or 2 Gondor guys, often Faramir, Son of Denethor, Aragorn, Strider, or Aragorn, Well-traveled Guide.
-Weaknesses: Grima, Wormtongue, Condition hate, swarm, archery, Ulaire Nertea, Dark Horseman, etc.
-Encounters: ///3
-Rating: *****5
Anarion
-Usually a fairly small fellowship with lots of events to tank up Anarion, Lord of Anorien.
-Weaknesses: Archery, swarm, Grima, Wormtongue.
-Encounters: /1
-Rating: ******6

 [Rohan]
Merry Men
-Uses Merry's Sword, Sword Rack, and Lady of Ithilien to recycle archery, exertions, and direct wounding.
-Weaknesses: Condition hate, possession hate, direct wounding.
-Encounters: /1
-Rating: *****`5.33
Horn Filter
-Uses Gamling, Defender of the Hornburg, Erkenbrand's Horn, and New Chapter to play a bunch of Followers. Sometimes paired with The Number Must Be Few Tentacles, Fool of a Took!, or Lost to the Goblins.
-Weaknesses: Archery, Rapid Reload, Grima, Wormtongue, and skipping the maneuver phase.
-Link: Horn Filter - Lost To The Goblins
-Encounters: ///3
-Rating: ******`6.33
Rohan Hunters
-Tanks up Rohan Hunters with gear and conditions.
-Weaknesses: Twilight generation, condition hate.
-Link: Bearer of Obligation/Northmen Rohan
-Encounters: //2
-Rating: *****`5.33
Rohan Archery
-Recycles Riddermark Javelin and/or other possessions that increase Archery, teams up with Gondor for more Archery, kills with Lady of Ithilien, may also incorporate Leowyn and Aldor.
-Weaknesses: Grima, Wormtongue, Shelob, Her Ladyship, Corsair Marauder.
-Encounters: /1
-Rating: ****4

 [Dwarven]
Dwarf Choke
-Plays just a few Dwarfs, and generates almost no twilight.
-Weaknesses: Dark Horseman, Grima, Wormtongue.
-Encounters: //////6
-Rating: *******`7.67
Dwarf Discard
-Often paired with Sauron Discard. Lots of Nobody Tosses a Dwarf, Dwarven Warrior, and Dwarven Axe.
-Weaknesses: Dark Horseman, Grima, Wormtongue, and Shotgun Enquea.
-Encounters: /////5
-Rating: ******6
Condition Dwarfs
-Tank up characters and use conditions to heal and become stronger. Often employ Dain Ironfoot, King Under the Mountain for doubling, may employ Gimli, Feared Axeman to protect conditions.
-Weaknesses: Condition hate.
-Encounters: /////5
-Rating: ******`6.67
Counter of Foes
-Centers on turning Gimli, Counter of Foes into a berserker. Often paired with Legolas, Companion of the Ring. Uses battlegrounds.
-Weaknesses: Condition hate, Grima, Wormtongue
-Encounters: //2
-Rating: *1
Lively Combatant
-Tanks up Gimli, Lively Combatant and draws cards.
-Weaknesses: Grima, Wormtongue.
-Encounters: /1
-Rating: ****4
Dwarf Tanks
-Tanks up a number of Dwarfs with things like Axe of Khazad-dum to be high strength, high damage.
-Weaknesses: Puts out more twilight than traditional dwarf decks.
-Encounters: /1
-Rating: *****5

 [Shire]
Hobbit Hospital
-Uses Scouring of the Shire and lots of conditions to actually get stronger whenever you play minions.
-Weaknesses: Ulaire Nertea, Dark Horseman, Saruman's Power. Massive condition hate is important for defeating this deck.
-Encounters: ////////////12
-Rating: *******`7.33
Brave Decoy
-Pumps up Pippin, Brave Decoy to massive proportions, and has him fight everybody, or else cancels the skirmish. Sometimes uses the new pipeweed cards.
-Weaknesses: Condition hate, Cavern Entrance.
-Link: Pacifistic Pippin
-Encounters: //2
-Rating: *****5
Hobbit Alliance
-Similar setup to Hobbit Hospital, but uses lots of allies, and either Frodo, Old Bilbo's Heir or Sam, Bearer of Great Need.
-Weaknesses: Ulaire Nertea, Dark Horseman, Mauhur, Relentless Hunter, Cavern Entrance, Ally hate.
-Encounters: //////6
-Rating: ****`4.67
Shadowplay
-Uses cards like Shadowplay, Home and Hearth, No Visitors, and Unheeded to kill minions, remove burdens, and cancel skirmishes.
-Weaknesses: Condition hate, minions with 1 vitality.
-Link: Unheeded Tentacles
-Encounters: //2
-Rating: *****`5.33
No Visitors
-Recycles No Visitors with Daddy Twofoot, Next-door Neighbor, cancels skirmishes, and removes burdens by various means.
-Weaknesses: Skipping Maneuver.
-Encounters: //2
-Rating: *****`5.33
Pipeweed
-Multicultural deck that uses lots of Pipes and Pipeweed to heal, remove burdens, and other things.
-Weaknesses: Grima, Wormtongue.
-Encounters: /1
-Rating: ***3
Bilbo Choke
-Uses Bilbo, Bearer of Things Burgled, Consorting with Wizards, and Sudden Fury to create a situation where Bilbo loses skirmishes but can't be killed.
-Weaknesses: Condition bombs.
-Encounters: /1
-Rating: *****5

 [Gollum]
Bearer of Great Secrets
-Tanks up Smeagol, then chokes. Often paired with some version of Ninja Gollum.
-Weaknesses: Archery, condition hate, Cavern Entrance.
-Link: Smeagol Morgul Orc
-Encounters: ////4
-Rating: *******`7.33
Smeagol Choke
-Runs a Sam or Frodo Ring-bearer, with Smeagol and usually either Faramir, Son of Denethor or Aragorn, Heir to the Throne of Gondor. Often employs followers, and lots of sneaky events.
-Weaknesses: Archery, condition hate, Cavern Entrance.
-Encounters: ///3
-Rating: *******`7.67
Smeagol Ents
-A clever variant of solo Smeagol that starts Bearer of Great Secrets and 7 unbound companions: Merry, In the Bloom of Health, Pippin, In the Bloom of Health, Fredegar Bolger, Fatty (or Farmer Maggot, Hobbit of the Marish), Quickbeam, Bregalad, Skinbark, Fladrif, Host of Fangorn, and Ent Horde. May start Prancing Pony or another site which plays a 9th companion right away. All the extra companions are simply meat shields which allow Smeagol to move very quickly.
-Weaknesses: Threat-adding. Since Smeagol will kill a companion with every move, adding threats means more wounds. Once Smeagol is the only one left, he is weak to archery.
-Encounters: /1
-Rating: ********8


SHADOW
 [Gollum]
Condition Ninja Gollum
-Uses a bunch of conditions, Gollum, Shelob, and a few events to kill your guys.
-Weaknesses: Gladden Homestead and condition hate.
-Encounters: /////////9
-Rating: ********8
Event Ninja Gollum
-Uses a bunch of events (especially Little Snuffler), Gollum, Shelob, a few conditions, and extreme site manipulation to kill your guys (preferably in Region 1).
-Weaknesses: Wise Guide, and the ability to heal the Ring-bearer in Region 1.
-Encounters: ///3
-Rating: ******`6.67
Sudden Strike
-Uses Gollum, Sudden Strike, and Evil-smelling Fens to unleash and recycle a rainbow of magic bullet minions to counter any FP strategy. The Swiss Army Knife of Shadows.
-Weaknesses: Twilight choke, Wise Guide, condition hate, Shadowplay.
-Encounters: //2
-Rating: **********10
Little Snuffler
-Unlike Event Ninja Gollum, this deck is VERY focused on using Little Snuffler and Gollum, Dark as Darkness to kill the Ring-bearer by site 3. If they fail, the deck tends to be weak after that.
-Weaknesses: This deck needs at least 10 twilight to kill at site 2, and at least 8 twilight to kill at site 3, so the best defense is often to just play nothing for those first two sites. Also auto-fail against any deck that uses The Ring of Rings or Isildur's Bane.
-Encounters: /1
-Rating: *****5

 [Dunland]
Freca Site Control
-Controls sites, uses Hides, and beats down your guys.
-Weaknesses: Many. Prone to condition hate and possession hate.
-Encounters: ///3
-Rating: ***3
Constantly Threatening
-Cycles minions out as fast as possible, to set up for a Constantly Threatening bomb whenever the Fellowship doubles. May incorporate Dunlending Rampager to gain initiative to play Gollum, Plotting Deceiver to activate Evil-smelling Fens, and/or Black Sails of Umbar as a one-shot swarm increaser for late in the game.
-Weaknesses: Doesn't swarm as well as some other strategies. Condition hate.
-Encounters: 0
-Rating: ******6

 [Wraith]
Forest Nazgul
-Uses Dark Approach, conditions like Lost in the Woods, and key Nazgul to wreck your guys.
-Weaknesses: Choke, small tank fellowships, condition hate.
-Encounters: ////////////12
-Rating: *********9
Enduring Nazgul
-Stars Ulaire Enquea, Thrall of the One, often with Morgul Destroyer, Morgul Brute, Morgul Squealer, and Between Nazgul and Prey. Sometimes paired with a version of Ninja Gollum.
-Weaknesses: Condition hate, Stewards' Legacy, Cavern Entrance, Steward's Tomb
-Encounters: /1
-Rating: ******`6.67
Twilight Nazgul
-Normally win through corruption, or direct-wounding the Ring-bearer to death.
-Weaknesses: Burden removal, most Twilight Nazgul are not fierce.
-Encounters: //2
-Rating: ***`3.5
Fierce Nazgul
-Similar to Forest Nazgul, but not reliant on Forests.
-Weaknesses: Condition hate, flaming brand.
-Links: Gondor + Nazguls, SFTF Tanks/Fierce Nazgul
-Encounters: ///////7
-Rating: *******7
Assignment Nazgul
-Centers on using [Wraith] cards with assignment actions or limitations, such as Ulaire Toldea, Messenger of Morgul, Morgul Vangard, Ulaire Nertea, Dark Horseman, Sense of Obligation, etc. May have support from other cultures that also do things in assignment.
-Weaknesses: Burden removal, since much of the assignment stuff is connected to spotting burdens or adding burdens.
-Encounters: /1
-Ratting: *******7
Morcs
-Combined with one of the other Nazgul strategies. Centered around Morgul Brute, Morgul Destroyer, and wounding the Ring-bearer.
-Weaknesses: Canceling special abilities, direct wounding, condition hate.
-Link: Smeagol Morgul Orc
-Encounters: ////4
-Rating: *****5

 [Moria]
Goblin Armory
-Recycles possessions to add twilight and swarm you.
-Weaknesses: Condition hate.
-Link: powerful guide pipeweed - moria
-Encounters: /////////9
-Rating: *****5
Fool of a Took!
-Uses Fool of a Took!, Ted Sandyman, and some filtering to set up a massive Moria Orc bomb.
-Weaknesses: Wise Guide, Power According to His Stature, discarding.
-Link: An Idea with Fool of a Took
-Encounters: 0
-Rating: *******7
Tentacles
-Uses Tentacles often in conjunction with The Number Must Be Few to reduce your move limit to 1, and/or swarm you with Tentacles.
-Weaknesses: Choke, small fellowships, or the ability to kill off down to 6 companions without any skirmishing (SFTF, etc.).
-Link: Unheeded Tentacles
-Encounters: ///3
-Rating: ******6
Lost to the Goblins
-Uses fast cycling and filtering to set up a corruption bomb with Lost to the Goblins.
-Weaknesses: Wise Guide, a Ring-bearer with high resistance.
-Link: Horn Filter - Lost To The Goblins
-Encounters: 0
-Rating: ******`6.33
The Balrog
-Centers around playing The Balrog over and over, usually The Balrog, Demon of Might. Recycles with Evil-smelling Fens, adds twilight with Goblin Runner and Led Astray, may manipulate sites and/or use minions to add the "Underground" keyword.
-Weaknesses: Twilight choke, direct wounding, counter-site manipulation w/ Mount Doom.
-Encounters: //2
-Rating: ******`6.5

 [Orc]
Demoralized Bomb
-Uses Demoralized, Mountain-troll, and various minions to exert all your guys, add lots of twilight, and play every minion they've got.
-Weaknesses: Condition hate, A New Light, Traveled Leader.
-Link: The Ultimate BOMB Deck
-Encounters: ////4
-Rating: *********`9.33
Warg Super Swarm
-Uses Orkish Scout, Orkish Runner, Mountain-troll, and a bunch of Wargs to add lots of twilight, and play every minion they've got. May employ direct wounding.
-Weaknesses: Possession hate, Condition hate, A New Light, Traveled Leader.
-Encounters: ///3
-Rating: *********9
Troll Swarm
-Uses Orkish Scout, Orkish Runner, and Troll's Keward, Keeper of the Beast to add lots of twilight to play lots of trolls.
-Weaknesses: Condition hate, Faithful Stone.
-Encounters: ///3
-Rating: ******6
Bound to Its Fate
-Recycles Bound to Its Fate endlessly with Isengard Underling and Goblin Hordes. Often paired with one of the Super Swarm strategies.
-Weaknesses: Burden removal, condition hate.
-Encounters: /1
-Rating: *******`7.67
Orc Direct Wounding
-Recycles Pitiless Orc and other direct wounding or archery minions.
-Weaknesses: Condition hate, super healing.
-Encounters: //2
-Rating: ******`6.67
Goblin Hordes
-Uses Goblin Hordes to recycle Orcs that work underground, especially Frenzied Orc
-Weaknesses: Condition hate, site manipulation.
-Encounters: //2
-Rating: *****`5.5
Demoralized Rapid Reload
-A hybrid of [Orc] and [Men] that uses Rapid Reload in conjunction with 4x Demoralized to exhaust your entire fellowship.
-Weaknesses: Condition hate, super healing.
-Encounters: 0
-Rating: *****`5.5

 [Raider]
Corsairs
-Uses support area possessions to play Castamir and Corsair Marauder over and over. Watch for Fierce in Despair and recycling Wind That Sped Ships.
-Weaknesses: Possession hate and direct wounding.
-Link: Elven Telepathy - Corsairs
-Encounters: /////5
-Rating: *******`7.67
Southron Direct Wounding
-Gains initiative via Ships of Great Draught and Corsair War Galley, then plays Southrons that wound with initiative.
-Weaknesses: Possession hate, super healing.
-Encounters: /1
-Rating: ********8
Beasterlings
-Recycles Easterling Captain, Easterling Lieutenant, Easterling Guard, and Easterling Pillager to burden and kill you.
-Weaknesses: Burden removal, Archery, direct wounding, possession hate.
-Encounters: //////6
-Rating: ******`6.67
Easterling Corsairs
-A hybrid that discards your possessions with Corsair Marauder and then recycles the worst Easterlings to corrupt and kill you.
-Weaknesses: Burden removal, super possession discard.
-Encounters: /1
-Rating: ****`4.67

 [Men]
Skull Men Super Archery
-Uses The Mouth of Sauron, Messenger of Mordor, Howdah, Rapid Reload, Precision Targeting, and Elevated Fire to blast your guys with absurd amounts of archery.
-Weaknesses: Healing, condition hate, and bouncing Hobbits back and forth from your hand.
-Link: 1st Tier deck gondor - evil men archery
-Encounters: //////6
-Rating: *******7
Lurker Men
-Combines [Men] Lurkers with Stragglers to do some damage.
-Weaknesses: Condition hate.
-Encounters: //2
-Rating: ****4
Hard Core Site Control
-Controls sites very quickly with [Men] minions like Engrossed Hillman, Rapt Hillman, and Wandering Hillman, then takes advantage with cards like Southron Archer, White Hand Invader, and Gothmog, Lieutenant of Morgul.
-Weaknesses: Super site liberation, super healing.
-Link: Hard Core Site Control
-Encounters: /1
-Rating: ********8
Stacking Men
-Revolves around using [Men] minions that discard in Maneuver and stack on cards like Ceremonial Armor.
-Weaknesses: Possession hate, condition hate.
-Encounters: /1
-Rating: ***3

 [Isengard]
Wizard Conditions
-Uses Saruman paired with conditions that temporarily turn into minions. Often paired with Uruk Hunters.
-Weaknesses: Condition hate.
-Link: the men of Wizards
-Encounters: ////4
-Rating: *****5
Uruk Site Control
-Often a mix of [Isengard] and [Uruk] minions and conditions to gain advantage via controlling sites.
-Weaknesses: Condition hate.
-Encounters: //2
-Rating: ****4
Uruk Swarm
-Uses Uruks that make each other cheaper as you play them.
-Weaknesses: Large fellowships.
-Link: Uruk-Hai Swarm
-Encounters: //2
-Rating: ****4
Isengard Wargs
-Uses the warg-riders of [Isengard] to cancel skirmish special abilities, recycles wargs with Saruman, Master of Foul Folk and other minions.
-Weaknesses: Possession hate, requires multiple card combos, can be costly.
-Encounters: /1
-Rating: **`2.5

 [Uruk]
Uruk Hunters
-Uses Saruman and key powerful Uruk Hunters to beat down your guys. Likes Broken in Defeat. Often includes Greed for good measure.
-Weaknesses: Condition hate, Wise Guide.
-Encounters: //////6
-Rating: *******7
Assignment Uruks
-Uses Uruks who have assignment special abilities, in conjunction with other minions who have similar abilities.
-Weaknesses: Condition hate.
-Encounters: /1
-Rating: ******6
Uruk Tanks
-Plays a variety of large damage + Uruks, often with weapons, that have various special abilities.
-Weaknesses: Choke.
-Encounters: /1
-Rating: ******6

 [Sauron]
Besiegers
-Controls sites, then uses key conditions and minions to completely kick your arse.
-Weaknesses: Condition hate, site liberation, other site control decks.
-Link: Sauron Besiegers
-Encounters: ///3
-Rating: ******`6.67
Tracker Orcs
-Stars Grishnakh, Orc Captain, Orc Cutthroat, and various Orcs who do things with threats, roaming, and card drawing. Will also Hate your guys to death.
-Weaknesses: Wise Guide, wound prevention, Stewards' Legacy.
-Encounters: /1
-Rating: ******`6.67
Sauron Discard
-Aims to deck you out using various conditions and events. Often paired with Discarding Dwarfs.
-Weaknesses: Condition hate, burden removal, moving quickly.
-Encounters: //////6
-Rating: ****4
Orc Bowmen Direct Wounding
-Ups Archery with Orc Bowmen, exerts your guys with Under the Watching Eye, direct wounds with skirmish special abilities.
-Weaknesses: Condition hate, Steward's Legacy, cards that exert minions.
-Encounters: /////5
-Rating: ****`4.67
Sauron Tank Maneuver Wounding
-Plays powerful [Sauron] minions like Orc Slaughterer to overwhelm guys, and uses Hate and/or A Host Avails Little to wound companions in Maneuver.
-Weaknesses: Gandalf, Wise Guide, twilight choke.
-Encounters: /1
-Rating: *******7
DECK STRATEGY PAIRING STATISTICS
This section shows how often I encounter one strategy paired with a particular other strategy.

Archery/Assignment Uruks
-/1
Archery/Demoralized Bomb
-/1
Archery/Forest Nazgul
-/1
Archery/Lurker Men
-/1
Archery/Morcs
-/1
Archery/Orc Bowmen Direct Wounding
-//2
Archery/Wizard Conditions
-/1
Bearer of Great Secrets/Condition Ninja Gollum
-//2
Bearer of Great Secrets/Event Ninja Gollum
-/1
Bearer of Great Secrets/Freca Site Control
-/1
Bearer of Obligation/Corsairs
-/1
Bearer of Obligation/Forest Nazgul
-/1
Bearer of Obligation/The Balrog
-/1
Bilbo Choke/Fierce Nazgul
-/1
Brave Decoy/Beasterlings
-/1
Condition Dwarfs/Besiegers
-/1
Condition Dwarfs/Bound to Its Fate
-/1
Condition Dwarfs/Demoralized Bomb
-/1
Condition Dwarfs/Fierce Nazgul
-/1
Condition Dwarfs/Troll Swarm
-/1
Counter of Foes/Corsairs
-/1
Counter of Foes/Uruk Site Control
-/1
Driven by Need/Goblin Armory
-/1
Dwarf Choke/Condition Ninja Gollum
-/1
Dwarf Choke/Demoralized Bomb
-/1
Dwarf Choke/Enduring Nazgul
-/1
Dwarf Choke/Freca Site Control
-/1
Dwarf Choke/Goblin Armory
-/1
Dwarf Choke/Morcs
-/1
Dwarf Discard/Sauron Discard
-/////5
Dwarf Tanks/Fierce Nazgul
-/1
Ent Horde/Hard Core Site Control*
-/1
Ent Horde/Skull Men Super Archery
-/1
Gil-galad Looping/Beasterlings
-/1
Gil-galad Looping/Threat Orcs
-/1
Gil-galad Looping Archery/Condition Ninja Gollum
-/1
Gil-galad Looping Archery/Forest Nazgul
-//2
Gil-galad Looping Archery/Orc Bowmen Direct Wounding
-/1
Gil-galad Looping Archery/Warg Super Swarm
-/1
Gondor Choke/Orc Direct Wounding
-/1
Hobbit Alliance/Condition Ninja Gollum
-/1
Hobbit Alliance/Event Ninja Gollum
-/1
Hobbit Alliance/Goblin Armory
-//2
Hobbit Alliance/Morcs
-/1
Hobbit Hospital/Condition Ninja Gollum
-//2
Hobbit Hospital/Corsairs
-/1
Hobbit Hospital/Fierce Nazgul
-/1
Hobbit Hospital/Forest Nazgul
-//2
Hobbit Hospital/Goblin Armory
-/1
Hobbit Hospital/Skull Men Super Archery
-//2
Hobbit Hospital/Stacking Men
-/1
Horn Filter/Besiegers
-/1
Horn Filter/Goblin Hordes
-/1
Horn Filter/Troll Swarm
-/1
Knights/Evil Men Lurkers
-/1
Knights/Golbin Armory
-/1
Knights/Sauron Discard
-/1
Knights/Twilight Nazgul
-/1
Knights/Wizard Conditions
-/1
Last Ruling Steward/Fierce Nazgul
-/1
Last Ruling Steward/Twilight Nazgul
-/1
Lively Combatant/Besiegers
-/1
Madril/Corsairs
-/1
Madril/Fierce Nazgul
-/1
Madril/Goblin Armory
-//2
Madril/Morcs
-/1
Madril/Uruk Hunters
-/1
Madril/Sudden Strike
-/1
Merry Men/Uruk Hunters
-/1
No Visitors/Easterling Corsairs
-/1
No Visitors/Goblin Hordes
-/1
Pipeweed/Forest Nazgul
-/1
Powerful Guide/Forest Nazgul
-//2
Powerful Guide/Orc Bowmen Direct Wounding
-/1
Powerful Guide/Sauron Tank Maneuver Wounding
-/1
Powerful Guide/Sudden Strike
-/1
Powerful Guide/The Balrog
-/1
Rohan Archery/Tentacles
-/1
Rohan Hunters/Uruk Hunters
-/1
Rohan Hunters/Uruk Swarm
-/1
SFTF Tanks/Beasterlings
-/1
SFTF Tanks/Corsairs
-/1
SFTF Tanks/Fierce Nazgul
-/1
SFTF Tanks/Forest Nazgul
-/1
SFTF Tanks/Orc Bowmen Direct Wounding
-//2
SFTF Tanks/Warg Super Swarm
-/1
Shadowplay/Freca Site Control
-/1
Shadowplay/Southron Direct Wounding
-/1
Smeagol Choke/Beasterlings
-/1
Smeagol Choke/Event Ninja Gollum
-/1
Smeagol Choke/Tentacles
-/1
Smeagol Ents/Uruk Tanks
-/1
Snuffler Support/Little Snuffler
-/1
Telepathy/Forest Nazgul
-/1
The Twins/Condition Ninja Gollum
-/1
The Twins/Isengard Wargs
-/1
The Twins/Uruk Hunters
-/1
Three Hunters/Demoralized Bomb
-/1
Three Hunters/Skull Men Super Archery
-/1
Three Hunters/Tentacles
-/1
Three Hunters/Troll Swarm
-/1
Three Hunters/Uruk Hunters
-/2
Three Hunters/Wizard Conditions
-/1
Token Tanks/Condition Ninja Gollum
-/1
Token Tanks/Skull Men Super Archery
-/1
Token Tanks/Uruk Site Control
-/1
Token Tanks/Wizard Conditions
-/1
Wraiths/Assignment Nazgul
-/1
Wraiths/Forest Nazgul
-/1

STATISTICS BY PREDOMINANT CULTURE
This section shows how often I encounter each culture. I determine the culture of a deck by whatever culture they use the most of, and/or whatever culture is central to the deck's strategy. These statistics are for distinct decks; if I play the same player's same deck more than once, it still only gets counted one time.

 [Gandalf]
-///////////////////19
 [Elven]
-///////////////////19
 [Gondor]
-///////////////////////////////////35
 [Rohan]
-//////////10
 [Dwarven]
-////////////////////20
 [Shire]
-///////////////////////////27
 [Gollum](Free Peoples)
-////////8
 [Gollum](Shadow)
-///////////////15
 [Dunland]
-///3
 [Wraith]
-///////////////////////////27
 [Moria]
-//////////////14
 [Orc]
-////////////////16
 [Raider]
-/////////////13
 [Men]
-///////////11
 [Isengard]
-//////////10
 [Uruk]
-////////8
 [Sauron]
-////////////////16

STRATEGY RATINGS
You can now submit ratings for each deck strategy, using a scale 1 to 10 stars (10 being strongest, 1 being weakest). No fractions please, that makes it too complicated! Each person to submit ratings will receive 1 gold. The average rating of each deck strategy can be found in the DECK STRATEGIES section. To submit your ratings, simply copy and paste this current ratings card with your rating listed for each strategy:

GANDALF
Powerful Guide
Bearer of Obligation
SFTF Tanks
Snuffler Support
Ent Horde

ELF
Telepathy
Archery
Gil-galad Looping
The Twins
Elf Discard

GONDOR
Token Tanks
Madril
Three Hunters
Wraiths
Knights
Last Ruling Steward
Driven by Need
Gondor Choke
Anarion

ROHAN
Merry Men
Horn Filter
Rohan Hunters
Rohan Archery

DWARF
Dwarf Choke
Dwarf Discard
Condition Dwarfs
Counter of Foes
Lively Combatant
Dwarf Tanks

SHIRE
Hobbit Hospital
Brave Decoy
Hobbit Alliance
Shadowplay
No Visitors
Pipeweed
Bilbo Choke

GOLLUM (Free Peoples)
Bearer of Great Secrets
Smeagol Choke
Smeagol Ents

GOLLUM (Shadow)
Condition Ninja Gollum
Event Ninja Gollum
Sudden Strike
Little Snuffler

DUNLAND
Freca Site Control
Constantly Threatening

NAZGUL
Forest Nazgul
Enduring Nazgul
Twilight Nazgul
Fierce Nazgul
Assignment Nazgul
Morcs

MORIA
Goblin Armory
Fool of a Took!
Tentacles
Lost to the Goblins
The Balrog

ORC
Demoralized Bomb
Warg Super Swarm
Troll Swarm
Bound to Its Fate
Orc Direct Wounding
Goblin Hordes
Demoralized Rapid Reload

RAIDER
Corsairs
Southron Direct Wounding
Beasterlings
Easterling Corsairs

EVIL MEN
Skull Men Super Archery
Lurker Men
Hard Core Site Control
Stacking Men

ISENGARD
Wizard Conditions
Uruk Site Control
Uruk Swarm
Isengard Wargs

URUK
Uruk Hunters
Assignment Uruks
Uruk Tanks

SAURON
Besiegers
Tracker Orcs
Sauron Discard
Orc Bowmen Direct Wounding
Sauron Tank Maneuver Wounding

Just copy and paste this ratings card into your post, and type your rating next to each deck strategy. Thanks!

OTHER RESOURCES

Expanded Format Gemp Players List
-A constantly-updated list of players I encounter, and the deck strategies they use!

Currently updated through: 11/15/2014

STRATEGY TOTALS
Total FP Strategies: 39
Total Shadow Strategies: 44
Total Strategies: 83
« Last Edit: November 15, 2014, 07:06:28 PM by sgtdraino »
"I would have followed you, my brother... my captain... my king." - Boromir

March 15, 2014, 03:37:57 PM
Reply #1

ThornyB

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Re: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)
« Reply #1 on: March 15, 2014, 03:37:57 PM »
I'd love to see some sample lists. Especially the Powerful Guide deck. I have versions of some of the above that I'll post as well if anyone cares.
Thorny

March 15, 2014, 03:44:14 PM
Reply #2

sgtdraino

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Re: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)
« Reply #2 on: March 15, 2014, 03:44:14 PM »
I'd love to see some sample lists. Especially the Powerful Guide deck. I have versions of some of the above that I'll post as well if anyone cares.
Thorny

Often someone will post a thread for their deck, including a decklist. Give me some URLs for threads on some of these various deck strategies, and I'll add those links to post #1!
"I would have followed you, my brother... my captain... my king." - Boromir

April 03, 2014, 08:41:36 AM
Reply #3

sgtdraino

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Re: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)
« Reply #3 on: April 03, 2014, 08:41:36 AM »
Post #1 updated with links to a number of different deck lists for the strategies!
"I would have followed you, my brother... my captain... my king." - Boromir

April 04, 2014, 03:18:30 PM
Reply #4

xXx

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Re: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)
« Reply #4 on: April 04, 2014, 03:18:30 PM »
Powerful Guide does have some weaknesses, namely minions with lots of vitality and/or also skipping maneuver phase (also Balrog, Demon of Might). Forrest Nazgul are another problem I've encountered with PG (and really any other kind of fellowship that doesn't choke haha). Direct wounding can also cause problems.
Philippians 4:13

April 04, 2014, 08:15:04 PM
Reply #5

Shelobplayer

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Re: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)
« Reply #5 on: April 04, 2014, 08:15:04 PM »
You name archery as one of the Gil-Galad loop decks weakness and I thinkit is the exact opposite. Hosts of the Last Alliance and Elven Armaments give a very strong general defense against archery and everyone but Gil-Galad is expendable if you are playing against someone trying to reuse  Anduin Banks or something. Never had problem against any archery shadow so far playing my version, pretty sure I never lost to one actually.

April 06, 2014, 06:26:18 AM
Reply #6

sgtdraino

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Re: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)
« Reply #6 on: April 06, 2014, 06:26:18 AM »
Powerful Guide does have some weaknesses, namely minions with lots of vitality and/or also skipping maneuver phase (also Balrog, Demon of Might).

My experience playing against these, is that one or two turns of skipping maneuver normally doesn't hurt them much, because they also have skirmish phase tricks to recycle spells and/or wound guys. They also generally have one or two tanks capable of at least surviving a Balrog hit. However, I've updated post #1 with your suggestions!

You name archery as one of the Gil-Galad loop decks weakness and I thinkit is the exact opposite. Hosts of the Last Alliance and Elven Armaments give a very strong general defense against archery and everyone but Gil-Galad is expendable if you are playing against someone trying to reuse  Anduin Banks or something. Never had problem against any archery shadow so far playing my version, pretty sure I never lost to one actually.

Those are good points. When I said archery, I believe I was thinking of the Gil-galad loop deck's one primary disadvantage, which is its lack of healing ability. But you are absolutely right, their anti-archery cards tend to make it very difficult for archery decks to have much effect at all. I have updated post #1 with your suggestions!
"I would have followed you, my brother... my captain... my king." - Boromir

April 09, 2014, 08:05:45 AM
Reply #7

Shelobplayer

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Re: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)
« Reply #7 on: April 09, 2014, 08:05:45 AM »
Killing minions with wounds is not the only way Powerful Guide builds can kill minions, it is pretty easy to overwhelm stuff with Grimbeorn/ Treebeard/ SotSF/ Dale Counselor. The weakness of those builds imo is direct wounding, Orkish Lackey + Black Land Overlord in particular in my experience.
« Last Edit: April 09, 2014, 08:07:55 AM by Shelobplayer »

August 20, 2014, 08:52:11 AM
Reply #8

sgtdraino

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Re: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)
« Reply #8 on: August 20, 2014, 08:52:11 AM »
Post #1 has been updated big time!
"I would have followed you, my brother... my captain... my king." - Boromir

August 21, 2014, 06:29:05 PM
Reply #9

dmaz

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Re: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)
« Reply #9 on: August 21, 2014, 06:29:05 PM »
Last night I spent some time developing a new Fellowship for expanded with beefy Gondor companions.

The general strategy has been used before, but for this deck in particular I wanted to not invest too heavily in one particular venue, so that if I run into condition hate or possession hate, I should still be able to absorb it, more or less.

Here's a replay of a win from the final product.
http://www.gempukku.com/gemp-lotr/game.html?replayId=dmaz$40aberowwapqpcmg

As I generally like adding "cute" little gimmicks to my decks, this one runs Boromir, Steward's Heir, and tries to trick him out with every toy possible, as he can't be targeted by Grima (quite fun).

I've always seemed to find Faramir to be the Gondor Ringbearer with the least drawbacks, so I used him.

Basic strategy is start Denethor and one of the disposable rangers to help you with sites early on a little. You should be able to get the Prancing Pony going to pull either Aragorn or Boromir, depending on what your hand looks like.

Noble Leaders and stacking excess Noble Leaders on Shards works nice.

Anyway, I'll post the deck soon. In this game I got everything out so you can see what it has. Shadow is basically just a super-cycle Nazgul shadow.

Overall it was a fun deck to play. I might need to tweak it to add some healing mechanics tho...

August 22, 2014, 01:37:52 AM
Reply #10

Vordan

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Re: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)
« Reply #10 on: August 22, 2014, 01:37:52 AM »
watched the rep Dmaz, i like the idea and seems pretty solid, except the usual weakness mono gondor has:

- heavy condition shadow;
- monoculture hate;
- heavy swarms;
- heavy site manipulation; (as i saw you have only 1 anduril  and 2 or 3 ranger to change/play   your site) maybe some Pathfinder or Well-traveled could help as you have many ranger.
- and to some extent heavy archery (as you already noticed some more healing may be needed)
« Last Edit: August 22, 2014, 01:39:36 AM by Vordan »

August 23, 2014, 07:40:16 PM
Reply #11

sgtdraino

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Re: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)
« Reply #11 on: August 23, 2014, 07:40:16 PM »
Last night I spent some time developing a new Fellowship for expanded with beefy Gondor companions.

Nice! Looks like a variation of what I've been calling Token Tanks.

Post #1 has been updated big time! Players can now submit ratings for each deck strategy, and I'll average them in. Here are my own ratings:

GANDALF
Powerful Guide 5
Bearer of Obligation 3
G for Grand Tanks 3

ELF
Telepathy 3
Archery 2
Gil-galad Looping 5
The Twins 4

GONDOR
Token Tanks 3
Madril 4
Three Hunters 1
Wraiths 1
Knights 1

ROHAN
Merry Men 3
Horn Filter 3
Rohan Hunters 3

DWARF
Dwarf Choke 4
Dwarf Discard 4
Condition Dwarfs 4

SHIRE
Hobbit Hospital 4
Brave Decoy 3
Hobbit Alliance 3
Shadowplay 3
No Visitors 3

GOLLUM (Free Peoples)
Bearer of Great Secrets 4
Smeagol Choke 4

GOLLUM (Shadow)
Condition Ninja Gollum 4
Event Ninja Gollum 4

DUNLAND
Freca Site Control 1

NAZGUL
Forest Nazgul 5
Enduring Nazgul with Morcs 4

MORIA
Goblin Armory 3
Fool of a Took! 4
Tentacles 4
Lost to the Goblins 4

ORC
Demoralized Bomb 5
Warg Mountain-troll Super Swarm 4
Troll Swarm 3
Bound to Its Fate 4
Orc Direct Wounding 3
Goblin Hordes 3

RAIDER
Corsairs 4
Southron Direct Wounding 4
Easterlings 3

EVIL MEN
Skull Men Super Archery 3
Evil Men Lurkers 2

ISENGARD
Wizard Conditions 3
Uruk Site Control 2
Uruk Swarm 2

URUK
Uruk Hunters 4
Assignment Uruks 3

SAURON
Besiegers 4
Threat Orcs 4
Sauron Discard 3
Orc Bowmen Direct Wounding 3
"I would have followed you, my brother... my captain... my king." - Boromir

August 24, 2014, 05:23:18 AM
Reply #12

Shelobplayer

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Re: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)
« Reply #12 on: August 24, 2014, 05:23:18 AM »
Cool, here are my ratings:

GANDALF
Powerful Guide 5
Bearer of Obligation 3
G for Grand Tanks 3

ELF
Telepathy 3
Archery 2
Gil-galad Looping 5
The Twins 2

GONDOR
Token Tanks 2
Madril 5
Three Hunters 1
Wraiths 1
Knights 4

ROHAN
Merry Men 2
Horn Filter 4
Rohan Hunters 2

DWARF
Dwarf Choke 3
Dwarf Discard 2
Condition Dwarfs 3

SHIRE
Hobbit Hospital 3
Brave Decoy 2
Hobbit Alliance 2
Shadowplay 2
No Visitors 2

GOLLUM (Free Peoples)
Bearer of Great Secrets 4
Smeagol Choke 4

GOLLUM (Shadow)
Condition Ninja Gollum 4
Event Ninja Gollum 3

DUNLAND
Freca Site Control 1

NAZGUL
Forest Nazgul 4
Enduring Nazgul with Morcs 3

MORIA
Goblin Armory 2
Fool of a Took! 3
Tentacles 3
Lost to the Goblins 3

ORC
Demoralized Bomb 5
Warg Mountain-troll Super Swarm 5
Troll Swarm 3
Bound to Its Fate 4
Orc Direct Wounding 4
Goblin Hordes ???

RAIDER
Corsairs 4
Southron Direct Wounding 4
Easterlings 3

EVIL MEN
Skull Men Super Archery 4
Evil Men Lurkers 2

ISENGARD
Wizard Conditions 2
Uruk Site Control 2
Uruk Swarm 2

URUK
Uruk Hunters 3
Assignment Uruks 3

SAURON
Besiegers 3
Threat Orcs 2
Sauron Discard 1
Orc Bowmen Direct Wounding 2

EDIT: I think Denethor, LRS strategies should be listed here somewhere.
« Last Edit: August 24, 2014, 05:26:57 AM by Shelobplayer »

August 24, 2014, 09:41:10 AM
Reply #13

sgtdraino

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Re: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)
« Reply #13 on: August 24, 2014, 09:41:10 AM »
Cool, here are my ratings:

Thanks! I've averaged them in.

EDIT: I think Denethor, LRS strategies should be listed here somewhere.

You're absolutely right, I've now added it. What would you rate the strategy?

And I'm adding more strategies all the time, as I think of them or encounter them. If anyone has any that need to be added, please let me know!
"I would have followed you, my brother... my captain... my king." - Boromir

August 24, 2014, 09:51:29 AM
Reply #14

Shelobplayer

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Re: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)
« Reply #14 on: August 24, 2014, 09:51:29 AM »
You're absolutely right, I've now added it. What would you rate the strategy?


I'd rate it as a solid 4, maybe could be even taken to 5 if someone puts in the time, the card's raw power is huge.

August 24, 2014, 06:50:30 PM
Reply #15

dmaz

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Re: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)
« Reply #15 on: August 24, 2014, 06:50:30 PM »
I'd rate it as a solid 4, maybe could be even taken to 5 if someone puts in the time, the card's raw power is huge.

I had completely overlooked this until now.

I'd say a big part of making this work VERY seamlessly would be getting those maximum of 4 cards into your hand every fellowship phase. Twilight pool isn't so much of an issue if you are exerting minions twice 3 - 6 times (that's 6 to 12 direct wounds essentially, with the cost of a mere possession being the cost for two wounds on a minion...not bad).

Maybe even tossing in Gandalf, the Grey Pilgrim? What dynamics does Gondor have for getting cards into hand (without using the OTHER Denethor ;) )?

August 24, 2014, 07:43:02 PM
Reply #16

sgtdraino

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Re: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)
« Reply #16 on: August 24, 2014, 07:43:02 PM »
I had completely overlooked this until now.

I'd say a big part of making this work VERY seamlessly would be getting those maximum of 4 cards into your hand every fellowship phase. Twilight pool isn't so much of an issue if you are exerting minions twice 3 - 6 times (that's 6 to 12 direct wounds essentially, with the cost of a mere possession being the cost for two wounds on a minion...not bad).

Maybe even tossing in Gandalf, the Grey Pilgrim? What dynamics does Gondor have for getting cards into hand (without using the OTHER Denethor ;) )?

I'm thinking the best setup might be Saved from the Fire. You could also theoretically use Gamling to pull out a generic Gondor possession every turn, and then These Are My People to recycle them.
"I would have followed you, my brother... my captain... my king." - Boromir

August 24, 2014, 08:22:12 PM
Reply #17

Shelobplayer

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Re: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)
« Reply #17 on: August 24, 2014, 08:22:12 PM »
I'm thinking the best setup might be Saved from the Fire. You could also theoretically use Gamling to pull out a generic Gondor possession every turn, and then These Are My People to recycle them.

These Are my People is definitely an amazing card for LRS decks. The version I used at the kitchen table started with Faramir, BOQ + Denethor, LRS + Pippin, WOBAS + Smeagol, AH and used Unheeded and Don't Look at Them to finish off minions early on before it built up it's fellowship, you can find my old real life LRS list here somewhere (I never owned a single copy of TAMP unfortunately lol). Later on you Ranger's Longbow can easily take care of business and archery in general makes great synergy with LRS, as well as Eowyn, LOI.

Gamling, DOTH could be used as well to fetch an extra Armor or Coat of mail each turn as well, but

August 25, 2014, 08:49:53 AM
Reply #18

sgtdraino

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Re: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)
« Reply #18 on: August 25, 2014, 08:49:53 AM »
Gamling, DOTH could be used as well to fetch an extra Armor or Coat of mail each turn as well, but

But... what? :)

Post #1 has again been updated, more deck strategies added, ratings card updated. I finally decided what to call my own unique Shadow strategy: I've dubbed it Sudden Strike, after the event of the same name. I think it fits with the overall feel of what that Shadow does. :) Also, as rainbow as it is (it contains EVERY Shadow culture), thanks to all the support cards, there is more [Gollum] culture in it than anything else. Feel free to rate it! I of course think it's awesome, so I gave it 5.
"I would have followed you, my brother... my captain... my king." - Boromir

August 25, 2014, 01:09:00 PM
Reply #19

idleninja

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Re: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)
« Reply #19 on: August 25, 2014, 01:09:00 PM »
Thanks for posting this, now I have some deck ideas I can try.

Gamling, DOTH could be used as well to fetch an extra Armor or Coat of mail each turn as well, but

But... what? :)
Armor, Coat of Mail, Great Shield, Flaming Brand, very nice idea Shelobplayer. Nevermind. Funny I was looking at WoTR set lists over the weekend and was thinking LRS might be a power card, guess I was right.
« Last Edit: August 26, 2014, 10:12:26 AM by idleninja »

August 25, 2014, 05:43:16 PM
Reply #20

dmaz

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Re: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)
« Reply #20 on: August 25, 2014, 05:43:16 PM »
I see a lot of talk of These Are My People being a good cards for the LRS deck...but doesn't LRS have you remove the possession from the game, not just discard it? Maybe I'm missing something...

August 25, 2014, 08:28:17 PM
Reply #21

Shelobplayer

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Re: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)
« Reply #21 on: August 25, 2014, 08:28:17 PM »
But... what? :)

See, that's a great question!

I see a lot of talk of These Are My People being a good cards for the LRS deck...but doesn't LRS have you remove the possession from the game, not just discard it? Maybe I'm missing something...

Good point :D
Remove effects should belong to MTG anyway :D

So the deck could be a Rohan/Gondor/Smeagol combo I guess. Faramir, BoQ + Gamling, DOTH + Eowyn, LOI + some version of Smeagol in the starting fellow, Aragorn, DOR pulled by Simbelmyne maybe and play 4 copies of LRS. Use bows on Gorn/Faramir, throw in some Gondor Bowmen, then finish off the rest with LoI. A bit too straight forward for me, but doesn't sound bad :D

August 26, 2014, 01:29:44 PM
Reply #22

sgtdraino

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Re: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)
« Reply #22 on: August 26, 2014, 01:29:44 PM »
I see a lot of talk of These Are My People being a good cards for the LRS deck...but doesn't LRS have you remove the possession from the game, not just discard it? Maybe I'm missing something...

Woops. Duh.

Post #1 updated!
"I would have followed you, my brother... my captain... my king." - Boromir

August 27, 2014, 12:18:07 PM
Reply #23

sgtdraino

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Re: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)
« Reply #23 on: August 27, 2014, 12:18:07 PM »
EDIT: I think Denethor, LRS strategies should be listed here somewhere.

Here's a fairly epic game I had last night against one of these:

http://www.gempukku.com/gemp-lotr/game.html?replayId=sgtdraino$utb4tytl9nvoxy7l

The guy called me a wizard when I triple moved from Site 2 to Site 4, catching up to him. :) But I think the best bit is when all the most famous minions come out at the end and clobber him!

Post #1 is updated.
« Last Edit: August 27, 2014, 12:19:57 PM by sgtdraino »
"I would have followed you, my brother... my captain... my king." - Boromir

August 27, 2014, 02:32:02 PM
Reply #24

Eukalyptus

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Re: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)
« Reply #24 on: August 27, 2014, 02:32:02 PM »
I'm thinking the best setup might be Saved from the Fire. You could also theoretically use Gamling to pull out a generic Gondor possession every turn, and then These Are My People to recycle them.

These Are my People is definitely an amazing card for LRS decks. The version I used at the kitchen table started with Faramir, BOQ + Denethor, LRS + Pippin, WOBAS + Smeagol, AH and used Unheeded and Don't Look at Them to finish off minions early on before it built up it's fellowship, you can find my old real life LRS list here somewhere (I never owned a single copy of TAMP unfortunately lol). Later on you Ranger's Longbow can easily take care of business and archery in general makes great synergy with LRS, as well as Eowyn, LOI.

Gamling, DOTH could be used as well to fetch an extra Armor or Coat of mail each turn as well, but

LRS removes from the game, making TAMP useless.

August 27, 2014, 03:03:21 PM
Reply #25

sgtdraino

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Re: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)
« Reply #25 on: August 27, 2014, 03:03:21 PM »
Somebody didn't read the whole thread. ;)
"I would have followed you, my brother... my captain... my king." - Boromir

August 29, 2014, 08:49:20 AM
Reply #26

sgtdraino

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Re: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)
« Reply #26 on: August 29, 2014, 08:49:20 AM »
Post #1 updated. Now listing 69 deck strategies! 33 Free Peoples, 36 Shadow.
« Last Edit: August 29, 2014, 09:17:06 AM by sgtdraino »
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August 29, 2014, 04:37:33 PM
Reply #27

Shelobplayer

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Re: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)
« Reply #27 on: August 29, 2014, 04:37:33 PM »
[Gandalf]
Powerful Guide
http://lotrtcgwiki.com/forums/index.php/topic,5881.0.html
-Normally sets up with Saved from the Fire. Very tough, once established.
-Weaknesses: Skipping Maneuver, Forest Nazgul, direct wounding, and minions with lots of vitality.
-Encounters: //2
-Rating: *****5

I played PG a lot. Mostly the list that you linked, and mostly with physical cards, and not on GEMP (although I have a 100% winrate with it on gemp with about 10 games), and I'd like to comment on those weaknesses.

Skipping maneuver: what the deck does in maneuver is activating Grimbeorn and attaching Pallando, it is completely fine without that. The problem is Demon of Might at cavern entrance, one or the other are not really threatening separately, but if you shut down both Dale Counselor and Grimbeorn, it will lose both ways to recycle spells for Gandalf.

Forest Nazgul: You hit one of them with Enraged Shepherd to exert all of them once (SOTSF first if required), then they all fall to either stronger fighters or activations of PG/ Radagast's Herb Bag. Forest nazguls are a walk in the park more often than not.

The decks's weakness is that it's very reliant on Gandalf (no SOTSF, no Strength of Spirit, no Intimidate without him).

A generic SFTF setup for PG is disadvantegous in my opinion (burning Leader of Men with the first SFTF is the equivalent of giving 9 twilight to search for a single card of value). The Long-Stemmed Pipe variant on the other hand could work exceptionally well.
« Last Edit: August 29, 2014, 04:46:40 PM by Shelobplayer »

August 31, 2014, 12:25:29 PM
Reply #28

sgtdraino

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Re: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)
« Reply #28 on: August 31, 2014, 12:25:29 PM »
Skipping maneuver: what the deck does in maneuver is activating Grimbeorn and attaching Pallando, it is completely fine without that. The problem is Demon of Might at cavern entrance, one or the other are not really threatening separately, but if you shut down both Dale Counselor and Grimbeorn, it will lose both ways to recycle spells for Gandalf.

If Dale Counselor is exhausted, pretty much any Underground + Balrog, Demon of Might will do. Stopping Grimbeorn is pretty important IMO, because it's much more likely that Gandalf will have to face The Balrog himself.

Forest Nazgul: You hit one of them with Enraged Shepherd to exert all of them once (SOTSF first if required), then they all fall to either stronger fighters or activations of PG/ Radagast's Herb Bag. Forest nazguls are a walk in the park more often than not.

Good point, I've removed them from the "Weaknesses" section.

The decks's weakness is that it's very reliant on Gandalf (no SOTSF, no Strength of Spirit, no Intimidate without him).

That's true, although I don't know if I'd call that a weakness. PG is incredibly hard to kill.

A generic SFTF setup for PG is disadvantegous in my opinion (burning Leader of Men with the first SFTF is the equivalent of giving 9 twilight to search for a single card of value). The Long-Stemmed Pipe variant on the other hand could work exceptionally well.

That is true, although in the description you'll note it just says "sets up with SFTF," not that SFTF is necessarily used to grab Gandalf. In your version of this deck, it still primarily sets itself up using SFTF.

Post #1 has been updated, and cleaned up a bit. Switched the Powerful Guide link to the new thread you just made on it. Combed through the Expanded forum, and have added links to 24 of the strategies listed in Post #1. Could use a lot of help for the rest!
« Last Edit: August 31, 2014, 02:45:20 PM by sgtdraino »
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September 01, 2014, 12:46:10 PM
Reply #29

Shelobplayer

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Re: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)
« Reply #29 on: September 01, 2014, 12:46:10 PM »
There are a few  [Men] strategies that I used to see around in the GCCG days yet I haven't encountered a single one of them on GEMP. There is this shadow using and reusing Wold Battlefield and gets Pavise on fatties, and the possession stacking stuff with Coldly Still, Ceremonial Armor and all those minions froms ROS and Last Days, and various combinations of these (I played the deceived wizards condition deck with Coldly Still for example on GCCG). I'll work on some sample lists and post them later on when I'm comfortable with them. Both are fairly powerful strategies.
« Last Edit: September 01, 2014, 12:48:06 PM by Shelobplayer »

September 01, 2014, 12:47:28 PM
Reply #30

Shelobplayer

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Re: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)
« Reply #30 on: September 01, 2014, 12:47:28 PM »
double post, sry, wanted to edit

September 01, 2014, 06:18:05 PM
Reply #31

sgtdraino

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Re: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)
« Reply #31 on: September 01, 2014, 06:18:05 PM »
I'll work on some sample lists and post them later on when I'm comfortable with them. Both are fairly powerful strategies.

Excellent, looking forward to seeing them!

As an incentive to get more people to rate these strategies, I will give 1 gold to anyone who submits a voting card (found at the bottom of Post #1) rating the strategies. So far only Shelobplayer and myself have attempted to rate the strategies! More ratings please!
"I would have followed you, my brother... my captain... my king." - Boromir

September 01, 2014, 09:05:35 PM
Reply #32

dmaz

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Re: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)
« Reply #32 on: September 01, 2014, 09:05:35 PM »
Yes, it's about time I rated all of these. While I haven't played against all of them, I've at least seen them, or a very close variation to each one. I'll try to give any feedback from things I remember.

 [Gandalf]
Powerful Guide: 4.5
I've lost to this deck many times, the reason I can't give it a full 5 though is because it seems to be weak to any kind of wounding outside of the skirmish phase. I do agree that if are building any kind of shadow that is supposed to do its business during the skirmish phase, you are either toast or will have a VERY hard row to hoe. However, massive archery, combined with heavy site manipulation can overcome the decent vitality and three traveled leaders that this deck probably packs (imo ;) )

Bearer of Obligation: 3.5
I've both beaten and lost to this kind of deck. I think it has potential when they can get set up very fast. Whereas Powerful Guide generally runs a heavy card-pool, I've seen a BoO deck that was relatively light and set itself up very quickly. You don't need too many cards to make it work, I think...

G For Grand Tanks: 2
I wish I could give this more credit...but I beat it before using a simple nazgul cycle deck while testing a weird fellowship side. He was also using that condition that uses tokens from exertions to boost strength in skirmishes...If you pack Grima's/Orthanc Champion+Saruman's Power, you can just run over the fellowship with just basic Nazgul. The Witch King with Toil works nicely.

Snuffler Support: 1
Never played this one...but it seems like any deck that uses a response Ring could just walk through this, right?

Ent Horde: 4
I used to play this fellowship. I'm going to give it a 4 because I feel like it can be made strong enough to fight a lot of the downsides you might encounter. I didn't play a very huge deck so I was able to get it fully set up almost every time by site 3. If you are able to just walk without adding any other twilight during fellowship (I didn't play Mellon!) your opponent doesn't really have enough twilight to make best use of cards like Morgul Squealer or  Ulaire Enquea, Sixth of the Nine Riders. You just pick and choose which guys to kill off and keep trucking. I think it's a solid strategy compared to things like the Gil-Galad looping as you can build the deck to rely on 0 condition and 0 possessions. It's always nice creating dead cards for your opponent's shadow.

[Elven]
Telepathy: 3
It always seems like some of these try to get a little too fancy for their own good, and reach too far into other strategies. Also, whereas pure Telepathy would just focus on healing and winning skirmishes, any shadow that dances around their strengths would just wreak havoc.

Archery: 1.5
Maybe I'm being too harsh on this deck...I just feel like there's A LOT of shadows that just crap all over it.
In general you aren't going to get your optimal 8 - 10 archery piling out there every move. From what I've seen, at best, these decks can put out a solid 6 or 7 archery surprisingly quickly if they are built well. However they won't if you are up against condition hate, OR if your opponent just loves to absorb it. There are a lot of solid decks with Enduring minions, not to mention corruption. There are many shadows that will actually love the fact that they have heavy archery. Shelob just eats it up.

Gil-galad Looping: 4
If your shadow side commands threats even fairly well, these decks don't actually give you much trouble, though it is strong.

The Twins: 2.5
These seem to try to combine with Telepathy quite often, but get lost against any shadow that doesn't care about winning skirmishes. Corruption, direct wounding, archery, site manipulation, swarm bombs...take your pick.

Elf Discard: 3
I guess it gets a three just because it combines elements of Gil-galad's deck. To me, it's still a "gimmick" deck...it tries to accomplish it's win indirectly (discarding). I say it's more effective to go for the throat.

[Gondor]
Token Tanks: 3
I really like the idea, and it has potential, but the weaknesses you already mentioned at this point are something to be overcome.

Madril: 5
One of the most powerful, imo. This deck has serious moving power, and is flexible to be combined with Gandalf/others to cover its weaknesses. I guess its versatility combined with raw power is why I gave it such a high score.

Three Hunters: 1
Cute idea...just doesn't cut the mustard.

Wraiths: 1.5
I gave it slightly higher than 1...I think that it DOES perform well against specific shadows, as opposed to just general good performance.

Knights: 3
Even when up against condition hate, the ones I've seen are so heavy in fortifications, and have the ability to play from discard sometimes, that they can usually cycle and keep tanking. A decent, solid deck.

Last Ruling Steward: 3.5
Seems extremely strong from what I've seen. I can't put it on the same level as some other decks though because the deck would seem to fall apart if you just kill Denethor. I guess same could be said about Madril, BUT Madril has the ability to completely dispose of threatening minions in maneuver as opposed to simply exerting them.

Driven By Need: 3

Gondor Choke: 2
I've tried this with Faramir RB as well as a few other ways. If you prepare for Grima you can do fairly decent. It does lack running power sometimes.

[Rohan]
Merry Men: 3
Annoying as heck. Cool solid strategy. Well balanced though weak to condition hate. If your racks get discarded you still have decently strong companions to truck on.

Horn Filter: 2.5
Works...but all your opponent needs to do is pack 1 of 3 simple sites (1 of which is very popular) to give you some serious trouble. I really don't like decks that completely fall apart if your opponent just decides to include a certain site.

Rohan Hunters: 3
In general, just a solid base strategy. You aren't necessarily relying too much on anything but your characters' power. Hunters can double move sometimes, and a lot of the later Rohan possessions are pretty strong. Doesn't have a certain "Super-Powered" strategy like Madril, but still beefy.

[Dwarven]
Dwarf Choke: 4.5
I find this deck to be hard to overcome if you don't draw the right cards with your shadow. I find I'm always scrounging for my Gollum/Shelob and my Grima/Saruman's Power. They can set up Preparations with Slacked Thirsts to prepare for Grima, and you need to have a Saruman's Power first to stop that. In general you lose a lot of time at sites 4 and 5 with your shadow just trying to break through. Tough deck for sure.

Dwarf Discard: 3
I'm generally happy when my opponent takes up space in his deck dedicated to discarding. I want to give the strategy by itself a 2, but because it's already paired with cards from such a strong strategy (Dwarf Choke), it needs to be recognized a little.

Condition Dwarfs: 3

Counter of Foes: 1
I love seeing Counter of Foes' face sputter and spew itself into the dead pile in the Movie sealed after he gets Grima'd or Saruman's Powered. There are much smarter ways to get companions to 20+ strength.

Lively Combatant: 2

[Shire]
Hobbit Hospital: 4
Pretty darn strong. You do need an early Saruman's Power to cripple some of the conditions before they get too many Scourings out. Versatile shadows can at least slow it down, but it's a tough one.

Brave Decoy: 2.5
Cool deck. Like you said, can be shut down with the right site.

Hobbit Alliance: 2

Shadowplay: 3

No Visitors: 3
Doesn't always need the followers to work for one or two sites...but if your opponent is playing the right sites and has site manipulation you will end up with dead hobbits.

[Gollum]
Bearer of Great Secrets: 3
A little stronger than some strategies...but can really crap the bed against certain shadows. That's the problem with some of these choke/tank up the ringbearer deck...if your opponent gets lucky at one site and breaks through your defense, there is nothing to fall back on...

Smeagol Choke: 3.5
Stronger than Smeagol RB in my opinion just for the fact that you have some other companions that can do some of the fighting in a pinch.

Shadow to come after lunch.



September 01, 2014, 11:01:08 PM
Reply #33

dmaz

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Re: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)
« Reply #33 on: September 01, 2014, 11:01:08 PM »
[Gollum]
Condition Ninja Gollum: 4
Pretty strong...just barely gave this a 4 though. I think it's a little stronger in Movie.

Event Ninja Gollum: 3
Any versatile Fellowship that has healing mechanics or site control mechanics can do decent against this.

Sudden Strike: 5
The nastiest and most versatile of all of the Gollum decks.

Little Snuffler: 2
Kind of already described why I think this is bad in the fellowship side of it

[Dunland]
Freca Site Control: 1.5
Strong, but too many of the top tier fellowships can trounce this. Even if you get 5 sites under control, most of the top tier fellowships will STILL walk through all of your beefed up minions.

[Wraith]
Forest Nazguls: 4.5
Imo, could be the best option for Nazgul in expanded...mainly because it has heavy site manipulation, which in turn benefits the strategy of the deck. You can put out a lot of Nazgul with each move.

Enduring Nazgul: 3

Twilight Nazgul: 1.5
I wish they could work better in Expanded...

Fierce Nazgul: 3.5
Since this category is broad, I want to give it almost a 4...there are many Nazgul builds that can be pretty versatile and do a lot of damage...Choke does still hurt them though.

Morcs: 2
I rated this one a little lower than the others because it can be stopped almost dead in its tracks by both 1. Game Text/site control, or 2. Mass healing/burden removal or even threat control. I feel like almost any decent Expanded deck out there touches on at least one of these, which would hinder this shadow quite a bit.

[Moria]
Goblin Armory: 2.5
Eeks it out above a 2 just because it cycles so well.

Fool of a Took!: 3.5
I want to be able to give my own idea a 4 but not until I've worked out the bugs :) This deck went 8-2 in the Expanded league and 7-3 in casual, so it's definitely got something to it. I'm going to start from scratch with it again, this time including the balrog's whip that lets you reveal the FP hand and discard all of their low cost events  :twisted:....if I can do that I think its only big weakness would be Powerful Guide.

Tentacles: 2
The strategy is cool, and maybe it works amazing when combined with the right fellowship...but just to judge it on it's own power as a shadow side, I don't see it standing up well to a lot of these tier 1 fellowships. Many of these strong fellowships pack a lot of Saved from the Fire...you don't want to lose just because your opponent can burn his least useful companion and run...

Lost to the Goblins: 2.5
This bomb is actually quite harder to set up than the Sandyman Bomb. Fool of a Took! let's you pull everything that's a minion into your hand with no limit. This can get huge. With Lost to the Goblins you need 3 or maybe even 4 in hand to get it to work. That and you'll need 8 - 10 minions (or more) on your deck. I've been able to win with only 6 or 7 (playing the rest from hand) with the Fool of a Took! version. I've tried it and don't see it being very capable.

The Balrog: 3.5
I think beatdown decks are solid. This is a good beatdown deck.

[Orc]
Demoralized Bomb: 4
I wish I had kept the replay (maybe I have it I'll have to look) of my Ent Horde deck going up against a Demoralized Bomb. Around site 7 or 8 he got the full bomb to go off in all its glory. I still survived due to the burden for +3 ring. For this deck to work it also needs to invest heavily in site control...at which point it becomes hard to balance. Nice deck, but as its a bomb, it can be prepared for.

Warg Super Swarm: 4.5
Really tough shadow to go up against, whatever you play. The added dynamics that the wargs give for race hate is nice too.

Troll Swarm: 3

Bound to Its Fate: 3.5

Orc Direct Wounding: 3
Hurts...but basic site manipulation can make quick work of them if you have a strong base strength fellowship.

Goblin Hordes: 3

Demoralized Rapid Reloading: 2.5
There's a difference between a Rainbow Swiss Army Knife shadow (which uses a large base pool of Gollum cards to pull magic bullet minions), and a combo deck. Combo decks where cultures mix are sometimes crappy in their draws.

[Raider]
Corsairs: 3.5
Just barely a 3.5 and not a 4...a beefed up fellowship can handle a fierce Castamir fatty no problem if he only exerts once or twice. The downside to their strength being enduring is that any kind of direct wounding in maneuver or archery will take them down . I'd like my strong minions to have enough vitality to fight, thank you very much.

Southron Direct Wounding: 4
A little nastier than Corsairs and you have more control.

Beasterlings: 4
These are strong and annoying, even if you are able to remove the burdens every turn. It's fairly easy for you to have a little threat control with the Raider culture, so using GOTM to remove burdens might prove troublesome for your opponent's fellowship.

Easterling Corsairs: 3

[Men]
Skull Men Super Archery: 3.5
Strong lasting power, also a fair number of weaknesses. Decent.

Evil Men Lurkers: 2
When combined with Stragglers, it can do some damage...it would definitely struggle against any top tier fellowship though.

Hard Core Site Control: 4
After playtesting this a little more, I'm convinced that this could be the fastest and most reliable form of site control in Expanded. When Gollum keeps bringing back either Southron Archer, White Hand Invader, or Gothmog (whichever you need), and ships of great draught can cycle your southron archers back in...this can deal out A LOT of wounds every site. It's biggest weakness is massive site liberation, so if for some reason you are up against a Rohan deck that incorporates a lot of that, you might have difficulty. However, often times I've been sitting there, site after site, with the possibility of controlling 3 or 4 sites, but I already have as many as I can have...I do think Hobbit Hospital could give this deck a run for its money, if he is using a Ring that can absorb archery.
Also I feel like a weakness could be the deck itself if your draws are unbalanced :/ At least ships helps a little to dump the southrons and get them back!

[Isengard]
Wizard Conditions: 2.5
Fun to play, often strong. So many Expanded decks play Gandalf and these decks can really harass him. It is very weak to any condition control.

Uruk Site Control: 2
There are a lot of nice Uruk cards that punish your opponent big-time when you already have a site under control...unfortunately the mechanics for Uruks getting sites under control leave a lot to be desired...

Uruk Swarm: 2

Isengard Wargs: 1.5
A good Towers or TS strategy sometimes....really don't think this can hold up in Expanded though.

[Uruk]
Uruk Hunters: 3.5
These can be tough...when they stick to simply fighting and don't rely on too many events or conditions they pack a big punch.

Assignment Uruks: 3
This gave me a chance to do a little research as it's the once deck out of these I've either never played or watched. Seems decent.

Besiegers: 3
I was between 3 and 3.5 for this one. I went with 3 just because I've had so many games where I've just walked right through them after discarding all of their conditions just twice. The deck is almost push-over if you keep them from using their conditions. A couple strength 16 Trolls that are fierce are not really a big deal if you have any kind of decent fellowship.

Tracker Orcs: 3.5
Their use of direct wounding is often brutal in Expanded when splashed with a little bit of site manipulation. If you can keep the wounds either on people, or keep them exerting/getting wounded, your Hates will pack way more punch than they ever did FotR through Movie block.

Sauron Discard: 2
In my experience you can usually outrun these before they get you too low. Especially in Expanded...these decks are usually large...

Orc Bowmen Direct Wounding: 2
Competitive in maybe FotR - TS...I don't think this can hold up at all in Expanded. Simple condition control cleans their clock.

I'm glad I went through and did this...it's motivating me to play-test my original ideas as well as develop some other ones I haven't listed yet here. :)






September 02, 2014, 10:39:44 AM
Reply #34

sgtdraino

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Re: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)
« Reply #34 on: September 02, 2014, 10:39:44 AM »
Yes, it's about time I rated all of these. While I haven't played against all of them, I've at least seen them, or a very close variation to each one. I'll try to give any feedback from things I remember.

Thanks a lot, dmaz! You really took some extra effort addressing these in detail, so I gave you 2 gold instead of just 1. Your ratings have now been averaged in with the numbers in Post #1. Since you gave me fractional ratings, I decided to switch the whole thing over to the metric system, and converted all ratings to a 10-point scale! With a total of three people rating these strategies so far, here's how we think they fair, from best to worst:

FREE PEOPLES

Tier 1:
Powerful Guide
-Rating: *********`9.67
Gil-galad Looping
-Rating: *********`9.33
Madril
-Rating: *********`9.33

Tier 2:
Dwarf Choke
-Rating: *******`7.67
Smeagol Choke
-Rating: *******`7.67
Last Ruling Steward
-Rating: *******`7.5
Hobbit Hospital
-Rating: *******`7.33
Bearer of Great Secrets
-Rating: *******`7.33
Ent Horde
-Rating: *******7
Elf Discard
-Rating: *******7
Condition Dwarfs
-Rating: ******`6.67

About Average:
Bearer of Obligation
-Rating: ******`6.33
Horn Filter
-Rating: ******`6.33
Telepathy
-Rating: ******6
Driven by Need
-Rating: ******6
Dwarf Discard
-Rating: ******6
The Twins
-Rating: *****`5.67
G for Grand Tanks
-Rating: *****`5.33
Token Tanks
-Rating: *****`5.33
Knights
-Rating: *****`5.33
Merry Men
-Rating: *****`5.33
Rohan Hunters
-Rating: *****`5.33
Shadowplay
-Rating: *****`5.33
No Visitors
-Rating: *****`5.33
Gondor Choke
-Rating: *****5
Brave Decoy
-Rating: *****5
Hobbit Alliance
-Rating: ****`4.67

Kinda Suck:
Lively Combatant
-Rating: ****4
Archery
-Rating: ***`3.67
Wraiths
-Rating: **`2.33
Snuffler Support
-Rating: **2
Three Hunters
-Rating: *`1.33
Counter of Foes
-Rating: *1

SHADOW

Tier 1:
Sudden Strike
-Rating: **********10
Demoralized Bomb
-Rating: *********`9.33
Forest Nazgul
-Rating: *********9
Warg Super Swarm
-Rating: *********9
Condition Ninja Gollum
-Rating: ********8
Southron Direct Wounding
-Rating: ********8
Hard Core Site Control
-Rating: ********8

Tier 2:
Bound to Its Fate
-Rating: *******`7.67
Corsairs
-Rating: *******`7.67
Fierce Nazgul
-Rating: *******7
Fool of a Took!
-Rating: *******7
Skull Men Super Archery
-Rating: *******7
Uruk Hunters
-Rating: *******7
Event Ninja Gollum
-Rating: ******`6.67
Enduring Nazgul
-Rating: ******`6.67
Orc Direct Wounding
-Rating: ******`6.67
Beasterlings
-Rating: ******`6.67
Besiegers
-Rating: ******`6.67
Tracker Orcs
-Rating: ******`6.67

About Average:
The Balrog
-Rating: ******`6.5
Lost to the Goblins
-Rating: ******`6.33
Constantly Threatening
-Rating: ******6
Tentacles
-Rating: ******6
Troll Swarm
-Rating: ******6
Assignment Uruks
-Rating: ******6
Goblin Hordes
-Rating: *****`5.5
Demoralized Rapid Reload
-Rating: *****`5.5
Little Snuffler
-Rating: *****5
Morcs
-Rating: *****5
Goblin Armory
-Rating: *****5
Wizard Conditions
-Rating: *****5
Easterling Corsairs
-Rating: ****`4.67
Orc Bowmen Direct Wounding
-Rating: ****`4.67

Kinda Suck:
Evil Men Lurkers
-Rating: ****4
Uruk Site Control
-Rating: ****4
Uruk Swarm
-Rating: ****4
Sauron Discard
-Rating: ****4
Twilight Nazgul
-Rating: ***`3.5
Freca Site Control
-Rating: ***3
Isengard Wargs
-Rating: **`2.5

Of course, this is with only three people voting, these ratings could change quite a bit once we have a larger sample size of respondents.

I've added an additional strategy to Post #1: Constantly Threatening.

I'll respond to the rest of your posts, dmaz, once I get my thoughts in order. :) You've said alot.

Post #1 has been cleaned up and updated.
« Last Edit: September 02, 2014, 10:50:05 AM by sgtdraino »
"I would have followed you, my brother... my captain... my king." - Boromir

September 03, 2014, 07:17:42 AM
Reply #35

sgtdraino

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Re: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)
« Reply #35 on: September 03, 2014, 07:17:42 AM »
[Gandalf]
Powerful Guide: 4.5
I've lost to this deck many times, the reason I can't give it a full 5 though is because it seems to be weak to any kind of wounding outside of the skirmish phase. I do agree that if are building any kind of shadow that is supposed to do its business during the skirmish phase, you are either toast or will have a VERY hard row to hoe. However, massive archery, combined with heavy site manipulation can overcome the decent vitality and three traveled leaders that this deck probably packs (imo ;) )

You may be right about massive Archery. But I can tell you that maneuver wounding tends to not be as effective, as he'll just prevent wounds and kill your guys with spells, or cancel their special abilities with Perspective.

Bearer of Obligation: 3.5
I've both beaten and lost to this kind of deck. I think it has potential when they can get set up very fast. Whereas Powerful Guide generally runs a heavy card-pool, I've seen a BoO deck that was relatively light and set itself up very quickly. You don't need too many cards to make it work, I think...

The downside of adding burdens every time you move seems really steep, but I've seen several players use a deck like this extremely effectively. The advantages are numerous: You get to start with several good characters in addition to Gandalf, your Ring-bearer is hard to overwhelm but has no skirmish penalty, and you can pile stuff on him and he can't be targeted by Grima. As long as you're able to play the movement penalty most of the time, you should be fine. My strategy against these decks used to be that I just wouldn't play anything, and let them move themselves to corruption... but these days it seems like they are always pretty much ready to discard the cards and prevent the burdens.

G For Grand Tanks: 2
I wish I could give this more credit...but I beat it before using a simple nazgul cycle deck while testing a weird fellowship side. He was also using that condition that uses tokens from exertions to boost strength in skirmishes...If you pack Grima's/Orthanc Champion+Saruman's Power, you can just run over the fellowship with just basic Nazgul. The Witch King with Toil works nicely.

It's got two major weak points in that if you either kill Gandalf or bomb his conditions, he's severely crippled. If I get bad draws these decks can be a problem for me... but generally not.

Snuffler Support: 1
Never played this one...but it seems like any deck that uses a response Ring could just walk through this, right?

Right. Granted, most decks don't... but enough of them do that I don't really see this as a very good strategy. I'd think you'd lose every 3rd or 4th game at least, and it doesn't seem to me like a very fun deck to play with. It's just one big gimmick.

Ent Horde: 4
I used to play this fellowship. I'm going to give it a 4 because I feel like it can be made strong enough to fight a lot of the downsides you might encounter. I didn't play a very huge deck so I was able to get it fully set up almost every time by site 3. If you are able to just walk without adding any other twilight during fellowship (I didn't play Mellon!) your opponent doesn't really have enough twilight to make best use of cards like Morgul Squealer or  Ulaire Enquea, Sixth of the Nine Riders. You just pick and choose which guys to kill off and keep trucking. I think it's a solid strategy compared to things like the Gil-Galad looping as you can build the deck to rely on 0 condition and 0 possessions. It's always nice creating dead cards for your opponent's shadow.

Most of the Ent Horde decks I encounter still seem to pile in considerable twilight. They play Gandalf, put out conditions, SFTF, etc. Now, probably the smartest way to go, is to do what you were saying: Don't play anything else that costs any twilight except for events. I do remember getting really clobbered by an Ent Horde/Mellon! deck one time, though. :)

[Elven]
Telepathy: 3
It always seems like some of these try to get a little too fancy for their own good, and reach too far into other strategies. Also, whereas pure Telepathy would just focus on healing and winning skirmishes, any shadow that dances around their strengths would just wreak havoc.

Of course the keystone with many telepathy decks is Manager of Wizards + Gil-galad + Forearmed. I generally have found these quite challenging. The key to beating them seems to be to either disable or kill Manager of Wizards.

Archery: 1.5
Maybe I'm being too harsh on this deck...I just feel like there's A LOT of shadows that just crap all over it.
In general you aren't going to get your optimal 8 - 10 archery piling out there every move. From what I've seen, at best, these decks can put out a solid 6 or 7 archery surprisingly quickly if they are built well. However they won't if you are up against condition hate, OR if your opponent just loves to absorb it. There are a lot of solid decks with Enduring minions, not to mention corruption. There are many shadows that will actually love the fact that they have heavy archery. Shelob just eats it up.

Archery decks can be powerful, but generally IMO aren't very dependable. Most of them rely on various conditions in the support area that up the Archery total... and once you bomb those they're in trouble.

Gil-galad Looping: 4
If your shadow side commands threats even fairly well, these decks don't actually give you much trouble, though it is strong.

A properly set up Gil-galad Loop can remove all threats in Regroup.

The Twins: 2.5
These seem to try to combine with Telepathy quite often, but get lost against any shadow that doesn't care about winning skirmishes. Corruption, direct wounding, archery, site manipulation, swarm bombs...take your pick.

They tend to be a challenge for me, but that's because I mostly kill with big powerful minions (which the Twins can beat) or shotgun Enquea (and the Twins often don't go over 5 companions). I could see a dedicated direct wounding deck taking them out pretty quick, though.

Elf Discard: 3
I guess it gets a three just because it combines elements of Gil-galad's deck. To me, it's still a "gimmick" deck...it tries to accomplish it's win indirectly (discarding). I say it's more effective to go for the throat.

In my experience these don't technically try to accomplish wins directly through discarding. The recycling Ancient Enmity is moreso intended to cripple any sort of strategy you have, because it nails the cards you value the most (the ones in your hand) rather than random cards off the draw deck. I've had these routinely dump Pippin, Wearer of Black and Silver, OGTDA, and other useful things out of my hand that I had been counting on to get me through the game. Once you get dinged by 3 or 4 recycled Ancient Enmity, you get to the point where you don't want to play any minions that can't definitely win the skirmish, because then you lose all the cards in your hand. But if you don't play minions, they walk right over you. So it creates a pretty effective catch-22 scenario.

[Gondor]
Token Tanks: 3
I really like the idea, and it has potential, but the weaknesses you already mentioned at this point are something to be overcome.

Yep. Any deck that depends on conditions, yet has no effective way to protect those conditions, is at a serious disadvantage in Expanded Format, IMO.

Madril: 5
One of the most powerful, imo. This deck has serious moving power, and is flexible to be combined with Gandalf/others to cover its weaknesses. I guess its versatility combined with raw power is why I gave it such a high score.

It takes a LOT of work to make Madril truly effective. It's like I've said before, I stock 3x Ships of Great Draught in my deck, and I can't remember the last time I lost to a Madril deck. There are so many ways around him, and most of those ways are pretty easy to pull off. When I go up against Madril, Madril is usually dead by Site 3. Now, of course I play a Madril deck myself, and it generally takes quite a bit more than Ships of Great Draught to beat me... but that's only because beating Madril does not equate to beating me. The vast majority of Madril decks out there rely so much on Madril that, once he's out of the picture, the deck falls quite quickly. That is not the case for me. It will quite likely slow me down, but it's not an automatic win.

Three Hunters: 1
Cute idea...just doesn't cut the mustard.

Here again, too dependent on conditions that they can't protect... with the added disadvantage of also being prone to Wormtongue. Maybe these guys should add Some Wise Guide in?

Wraiths: 1.5
I gave it slightly higher than 1...I think that it DOES perform well against specific shadows, as opposed to just general good performance.

Same problem as above. They really need their condition that makes them unkillable, but one well-placed condition bomb ruins their day.

Knights: 3
Even when up against condition hate, the ones I've seen are so heavy in fortifications, and have the ability to play from discard sometimes, that they can usually cycle and keep tanking. A decent, solid deck.

For me, it's once again the same problem as above. They can only recycle their conditions with other conditions, so if you bomb them all at once, it's usually game over.

Last Ruling Steward: 3.5
Seems extremely strong from what I've seen. I can't put it on the same level as some other decks though because the deck would seem to fall apart if you just kill Denethor. I guess same could be said about Madril, BUT Madril has the ability to completely dispose of threatening minions in maneuver as opposed to simply exerting them.

In practice I find it very difficult to target Denethor specifically, because he'll exhaust any guy that might possibly hurt him, and then finish that guy off (if necessary) with directed Archery. Tough deck.

Gondor Choke: 2
I've tried this with Faramir RB as well as a few other ways. If you prepare for Grima you can do fairly decent. It does lack running power sometimes.

Severely disadvantaged against Super Archery and Dark Horseman.

[Rohan]
Merry Men: 3
Annoying as heck. Cool solid strategy. Well balanced though weak to condition hate. If your racks get discarded you still have decently strong companions to truck on.

Every time I try to build one of these, I always end up with, like, 200 cards. I don't know how they fit all their stuff into them! But I've seen some effective ones!

Horn Filter: 2.5
Works...but all your opponent needs to do is pack 1 of 3 simple sites (1 of which is very popular) to give you some serious trouble. I really don't like decks that completely fall apart if your opponent just decides to include a certain site.

It's funny, I remember when I (and others) viewed this as the most broken strategy in Expanded Format, and now it looks like we all regard it as pretty mediocre!

Rohan Hunters: 3
In general, just a solid base strategy. You aren't necessarily relying too much on anything but your characters' power. Hunters can double move sometimes, and a lot of the later Rohan possessions are pretty strong. Doesn't have a certain "Super-Powered" strategy like Madril, but still beefy.

These guys can be surprisingly strong, IMO. And they gain some really powerful abilities by assigning guys to the Ring-bearer. Shelobplayer's deck is excellent, though I still feel like there may be room for improvement. Perhaps I should copy his deck and play with it myself for a while. :)

[Dwarven]
Dwarf Choke: 4.5
I find this deck to be hard to overcome if you don't draw the right cards with your shadow. I find I'm always scrounging for my Gollum/Shelob and my Grima/Saruman's Power. They can set up Preparations with Slacked Thirsts to prepare for Grima, and you need to have a Saruman's Power first to stop that. In general you lose a lot of time at sites 4 and 5 with your shadow just trying to break through. Tough deck for sure.

I'm surprised you guys haven't rated this one higher. Yes, if they're just running a few Dwarfs they tend to fall to Dark Horseman... but the smart ones will run at least one other guy, like Smeagol or Gandalf, and then they become a lot harder to corrupt.

Dwarf Discard: 3
I'm generally happy when my opponent takes up space in his deck dedicated to discarding. I want to give the strategy by itself a 2, but because it's already paired with cards from such a strong strategy (Dwarf Choke), it needs to be recognized a little.

Yep, I will often see this paired with Dwarf Choke. I was tempted to lump them together, but I do occasionally see Dwarf Choke decks that don't really dedicate to discard, and/or bigger Dwarf fellowships that do discard.

Condition Dwarfs: 3

I kinda wish you'd commented on this one. I think it's pretty strong! probably the best angle is to resist the temptation to use Gimli as Ring-bearer, and go with Gimli, Feared Axeman. I've seen these things pull of some pretty crazy stuff with their conditions! Sure there's the usual heal-every-dwarf-every-time-they-move, but once I saw a HUGE Realm of the Dwarrowdelf deck, and he'd just keep discarding cards until he won the skirmish!

Counter of Foes: 1
I love seeing Counter of Foes' face sputter and spew itself into the dead pile in the Movie sealed after he gets Grima'd or Saruman's Powered. There are much smarter ways to get companions to 20+ strength.

This. Anything sensitive to condition bombs is at a disadvantage in Expanded.

[Shire]
Hobbit Hospital: 4
Pretty darn strong. You do need an early Saruman's Power to cripple some of the conditions before they get too many Scourings out. Versatile shadows can at least slow it down, but it's a tough one.

An early Dark Horseman or Mauhur, Relentless Hunter can also ruin their day. Merry, Friend to Sam tends to be pretty key to this deck, followed by Bilbo, Aged Ring-bearer. Take them out in that order, and its usually only a matter of time.

Brave Decoy: 2.5
Cool deck. Like you said, can be shut down with the right site.

The obvious solution being: Don't let your opponent dictate what site you end up on. Maybe mix it with some Smeagol and/or Gandalf site manipulation, and throw in G for Grand for an even more pumped Pippin.

Shadowplay: 3

I think these can be really challenging, especially if they're protecting their conditions. They can choke pretty well, too.

No Visitors: 3
Doesn't always need the followers to work for one or two sites...but if your opponent is playing the right sites and has site manipulation you will end up with dead hobbits.

Well, the nasty thing about No Visitors, is that stuff like Cavern Entrance doesn't work against that. You pretty much need to skip Maneuver to stop his followers, and he probably won't give you enough twilight to play The Balrog.

Bearer of Great Secrets: 3
A little stronger than some strategies...but can really crap the bed against certain shadows. That's the problem with some of these choke/tank up the ringbearer deck...if your opponent gets lucky at one site and breaks through your defense, there is nothing to fall back on...

I've found this one to be pretty strong when I'm playing against it... but it might just be strong against my deck. I haven't tried to play it much myself. Ditto for Smeagol Choke. The ability to save up all those events he can play from discard at the very end is so often very hard to get past.

Condition Ninja Gollum: 4
Pretty strong...just barely gave this a 4 though. I think it's a little stronger in Movie.

I'm curious, why do you think it's stronger in Movie? In Expanded they've got Deceit, but in Movie those conditions are unprotected, are they not?

Event Ninja Gollum: 3
Any versatile Fellowship that has healing mechanics or site control mechanics can do decent against this.

Well, the tricky bits are the surprises, that generally happen either in Shadow or Regroup. Stuff like Horribly Strong, Unseen Foe, and You're a Liar and a Thief, grabbed with Not Easily Avoided, and recycled with Incited.

Sudden Strike: 5
The nastiest and most versatile of all of the Gollum decks.

Heh heh :)

[Dunland]
Freca Site Control: 1.5
Strong, but too many of the top tier fellowships can trounce this. Even if you get 5 sites under control, most of the top tier fellowships will STILL walk through all of your beefed up minions.

I think the key to effectiveness with this is Over the Isen. All you need is one site under control, and then you can pick and choose who gets assigned where.

[Wraith]
Forest Nazguls: 4.5
Imo, could be the best option for Nazgul in expanded...mainly because it has heavy site manipulation, which in turn benefits the strategy of the deck. You can put out a lot of Nazgul with each move.

Yep. It often amazes me how many fierce powerful guys they can spew out! My Madril deck often finds these to be the biggest challenge, not because of any clever way around Madril, but simply because they play out too many powerful fierce guys for me to handle.

[Moria]
Goblin Armory: 2.5
Eeks it out above a 2 just because it cycles so well.

I'm amazed this strategy is as popular as it is in Expanded, considering how ineffective I find it to be. I'm also amazed at how few of these seem to pack in The Balrog. I wonder if maybe a lot of players who use this, are bringing it in from Fellowship because it's what they're familiar with?

Fool of a Took!: 3.5
I want to be able to give my own idea a 4 but not until I've worked out the bugs :) This deck went 8-2 in the Expanded league and 7-3 in casual, so it's definitely got something to it. I'm going to start from scratch with it again, this time including the balrog's whip that lets you reveal the FP hand and discard all of their low cost events  :twisted:....if I can do that I think its only big weakness would be Powerful Guide.

I feel like there should be some way to improve it... but I can't think of one at the moment.

Tentacles: 2
The strategy is cool, and maybe it works amazing when combined with the right fellowship...but just to judge it on it's own power as a shadow side, I don't see it standing up well to a lot of these tier 1 fellowships. Many of these strong fellowships pack a lot of Saved from the Fire...you don't want to lose just because your opponent can burn his least useful companion and run...

I still think you're underestimating the deviousness of The Number Must Be Few combo. Sure he can potentially burn a guy... but then you have fewer guys and can more easily get swarmed, especially at the later sites.

Lost to the Goblins: 2.5
This bomb is actually quite harder to set up than the Sandyman Bomb. Fool of a Took! let's you pull everything that's a minion into your hand with no limit. This can get huge. With Lost to the Goblins you need 3 or maybe even 4 in hand to get it to work. That and you'll need 8 - 10 minions (or more) on your deck. I've been able to win with only 6 or 7 (playing the rest from hand) with the Fool of a Took! version. I've tried it and don't see it being very capable.

I've seen these set themselves up pretty effectively using a Horn filter. The rest of the deck is just Moria Shadow cards and Gollum, Dark as Darkness. Then they just start cycling, putting stuff on the bottom with Goblin Sneak, Host of Thousands, recycled with Host of Moria. Once they get 12 cards on the bottom, they just draw and cycle until they've got all four Lost to the Goblins, three Moria Minions, and Gollum, Dark as Darkness. In theory, this will always work, it's just a matter of drawing until you've got it. Of course, still like Wise Guide can really kick it in the teeth.

Demoralized Bomb: 4
I wish I had kept the replay (maybe I have it I'll have to look) of my Ent Horde deck going up against a Demoralized Bomb. Around site 7 or 8 he got the full bomb to go off in all its glory. I still survived due to the burden for +3 ring. For this deck to work it also needs to invest heavily in site control...at which point it becomes hard to balance. Nice deck, but as its a bomb, it can be prepared for.

I don't think it needs a very heavy investment in site manipulation (which I assume is what you meant), since it can change sites using one of its minions. I've seen these bombs go off flawlessly and kill me in one turn, by playing everything they needed directly from their hand. They used two Demoralized, and they held and played them both on the turn that they set the bomb off, so I had no chance to discard them. I think the two best ways to beat these, are to either recycle A New Light to get that Mountain-troll out of his hand, or (in a pinch) just exhaust all of your guys before he sets the bomb off. If you time it right, he'll have already discarded most of his minions, and with all of your guys exhausted, he has no means to generate twilight to get them back again.

Warg Super Swarm: 4.5
Really tough shadow to go up against, whatever you play. The added dynamics that the wargs give for race hate is nice too.

These tend to not cause me too much trouble, thanks to Throne of Minas Tirith. By the time they're done doing their thing, all the minions are usually exhausted, so I can just kill them with the Throne. The one tricky bit is their ability to exert to discard conditions in Shadow. For me, I try to get some tokens up on Storied Homestead asap to stop this.

Orc Direct Wounding: 3
Hurts...but basic site manipulation can make quick work of them if you have a strong base strength fellowship.

Also Stewards Legacy with Faramir or Boromir, and Thorondir.

Demoralized Rapid Reloading: 2.5
There's a difference between a Rainbow Swiss Army Knife shadow (which uses a large base pool of Gollum cards to pull magic bullet minions), and a combo deck. Combo decks where cultures mix are sometimes crappy in their draws.

I dunno, with this setup you only really need 4x Rapid Reload, 4x Mouth of Sauron, Messenger of Mordor, and the rest can be Demoralized and [Orc] stuff, most likely direct wounding Orcs.

Corsairs: 3.5
Just barely a 3.5 and not a 4...a beefed up fellowship can handle a fierce Castamir fatty no problem if he only exerts once or twice. The downside to their strength being enduring is that any kind of direct wounding in maneuver or archery will take them down . I'd like my strong minions to have enough vitality to fight, thank you very much.

The worst thing about these is Corsair Marauder. The smart ones will also employ Fierce in Despair to knock your fellowship down to nothing.

Southron Direct Wounding: 4
A little nastier than Corsairs and you have more control.

At least they don't take my possessions! For me at least, I can usually ultimately deal with these. The smart ones will sprinkle in Shotgun Enquea.

Beasterlings: 4
These are strong and annoying, even if you are able to remove the burdens every turn. It's fairly easy for you to have a little threat control with the Raider culture, so using GOTM to remove burdens might prove troublesome for your opponent's fellowship.

As we already mentioned, Easterling Pillager can be murder on a large fellowship.

Easterling Corsairs: 3

IMO these are better than Beasterlings, because they also take vital possessions, and recycle Pillager more effectively.

Skull Men Super Archery: 3.5
Strong lasting power, also a fair number of weaknesses. Decent.

Probably good against certain fellowships, but generally don't cause me too many problems.

Hard Core Site Control: 4
After playtesting this a little more, I'm convinced that this could be the fastest and most reliable form of site control in Expanded. When Gollum keeps bringing back either Southron Archer, White Hand Invader, or Gothmog (whichever you need), and ships of great draught can cycle your southron archers back in...this can deal out A LOT of wounds every site. It's biggest weakness is massive site liberation, so if for some reason you are up against a Rohan deck that incorporates a lot of that, you might have difficulty. However, often times I've been sitting there, site after site, with the possibility of controlling 3 or 4 sites, but I already have as many as I can have...I do think Hobbit Hospital could give this deck a run for its money, if he is using a Ring that can absorb archery.
Also I feel like a weakness could be the deck itself if your draws are unbalanced :/ At least ships helps a little to dump the southrons and get them back!

I think this as the potential to be very effective! Concentrate on those three minions from other cultures that really abuse those controlled sites, and I think you've got a winning deck. I don't even think Rohan can do much about it, because I think you can control sites so quickly, you'll be able to take advantage before they get a chance to liberate.

Wizard Conditions: 2.5
Fun to play, often strong. So many Expanded decks play Gandalf and these decks can really harass him. It is very weak to any condition control.

Bingo.

Uruk Hunters: 3.5
These can be tough...when they stick to simply fighting and don't rely on too many events or conditions they pack a big punch.

The two big advantages they have, is that they still work with Greed (which I'm amazed I don't see more often), and that horrific event Broken in Defeat, which spells a really bad day for big fellowships.

Assignment Uruks: 3
This gave me a chance to do a little research as it's the once deck out of these I've either never played or watched. Seems decent.

They're interesting! They didn't do to much to my deck, but I could see how they could be effective.

Besiegers: 3
I was between 3 and 3.5 for this one. I went with 3 just because I've had so many games where I've just walked right through them after discarding all of their conditions just twice. The deck is almost push-over if you keep them from using their conditions. A couple strength 16 Trolls that are fierce are not really a big deal if you have any kind of decent fellowship.

Of course the smart ones stock up on Dead Marshes.

Tracker Orcs: 3.5
Their use of direct wounding is often brutal in Expanded when splashed with a little bit of site manipulation. If you can keep the wounds either on people, or keep them exerting/getting wounded, your Hates will pack way more punch than they ever did FotR through Movie block.

Yep. Before I started using Wise Guide, these guys caused me LOTS of trouble. The smart ones would also employ A Host Avails Little. Thank goodness for Wise Guide!

Sauron Discard: 2
In my experience you can usually outrun these before they get you too low. Especially in Expanded...these decks are usually large...

They can be effective against smaller (i.e. normal sized) decks, which don't leave much margin for error in their strategy. But for the big swinging decks like mine, it just improves my cycling!

Orc Bowmen Direct Wounding: 2
Competitive in maybe FotR - TS...I don't think this can hold up at all in Expanded. Simple condition control cleans their clock.

It all depends on how quick I get that condition bomb, or whether I can keep Mithlond cycling enough to keep me healthy. :)

I'm glad I went through and did this...it's motivating me to play-test my original ideas as well as develop some other ones I haven't listed yet here. :)

Excellent, looking forward to seeing what you come up with!

I'm going to be out of town for about a week, and will only have access via my ipad, so updates to Post #1 will probably not happen until I'm back. I'll still be reading and responding though!
« Last Edit: September 03, 2014, 07:24:53 AM by sgtdraino »
"I would have followed you, my brother... my captain... my king." - Boromir

September 03, 2014, 06:47:56 PM
Reply #36

dmaz

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Re: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)
« Reply #36 on: September 03, 2014, 06:47:56 PM »
Thanks for the responses! My initial impressions of strategies are pretty strong one way or the other usually, so it's always good for me to be reminded of the things I've forgotten :)

I'm curious, why do you think it's stronger in Movie? In Expanded they've got Deceit, but in Movie those conditions are unprotected, are they not?

I didn't forget about Deceit...it really does help when up against condition hate. But the reason I think it's still a little more viable in Movie block is because of the crazy Fellowship strategies that have come out in Expanded.

In a shadow strategy that focuses primarily on doing damage with just those two minions, certain fellowship strategies have been developed that can easily deal with one or both of them. Even when Madril deck isn't set up completely, it's very easy to get rid of Shelob at the very least. Hobbits have mastered the skirmish canceling aspect of things in expanded, and since this strategy really needs the skirmish phase to do its damage, Gollum and Shelob are kind of hung out to dry.


September 14, 2014, 03:02:04 PM
Reply #37

sgtdraino

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Re: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)
« Reply #37 on: September 14, 2014, 03:02:04 PM »
I'm back, so post #1 has finally been updated again! Now 75 strategies on the list! Newly added include Pipeweed and Bilbo Choke!
"I would have followed you, my brother... my captain... my king." - Boromir

September 14, 2014, 11:51:54 PM
Reply #38

dmaz

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Re: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)
« Reply #38 on: September 14, 2014, 11:51:54 PM »
Ok, I found a Shadow deck I like. My updated version of Hard Core Site control. Updated the deck a little bit for the Expanded league.

I got rid of the Cavern Striker that I had in my original version (unnecessary), made it a little bit bigger to include help from Gollum.

Since I run a big fellowship I struggled against the typical Nazgul abuse deck, but I bided my time.

21 Archery at site 9 ftw!

http://www.gempukku.com/gemp-lotr/game.html?replayId=dmaz$85be88l35t4jw6yh

September 22, 2014, 09:09:10 AM
Reply #39

sgtdraino

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Re: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)
« Reply #39 on: September 22, 2014, 09:09:10 AM »
How are you liking your Hard Core Site Control now, dmaz? Looks like you lost 3 games out of 10 in Series 1 of the current league. Pilot error? Or room for improvement?

Post #1 has been updated, added Sauron Tank Maneuver Wounding. Now 77 strategies on the list!
"I would have followed you, my brother... my captain... my king." - Boromir

September 22, 2014, 05:59:19 PM
Reply #40

dmaz

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Re: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)
« Reply #40 on: September 22, 2014, 05:59:19 PM »
How are you liking your Hard Core Site Control now, dmaz? Looks like you lost 3 games out of 10 in Series 1 of the current league. Pilot error? Or room for improvement?

Post #1 has been updated, added Sauron Tank Maneuver Wounding. Now 77 strategies on the list!

I'm liking them a lot!

Of those three games, 2 were very legit losses, 1 was hard core pilot error...tried to multitask and wasn't reading the text on my opponent's cards (overlooked a few of the trolls from Expanded that I had never seen played before, which led to three unnecessary deaths).

Still, there is room for improvement, definitely. I won a game where my opponent was using the site liberation Rohan followers, by timing it so I could control more sites than he could liberate each move...however because the shadow is still dependent on getting sites under control, there is always the chance for uneven draws (happened in 3 games), or an opponent who knows what you're up to and thwarts your tactics.

At this point the majority of the improvements that I can make would have to do with my fellowship. Two of my losses were Fellowship related. For shadow, I will test a little more then decide if I need to add/remove card quantity, or swap more Gollum stuff in. Overall, I'm happy with its general performance.

September 23, 2014, 10:57:56 PM
Reply #41

dmaz

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Re: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)
« Reply #41 on: September 23, 2014, 10:57:56 PM »
Lost another game to TinkerT due to being just 1 of 7 possible cards short from killing him with archery at site 9.
I'd post the replay but they aren't working.

Not sure why I killed radagast before my final push...I had an easy easy cruise to site 9 otherwise.

I'm getting really turned off to Expanded because of this league.

I've seen little to no creativity in Fellowships. Everything is dominated by Gandalf control cards and Grimbeorn. It's beatable, yes, but its really lame to see over and over when there are so many other options.

I really don't want to have to tech for Gandalf with Nazgul and TGAT...that would just be gay.

At least casual brings a lot to the table...

September 24, 2014, 07:42:51 AM
Reply #42

sgtdraino

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Re: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)
« Reply #42 on: September 24, 2014, 07:42:51 AM »
Lost another game to TinkerT due to being just 1 of 7 possible cards short from killing him with archery at site 9.
I'd post the replay but they aren't working.

Yeah, with no replays I can't update my stats in this thread either. I hope they get that working again soon!

Not sure why I killed radagast before my final push...I had an easy easy cruise to site 9 otherwise.

Heh heh. So, pilot error?

I'm getting really turned off to Expanded because of this league.

I've seen little to no creativity in Fellowships. Everything is dominated by Gandalf control cards and Grimbeorn. It's beatable, yes, but its really lame to see over and over when there are so many other options.

Let's see what I've encountered so far:

SFTF Tanks/Forest Nazgul (Cocaacola)
SFTF Tanks/Warg Super Swarm (TinkerT)
SFTF Tanks/Fierce Nazgul (xXx)
Powerful Guide/Sauron Tank Maneuver Wounding (faramirkj)
Ent Horde/Hard Core Site Control (you)
Madril/Sudden Strike (me)
Horn Filter/Troll Swarm (Gorecz)
Bearer of Great Secrets/Condition Ninja Gollum (lorddon)
Third Marshal/Beasterlings (pospa21)
Gil-galad Looping Archery/Condition Ninja Gollum (wkamp)

Unfortunately my game with hobbiciak rolled off the bottom before I could get the stats for it, but 9 out of 10 ain't bad. So, out of 10 players (including you and I), 4 were doing hardcore Gandalf stuff. That is indeed a significant number, 40% of games. It's also significant that I lost to all of the hardcore Gandalf decks, and that two of those decks are currently ranked 1st and 3rd. So clearly, hardcore Gandalf stuff is a very strong strategy, and people are smart to use it. I haven't encountered any other Madril decks, aside from my own, of course.

How many of your games have been against hardcore Gandalf stuff? Obviously players you play more than once (like TinkerT) should still only count once.

I really don't want to have to tech for Gandalf with Nazgul and TGAT...that would just be gay.

It's no different than teching Ships of Great Draught for Madril. That's what I did, and I almost never lose to him anymore. With Gandalf having that much impact on the meta, it might indeed be time for me to take a look at my Shadow, and think about adding a recurring TGAT option. Heck, it might even be more sensible to take out at least one of my Ships to make room for it. Madril just doesn't dominate the scene these days.

At least casual brings a lot to the table...

Powerful Guide, Bearer of Obligation, and SFTF Tanks currently make up about 14% of all the games I've encountered since starting these stats, so yes, a lot more variety in casual. I also get the impression that some of the people playing in the Expanded league ONLY play in the league, and don't play Expanded casual. I've added quite a few new names to the list during this league, including well-known names that have been around for quite a while, just not in my casual Expanded games.
"I would have followed you, my brother... my captain... my king." - Boromir

September 26, 2014, 06:26:02 PM
Reply #43

sgtdraino

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Re: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)
« Reply #43 on: September 26, 2014, 06:26:02 PM »
Post #1 updated. Added two more strategies: Anarion and Stacking Men. Now 79 strategies documented!
"I would have followed you, my brother... my captain... my king." - Boromir

October 27, 2014, 07:44:54 AM
Reply #44

sgtdraino

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Re: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)
« Reply #44 on: October 27, 2014, 07:44:54 AM »
Post #1 updated! More strategies added, now 81 strategies listed! Both of the new strategies are fresh from a player I haven't added to my stats before now, "ents." I've dubbed his Shadow "Uruk Tanks," as it's basically tanked up Uruks with damage bonuses. However, his FP really impressed me! I've dubbed it, "Smeagol Ents." Some outside-the-box thinking I haven't seen before: It's basically like a solo Smeagol deck, but he does the Bloom of Health trick to start with 7 unbound companions, and (if he starts) starts Prancing Pony and pulls a 9th companion (Aragorn). All these companions are nothing more than meat shields, he sacrifices them left and right to enable Smeagol to move quite quickly along the site path. Once he's out of companions it's down to the usual solo Smeagol tricks, but those are some pretty good tricks, and he's likely in front and close to the end. Bravo to ents for an interesting new (to me anyway!) deck idea!

Here's a link to one of our games:

http://www.gempukku.com/gemp-lotr/game.html?replayId=sgtdraino$x5xkjbsblkjf9d2f
"I would have followed you, my brother... my captain... my king." - Boromir

January 23, 2015, 11:01:19 AM
Reply #45

simplegarak

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Re: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)
« Reply #45 on: January 23, 2015, 11:01:19 AM »
Quote
Twilight Nazgul: 1.5
I wish they could work better in Expanded...

What's holding them back?  I had great luck with them back in the day (pre hunter) using Ring of Asperity, Fell Beast (to solve the fierce problem), and His Terrible Servants. (though I always wanted to try a deck with Shadowy Mount... I think the free and hand stripping worked better)  Ring of Savagery should help too.

There was a deck I faced once (I think maybe the days before GEMP).  All I can recall is that it was rainbow and ran something like 9 companions.  It may have been a standard build but could have been expanded.  I especially remember it using Gondor & elf shenanigans to ditch minions before the archery totals were even calculated (if even that, I think it may have used all maneuver wounding).

Anyone know or remember the deck build of which I speak?

January 23, 2015, 01:13:30 PM
Reply #46

sgtdraino

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Re: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)
« Reply #46 on: January 23, 2015, 01:13:30 PM »
I think the main thing holding them back is the massive burden removal potential in expanded. These days, [Orc] culture seems to be better at corruption in Expanded than Twilight Nazgul.
"I would have followed you, my brother... my captain... my king." - Boromir

March 02, 2015, 09:34:03 PM
Reply #47

Sven_24

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Re: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)
« Reply #47 on: March 02, 2015, 09:34:03 PM »
I am looking for a forest nazgul build. Can anyone steal me in the right direction.

March 03, 2015, 04:47:53 AM
Reply #48

sgtdraino

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Re: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)
« Reply #48 on: March 03, 2015, 04:47:53 AM »
I did a search, but couldn't really find a build thread I liked. Your best bet might actually be to check out this anti-forest nazgul thread I did a while back, which covers most of the key cards in the build:

http://lotrtcgwiki.com/forums/index.php/topic,8811.0.html
"I would have followed you, my brother... my captain... my king." - Boromir

March 03, 2015, 08:54:03 AM
Reply #49

Sven_24

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Re: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)
« Reply #49 on: March 03, 2015, 08:54:03 AM »
Thanks for the link! I am trying to build a new deck the Freeps is a little out there and I think it will pair nicely with Nazgul.

As for the deck I am using now, it's an evil men archery and gondor men build.

March 03, 2015, 08:54:36 AM
Reply #50

Sven_24

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Re: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)
« Reply #50 on: March 03, 2015, 08:54:36 AM »
Sorry last part of my post was supposed to be for the players list thread!

March 31, 2015, 02:08:29 PM
Reply #51

Knight-Who-Says-Nee

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Re: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)
« Reply #51 on: March 31, 2015, 02:08:29 PM »
I was wondering if someone could give me some examples of decks that are considered Southron Direct Wounding.  It seems to be spoken highly in this thread but I don't think I have ever seen one.  What are some of the critical cards?  What do some builds look like? 
Thanks 
INXJ

March 31, 2015, 03:23:04 PM
Reply #52

sgtdraino

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Re: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)
« Reply #52 on: March 31, 2015, 03:23:04 PM »
I think a Movie Format deck I built would best fit what you're looking for:

http://lotrtcgwiki.com/forums/index.php/topic,9060.0.html

It's what I call "Initiative Southrons." What you're thinking of might have fewer Corsairs in it, but the concept is basically the same: Use Corsair War Galley so that you always have initiative, so then the various auto-wounding Southrons do their auto-wounding thing. Couple this with events like Whirling Strike and Red Wrath, and perhaps some Under Foot, and you can deal out some major damage.
"I would have followed you, my brother... my captain... my king." - Boromir

April 02, 2015, 05:49:51 AM
Reply #53

Knight-Who-Says-Nee

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Re: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)
« Reply #53 on: April 02, 2015, 05:49:51 AM »
I think a Movie Format deck I built would best fit what you're looking for:

http://lotrtcgwiki.com/forums/index.php/topic,9060.0.html

It's what I call "Initiative Southrons." What you're thinking of might have fewer Corsairs in it, but the concept is basically the same: Use Corsair War Galley so that you always have initiative, so then the various auto-wounding Southrons do their auto-wounding thing. Couple this with events like Whirling Strike and Red Wrath, and perhaps some Under Foot, and you can deal out some major damage.

Very interesting build.  Do you know of other builds that are not meant for a mass cycling fellowship pair? 
INXJ

February 02, 2023, 05:44:44 PM
Reply #54

sgtdraino

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Re: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)
« Reply #54 on: February 02, 2023, 05:44:44 PM »
Bump, for relevance!
"I would have followed you, my brother... my captain... my king." - Boromir

February 02, 2023, 09:47:09 PM
Reply #55

macheesmo

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Re: Expanded Meta (Top Tier and/or Commonly Seen Deck Strategies)
« Reply #55 on: February 02, 2023, 09:47:09 PM »
Do you tweak this list every so often or is this still based off the meta of when you posted. I know things have shifted.