Core Campaign Escape from Dol Guldur 7 – March 1, 2022

Introduction

I switched to Easy Mode for this attempt. I noted some people on r/lotrlcg having success on Easy Mode along with the campaign boons.

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

Main Deck

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

Ally (25)
1x Beorn (Core Set)
1x Daughter of the Nimrodel (Core Set)
3x Erebor Hammersmith (Core Set)
2x Faramir (Core Set)
3x Gandalf (Core Set)
2x Gléowine (Core Set)
3x Guard of the Citadel (Core Set)
2x Henamarth Riversong (Core Set)
1x Longbeard Orc Slayer (Core Set)
3x Miner of the Iron Hills (Core Set)
3x Snowbourn Scout (Core Set)
1x Son of Arnor (Core Set)

Attachment (15)
2x Celebrían’s Stone (Core Set)
3x 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 (9)
2x A Test of Will (Core Set)
1x Ever Vigilant (Core Set)
1x For Gondor! (Core Set)
3x Sneak Attack (Core Set)
2x Stand and Fight (Core Set)

Campaign (1)
1x Mendor’s Support (Revised Core Set (Campaign Only))

3 Heroes, 50 Cards
Cards up to Revised Core Set (Campaign Only)

Sideboard

Ally (2)
1x Daughter of the Nimrodel (Core Set)
1x Northern Tracker (Core Set)

Attachment (1)
1x Dark Knowledge (Core Set)

Event (6)
1x Ever Vigilant (Core Set)
2x Hasty Stroke (Core Set)
3x Lore of Imladris (Core Set)

Deck built on RingsDB.

Play by Play

Starting Hand after mulligan

  • For Gondor!
  • Erebor Hammersmith
  • Miner of the Iron Hills
  • Henamarth Riversong
  • Forest Snare x2
  • (I mulliganed a hand with 2 Spirit cards and at least this one doesn’t have any dead cards! )

Setup

  • Shadow Key guarded by Under the Shadow
  • Staging area threat increased by 1 for Setup.
  • Shadow Key is not guarded.
  • Dungeon Torch is guarded by Mountains of Mirkwood.
  • Gandalf’s Map guarded by Cavern Guardian.
  • Threat – 29
  • Eowyn is face down as the prisoner
  • Mendor also face down as a prisoner.
  • Valor attached to Gloin.
  • Appointed by Fate attached to Beravor. (I’ve got lots of Lore cards and no Steward so this makes the most sense right now.)
  • (This setup is manageable I think. My start is going to be pretty similar to last game.)

Turn 1

1.3 Draw

  • Gandalf

1.3 Action(s)

  • none

2.2 Planning

  • Erebor Hammersmith

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Beravor
  • Erebor Hammersmith (I’m hoping no second enemy so Gloin can kill the Guardian.)
  • Total Quest Power = 3

3.2 Action(s)

  • none

3.3 Staging

  • Tower Gate (Ugh, I don’t think I can leave 2 locations in staging but both are going to make things more difficult if I travel to them.)
  • Total Staging Area Threat = 6

3.3 Action(s)

  • none

3.4 Quest Resolution

  • Threat – 32

3.4 Action(s)

  • none

4.2 Travel

  • Tower Gate
  • Top card of my deck becomes a 0/1/1/1 orc enemy engaged with me.

4.2 Action(s)

  • none

5.2 Optional Engagement

  • none

5.2 Action(s)

  • none

5.3 Engagement

  • Cavern Guardian

5.3 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Cavern Guardian

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – none
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – exhaust Gloin (King Spider)
  • (So much for killing the Guardian.)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 2 assigned to Gloin and +2 resources
  • 6.4.3 Action(s)
    • none

6.4b Enemy – Orc Guard

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – none
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Enchanted Stream)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 1 assigned to Gloin and +1 resource
  • 6.4.3 Action(s)
    • none

7 Refresh

  • 7.3 Threat – 33
  • 7.4 Action(s)
    • none

Turn 2

1.3 Draw

  • Miner of the Iron Hills 2

1.3 Action(s)

  • none

2.2 Planning

  • Henamarth Riversong

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Beravor
  • Henamarth (I’m going to leave Gloin and Hammersmith ready. Gloin to attack and heal with Valor. Hammersmith can defend the Guardian pretty safely. Beravor has plenty of hit points for an undefended attack from the Orc Guard. Threat is going up but I have Gandalf to lower my threat by 5 if I can get things moving along here.)
  • Total Quest Power = 3

3.2 Action(s)

  • none

3.3 Staging

  • Mountains of Mirkwood 2
  • Total Staging Area Threat = 4

3.3 Action(s)

  • none

3.4 Quest Resolution

  • Threat – 34

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 – Cavern Guardian

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

6.4b Enemy – Orc Guard

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – none
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Mountains of Mirkwood 3)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 1 assigned to Beravor
  • 6.4.3 Action(s)
    • none

6.7 Player Attacks

6.8b Target – Cavern Guardian

  • 6.8b Attackers
    • Gloin
  • Exhaust Valor to deal 1 damage to the target (1 / 2) and heal 1 damage on Gloin.
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 2
  • 6.8.3 Damage Dealt – 1 (2 / 2)
  • 6.8.3 Action(s)
    • none
  • Target destroyed.
  • Gandalf’s Map is not guarded.

7 Refresh

  • 7.3 Threat – 35
  • 7.4 Action(s)
    • none

Turn 3

1.3 Draw

  • Self Preservation (I can claim the Shadow Key with this on Gloin easily.)

1.3 Action(s)

  • none

2.2 Planning

  • Self Preservation on Gloin and exhaust it to heal 2 damage.
  • Gandalf and lower threat by 5
  • Threat – 30
  • Claim the Shadow Key and attach it to Gloin
  • Threat – 32
  • Mendor rescued and 1 damage placed on him.

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Gloin
  • Erebor Hammersmith
  • Gandalf (I’m leaving Beravor ready either for combat and there’s no enemy then to draw cards. Henamarth is ready to hopefully use his ability or can use him in combat. )
  • Total Quest Power = 7

3.2 Action(s)

  • none

3.3 Staging

  • Enchanted Stream
  • Total Staging Area Threat = 6

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +1 Tower Gate progress (1 / 1) and explore it.

3.4 Action(s)

  • Exhaust Beravor to draw Guard of the Citadel and Stand and Fight.

4.2 Travel

  • Enchanted Stream (I have allies to play for a few turns, and I think I can make enough progress next turn to clear it.)

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 – Orc Guard

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – none
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – Exhaust Mendor and Henamarth (King Spider)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 1 damage assigned to Gloin and +1 resource
  • 6.4.3 Action(s)
    • none
  • (That didn’t go as planned, but I’m not worried about the Orc Guard. One attack is easy for me to deal with since I can just heal it.)

7 Refresh

  • 7.3 Threat – 33
  • 7.4 Action(s)
    • none
  • Shadow Key deals 1 damage to Gloin and +1 resource.
  • Gandalf discarded.

Turn 4

1.3 Draw

  • None because of Enchanted Stream.

1.3 Action(s)

  • Self Preservation heals 2 damage on Gloin.

2.2 Planning

  • Guard of the Citadel

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Gloin
  • Beravor
  • Henamarth
  • Mendor
  • Guard of the Citadel
  • Erebor Hammersmith (I want to make sure to clear Enchanted Stream.)
  • Total Quest Power = 8

3.2 Action(s)

  • none

3.3 Staging

  • Driven by Shadow +2 staging area threat
  • Total Staging Area Threat = 6

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +2 Enchanted Stream progress (2 / 2 ) and explore it.

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 – Orc Guard

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – none
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Great Forest Web)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage -1 assigned to Gloin (1 / 4) and +1 resource
  • 6.4.3 Action(s)
    • none

7 Refresh

  • 7.3 Threat – 34
  • 7.4 Action(s)
    • none
  • +1 damage to Gloin from Shadow Key (2 / 4)

Turn 5

1.3 Draw

  • Celebrian’s Stone (That’s great to see and help my willpower out.)

1.3 Action(s)

  • none

2.2 Planning

  • Celebrian’s Stone on Gloin (I’ve been holding him back to attack and heal but I think I’m getting enough allies that I don’t need to do that. Plus I’m getting low on allies and will need Beravor’s card draw.)
  • Miner of the Iron Hills

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Gloin
  • Erebor Hammersmith
  • Henamarth
  • Mendor
  • Guard of the Citadel
  • Total Quest Power = 8

3.2 Action(s)

  • none

3.3 Staging

  • Ungoliant’s Swarm (Damn it. This is why I didn’t want to start with Easy mode because there would be less cards and it would be easier to find this burden. Good thing I have plenty of resources for Forest Snare next round.)
  • Total Staging Area Threat = 7

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +1 quest progress (1 / 9)

3.4 Action(s)

  • none

4.2 Travel

  • none (I don’t know if there is ever going to be a good time to travel to either Mountain of Mirkwood and deal with the next encounter card. It’s certainly not now when I’m already looking at 2 undefended attacks.)

4.2 Action(s)

  • none

5.2 Optional Engagement

  • none

5.2 Action(s)

  • Beravor draws Steward of Gondor and Protector of Lorien. (Swarm will exhaust this character anyway. I might as well draw.)

5.3 Engagement

  • Ungoliant’s Swarm

5.3 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Ungolian’s Swarm

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – none
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Endless Cavern)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 2 assigned to Gloin and +2 resources
  • 6.4.3 Action(s)
    • none

6.4b Enemy – Orc Guard

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – none
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Dul Guldur Beastmaster)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 1 assigned to Gloin (3 / 4) and +1 resource
  • 6.4.3 Action(s)
    • none

7 Refresh

  • 7.3 Threat – 35
  • 7.4 Action(s)
    • Self Preservation heals 2 damage (1 / 4)
  • Shadow Key deals 1 damage to Gloin (2 / 4) and +1 resource.

Turn 6

1.3 Draw

  • Gleowine

1.3 Action(s)

  • none

2.2 Planning

  • Steward on Beravor and exhaust it for resources. (I won’t record it from here on out. Beravor will essentially get 4 resources per round.)
  • Forest Snare on Ungoliant’s Swarm
  • Gleowine
  • Protector of Lorien on Gloin

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Gloin
  • Gleowine
  • Mendor
  • Guard of the Citadel
  • Total Quest Power = 7

3.2 Action(s)

  • none

3.3 Staging

  • Dol Guldur Orcs
  • +2 damage to Gleowine and he is destroyed. (If I draw the other copy then its not a dead card plus the Guard has attack which is something I need on the board right now.)
  • Total Staging Area Threat = 6

3.3 Action(s)

  • none

3.4 Quest Resolution

  • no progress and no threat gained.

3.4 Action(s)

  • none

4.2 Travel

  • none (I think I can clear out the enemies this turn then I can handle traveling to one of the mountains.)

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 – Miner of the Iron Hills (They might survive the attack. I want Beravor and Henamarth to attack the Orcs.)
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Necromancer’s Reach)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 1
  • 6.4.3 Action(s)
    • none

6.4b Enemy – Orc Guard

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – none
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – +3 attack (Dol Guldur Orcs)

I concede since that 4 damage will kill a hero.

Postmortem

Easy mode I noticed decreased the likelihood of a shadow effect. I’m getting more and more a sense that it was a mistake to not have access to Spirit. Many of the locations in this quest really punish you for traveling to them. I remember the last time I revisited this quest, how helpful location control (specifically Asfaloth) was to clear out locations in the staging area. Northern Tracker wouldn’t be that difficult to get into play with the resource acceleration with Appointed by Fate. I’m considering restarting with a Leadership / Spirit deck. Then Eowyn could give me the early questing power. Aragorn’s built in action advantage and strong attack would be really helpful to get rid of enemies. Unexpected Courage could play around Caught in a Web. The loss of healing to take undefended attacks could be a problem. Stand and Fight might mitigate that since then I could get destroyed allies back.

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