Core Campaign Escape from Dol Guldur 2 – February 19, 2022

Overview

My starting hand ended up being worse than my previous attempt considering no Steward of Gondor. Setup was a bit nicer, kind of. Only 2 staging area threat to start the game with at least! If only the encounter card flips cooperate to let me build up a board state.

Warlock000’s strongest Core Set deck for solo play – revised for 2022

Hero (3)
Beravor (Core Set)
Éowyn (Core Set)
Glóin (Core Set)

Ally (20)
1x Beorn (Core Set)
2x Erebor Hammersmith (Core Set)
2x Faramir (Core Set)
3x Gandalf (Core Set)
1x Gléowine (Core Set)
2x Guard of the Citadel (Core Set)
1x Henamarth Riversong (Core Set)
1x Longbeard Orc Slayer (Core Set)
2x Miner of the Iron Hills (Core Set)
1x Northern Tracker (Core Set)
3x Snowbourn Scout (Core Set)
1x Son of Arnor (Core Set)

Attachment (14)
1x Celebrían’s Stone (Core Set)
1x Dark Knowledge (Core Set)
2x Forest Snare (Core Set)
2x Protector of Lórien (Core Set)
3x Self Preservation (Core Set)
3x Steward of Gondor (Core Set)
2x Unexpected Courage (Core Set)

Event (16)
3x A Test of Will (Core Set)
1x Ever Vigilant (Core Set)
2x For Gondor! (Core Set)
2x Hasty Stroke (Core Set)
2x Lore of Imladris (Core Set)
3x Sneak Attack (Core Set)
3x Stand and Fight (Core Set)

3 Heroes, 50 Cards

Deck built on RingsDB.

Play by Play

Starting Hand after mulligan

  • Erebor Hammersmith
  • Sneak Attack
  • A Test of Will
  • Unexpected Courage
  • Mendor’s Support
  • Forest Snare (Yuck, not a very good starting hand.)

Setup

  • Shadow Key guarded by Eyes of the Forest
  • Sneak Attack, A Test of Will, and Mendor’s Support discarded.
  • Shadow Key is unguarded
  • Dungeon Torch guarded by Dol Guldur Orcs
  • Gandalf’s Map guarded by Caught in a Web
  • Caught in a Web attached to Gloin (Well I might be able to quest successfully. Not a lot in my hand to help get going though.)
  • Eowyn is face down as the prisoner
  • Mendor also face down as a prisoner.
  • Appointed by Fate and Valor attached to Gloin.

Turn 1

1.3 Draw

  • Stand and Fight

1.3 Action(s)

  • none

2.2 Planning

  • none

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Gloin
  • Beravor
  • Total Quest Power = 4

3.2 Action(s)

  • none

3.3 Staging

  • Necromancer’s Reach deals a damage to Beravor and Gloin
  • +1 resource on Gloin
  • Total Staging Area Threat = 2

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +2 quest progress (2 / 9)

3.4 Action(s)

  • none

4.2 Travel

  • none

4.2 Action(s)

  • none

5.2 Optional Engagement

  • none

5.2 Action(s)

  • none

5.3 Engagement

  • Dol Guldur Orcs

5.3 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Dol Guldur Orcs

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – none
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Caught in a Web)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 2 damage assigned to Gloin (3 / 4) and +2 resources
  • 6.4.3 Action(s)
    • none

7 Refresh

  • Pay 2 resources to ready Gloin
  • 7.3 Threat – 29
  • 7.4 Action(s)
    • none

Turn 2

1.3 Draw

  • Guard of the Citadel

1.3 Action(s)

  • none

2.2 Planning

  • Erebor Hammersmith (I’m thinking he can block the orcs and survive.)

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Beravor
  • Total Quest Power = 2

3.2 Action(s)

  • none

3.3 Staging

  • Ungoliant’s Spawn (Here I thought I might get a chance to build up my board state.)
  • Willpower reduced by 1
  • Total Staging Area Threat = 3

3.3 Action(s)

  • none

3.4 Quest Resolution

  • Threat – 31

3.4 Action(s)

  • none

4.2 Travel

  • none

4.2 Action(s)

  • none

5.2 Optional Engagement

  • none

5.2 Action(s)

  • none

5.3 Engagement

  • none

5.3 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Dol Guldur Orcs

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Erebor Hammersmith
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Necromancer’s Pass)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 1
  • 6.4.3 Action(s)
    • none

6.7 Player Attacks

6.8b Target – Dol Guldur Orcs

  • 6.8b Attackers
    • Gloin
    • Exhaust Valor to deal 1 damage to the orcs and heal 1 on Gloin.
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 2
  • 6.8.3 Damage Dealt – 2
  • 6.8.3 Action(s)
    • none
  • Target destroyed and Dungeon Torch unguarded.

7 Refresh

  • Pay 2 resources to ready Gloin
  • 7.3 Threat – 32
  • 7.4 Action(s)
    • none

Turn 3

1.3 Draw

  • Dark Knowledge

1.3 Action(s)

  • none

2.2 Planning

  • Guardian of the Citadel

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Beravor
  • Gloin
  • Erebor Hammersmith
  • Total Quest Power = 5

3.2 Action(s)

  • none

3.3 Staging

  • Chieftain Ufthak (That is probably game. I can Forest Snare Ungoliant’s Spawn or Ufthak in a couple turns. Then I don’t know what to do about the other especially since I won’t have enough chump blockers with 1 ally per turn.)
  • Total Staging Area Threat = 5

3.3 Action(s)

  • none

3.4 Quest Resolution

  • No progress and no threat gained.

3.4 Action(s)

  • none

4.2 Travel

  • none

4.2 Action(s)

  • none

5.2 Optional Engagement

  • none

5.2 Action(s)

  • none

5.3 Engagement

  • Ungoliant’s Spawn

5.3 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Ungoliant’s Spawn

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Guard of the Citadel
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – Can’t exhaust another character (King Spider)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 5
  • 6.4.3 Action(s)
    • none
  • Defender destroyed.

7 Refresh

  • Pay 2 resources to ready Gloin
  • 7.3 Threat – 33
  • 7.4 Action(s)
    • none

Turn 4

1.3 Draw

  • Hasty Stroke (That’s not helpful.)

1.3 Action(s)

  • none

2.2 Planning

  • none

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Beravor
  • Gloin
  • Total Quest Power = 4

3.2 Action(s)

  • none

3.3 Staging

  • Iron Shackles attached to my deck
  • Total Staging Area Threat = 3

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +2 quest progress (4 / 9)

3.4 Action(s)

  • none

4.2 Travel

  • none

4.2 Action(s)

  • none

5.2 Optional Engagement

  • none

5.2 Action(s)

  • none

5.3 Engagement

  • none

5.3 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Ungoliant’s Spawn

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Erebor Hammersmith
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – Deal 1 damage to each character (Hummerhorns) and +1 resource on Gloin.
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 4
  • 6.4.3 Action(s)
    • none
  • Defender destroyed.

7 Refresh

  • 7.3 Threat – 34
  • 7.4 Action(s)
    • none

Turn 5

1.3 Draw

  • Discard Iron Shackles

1.3 Action(s)

  • none

2.2 Planning

  • Forest Snare on Ungoliant’s Spawn.

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Beravor
  • Gloin
  • Total Quest Power = 4

3.2 Action(s)

  • none

3.3 Staging

  • Necromancer’s Pass
  • Total Staging Area Threat = 5

Postmortem

Ok now it really is game. I’ll have to engage Ufthak and I don’t have enough hit points for 3 attack undefended. One thing I could have done differently was claim an objective to get Mendor. I don’t think he would have helped in this case. I would have been good to claim the Skeleton Key if I found Self Preservation for Gloin. I could also sideboard out some of the Spirit cards. There’s 11 in the deck that are dead until I progress to stage 2. I’ll look into it before my next attempt.

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