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Author Topic: Dauntless Sam // Roaming Orcs  (Read 4507 times)

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December 31, 2014, 04:44:56 AM
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Ringbearer

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Dauntless Sam // Roaming Orcs
« on: December 31, 2014, 04:44:56 AM »
Ring-bearer: Frodo, Old Bilbo's Heir
Ring: The One Ring, Answer To All Riddles

Adventure deck:
Sleeping Quarters
Rohirrim Camp
Beacon of Minas Tirith
Pelennor Plain
City Gates
Minas Tirith Third Circle
Osgiliath Channel
Morgul Vale
Haunted Pass

Free Peoples Draw Deck:
1x Legolas, Dauntless Hunter
1x Boromir, Son of Denethor
1x Merry, Friend to Sam
1x Pippin, Wearer of Black and Silver
4x Sam, Great Elf Warrior
1x Thrarin, Dwarven Smith
1x Farmer Maggot, Chaser of Rascals
2x Hobbit Party Guest
1x Rosie Cotton, Hobbiton Lass
1x The Gaffer, Sam's Father
2x Hobbit Sword
1x Sting, Bane of the Eight Legs
2x Phial of Galadriel, Star-glass
1x Chance Observation
3x Narrow Escape
4x A Promise
2x A Talent for Not Being Seen
1x Escape
2x The Tale of the Great Ring
1x There and Back Again

Shadow Draw Deck:
4x Advance Captain
4x Advance Marauder
4x Advance Regular
4x Advance Scout
2x Orc Insurgent
2x Úlairë Enquëa, Lieutenant of Morgul
2x Grond, Hammer of the Underworld
4x Ithil Stone
2x Enduring Evil
2x Terrible as the Dawn
2x Rank and File
1x The Number Must Be Few

I decided to post this deck since I looked at my stats and it has a pretty nice win record.


The general idea of the deck is to safety walk the first sites while slowly building up a decent hand for swarm. It doesnt look like this, but the wins this deck gets is either make a dash towards the end, or to punish a double move.

You in generally would like to bid 1 to start. 0 doesnt always let you get your site 1; and any more is getting a bit risky with site 4.

The fellowship plays like a tank. You just setup 4 hobbits with Legolas. The choke and Dauntless Hunter will make your opponent in general play not that much minions. You have Sam to serve as the tank and enough allies to soak up wounds. As long as you single the first few turns (or double when you know its safe) you are relative carefree.

You take teh time to build up a hand of at least one Advance Regular and one Advance Captain (and a scout if site 6 is nearing). Most fellowships cant handle a sudden fierce damage +1 swarm. Combined with the pumping power of the Advance Marauders yopu can really do some damage. The strength of the deck is that it can pull it off several times if the first one doesnt coem through completely, as the first one will prolly eat the archery/wounding/pumps.
The rest of the shadow site is mostly tools and card drawing.

A few card explanations:
Free peoples:
Narrow Escape. This prevents stacking by Ninja Gollum decks to prevent Web shenanigans. Her Ladyship is a serious problem. It also helps doubling.
Phial: It blanks gametexts. Fierce, Enduring, damage +1, internal pumps, all disabled.

Shadow
The Ithil stones draw the cards and help you setup a swarm by playing orcs cheap.
Orc Insurgent is there to punish multiculture users.
Too Great and Terrible deals with LR or Rb Galadriel.
Enduring Evil to circumvent Tale of the Great Ring.
Grond, HAOTU is for specific removal. Maybe a Hobbit Sword, maybe Tale of the Great Ring or Sudden Fury.
Rank and File is to store wounds for extra pumps. Many people do RB skirmishes last and this punishes that, and its great versus acrhery too.
The Number Must Be Few (and shotgun Enquea) is to punish if they go overboard on companions to prevent a decent swarm.