The Dark of Mirkwood

The Oath – Paths of Mirkwood Campaign – March 20, 2022

Introduction

Moving on at last to The Dark of Mirkwood! I’ve played The Oath before this, but not just with core set cards and definitely not with the new campaign cards. Still I expected this to be much easier than Escape from Dol Guldur.

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 (24)
1x Beorn (Core Set)
1x Erebor Hammersmith (Core Set)
2x Faramir (Core Set)
3x Gandalf (Core Set)
1x Gléowine (Core Set)
3x Guard of the Citadel (Core Set)
1x Henamarth Riversong (Core Set)
1x Longbeard Orc Slayer (Core Set)
1x Miner of the Iron Hills (Core Set)
3x Northern Tracker (Core Set)
3x Snowbourn Scout (Core Set)
1x Son of Arnor (Core Set)
3x Wandering Took (Core Set)

Attachment (12)
2x Celebrían’s Stone (Core Set)
2x Self Preservation (Core Set)
3x Steward of Gondor (Core Set)
2x The Favor of the Lady (Core Set)
3x Unexpected Courage (Core Set)

Event (13)
3x A Test of Will (Core Set)
1x Ever Vigilant (Core Set)
1x For Gondor! (Core Set)
2x Hasty Stroke (Core Set)
3x Sneak Attack (Core Set)
3x 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 (4)
2x Erebor Hammersmith (Core Set)
2x Miner of the Iron Hills (Core Set)

Attachment (9)
3x Dark Knowledge (Core Set)
3x Forest Snare (Core Set)
3x Protector of Lórien (Core Set)

Event (4)
1x Ever Vigilant (Core Set)
3x Lore of Imladris (Core Set)

Decklist built and published on RingsDB.

Play by Play

Starting Hand after mulligan

  • Sneak Attack x2
  • Faramir
  • Ever Vigilant
  • Self Preservation
  • Snowbourn Scout
  • Not a great starting hand. It’s an easier scenario and I have Beravor to start. I can probably draw into something. Self Preservation will help get the Gloin resource engine going eventually.

Setup

  • Goblin Troop set aside
  • Eaves of Mirkwood in the staging area
  • Ungoliant’s Swarm and Stalking Goblin shuffled into the encounter deck.
  • Threat – 28
  • Take control of Mendor
  • Valor and The Power of Spirit attached to Gloin

Turn 1

1.3 Draw

  • Son of Arnor

1.3 Action(s)

  • none

2.2 Planning

  • Snowbourn Scout
  • Eaves of Mirkwood +1 progress (1 / 2)

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Eowyn
  • Gloin
  • Mendor
  • Total Quest Power = 7

3.2 Action(s)

  • none

3.3 Staging

  • Tangled Grove
  • Total Staging Area Threat = 4

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +3 quest progress (3 / 9)

3.4 Action(s)

  • none

4.2 Travel

  • Tangled Grove I have to get that out of there since its threat will only get larger.
  • Sneak Attack randomly discarded.

4.2 Action(s)

  • Beravor draws Favor of the Lady and Northern Tracker

7 Refresh

  • 7.3 Threat – 29
  • 7.4 Action(s)
    • none
  • +1 The Oath Campaign resource (1 total)

Turn 2

1.3 Draw

  • Gandalf

1.3 Action(s)

  • none

2.2 Planning

  • none
  • I’m going to save for Northern Tracker next turn.

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Gloin
  • Beravor I’m feeling good about my hand with Sneak Attack + Gandalf. I want to make sure to explore Tangled Grove.
  • Eowyn
  • Mendor
  • Total Quest Power = 9

3.2 Action(s)

  • none

3.3 Staging

  • Tangled Grove 2 I swear I shuffled the encounter deck.
  • Total Staging Area Threat = 4

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +3 Tangled Grove 1 progress (3 / 3) and explore it.
  • +2 quest progress (5 / 9)

3.4 Action(s)

  • none

4.2 Travel

  • None
  • I’m going to explore Eaves with Northern Tracker next turn. Tangled Grove will be a max of 2 threat. Then if another location comes out. Most likely Northern Tracker can keep it from getting crazy.

4.2 Action(s)

  • none

7 Refresh

  • 7.3 Threat – 30
  • 7.4 Action(s)
    • none
  • +1 resource The Oath campaign card (2 total)

Turn 3

1.3 Draw

  • Steward of Gondor

1.3 Action(s)

  • none

2.2 Planning

  • Steward of Gondor and Self Preservation on Gloin
  • Exhaust Steward for resources. I’m just going to give Gloin 3 resources on the resource phase from here on out.
  • Northern Tracker

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Eowyn
  • Beravor
  • Gloin
  • Northern Tracker and +1 Eaves of Mirkwood (2 / 2) and Tangled Grove (1 / 3) progress. Eaves of Mirkwood explored.
  • Mendor
  • Total Quest Power = 10

3.2 Action(s)

  • none

3.3 Staging

  • Goblin Trail
  • Total Staging Area Threat = 5

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +5 quest progress (10 / 9)
  • Advance to Stage 2.
  • I find another Eaves of Mirkwood in the encounter deck and add it to the staging area.

3.4 Action(s)

  • none

4.2 Travel

  • Goblin Trail It’s pretty high threat and it can add 6 progress to the quest. I’m not sure what the resources on the campaign card will do, but I expect less is better.
  • Obsidian Arrows deals 2 damage to Gloin and +2 resources.

4.2 Action(s)

  • Heal 2 damage on Gloin with Self Preservation.

7 Refresh

  • 7.3 Threat – 31
  • 7.4 Action(s)
    • none
  • +1 campaign card resource (3 total)

Turn 4

1.3 Draw

  • Hasty Stroke

1.3 Action(s)

  • none

2.2 Planning

  • Favor of the Lady on Eowyn
  • Faramir

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Gloin
  • Beravor
  • Eowyn
  • Northern Tracker and +1 Tangled Grove (2 / 3) and The Eaves of Mirkwood (1 / 2) progress.
  • Mendor
  • Total Quest Power = 10

3.2 Action(s)

  • none

3.3 Staging

  • Ungoliant’s Swarm
  • Total Staging Area Threat = 7

3.3 Action(s)

  • Exhaust Faramir for +5 willpower (15 total)

3.4 Quest Resolution

  • +6 Goblin Trail progress (6 / 6), explore it, add it to the victory display, and +6 quest progress
  • +2 quest progress (8 / 12)

3.4 Action(s)

  • none

4.2 Travel

  • None I’ll explore both locations next turn. No need to do this.

4.2 Action(s)

  • none

5.2 Optional Engagement

  • Ungoliant’s Swarm Gloin can take it undefended and heal all if not most of the damage. Then I don’t have to quest over it next turn. I have the willpower I could leave it, but let’s be a good player and just get it out of there while the forced effect won’t mess up my board state.
  • Snowbourn Scout exhausted. It’s the only character I have ready. I just fulfill as much of the forced effect as I can per the rules.

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 Swarm

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – none
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – whiffs because I don’t have a ready character to exhaust. (Spiders of Mirkwood)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 2 assigned to Gloin and +2 resources.
  • 6.4.3 Action(s)
    • Heal 2 damage with Self Preservation.

7 Refresh

  • 7.3 Threat – 32
  • 7.4 Action(s)
    • none
  • +1 campaign card resource (4 total)

Turn 5

1.3 Draw

  • For Gondor!

1.3 Action(s)

  • none

2.2 Planning

  • Son of Arnor

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Eowyn
  • Beravor
  • Gloin
  • Mendor
  • Northern Tracker and +1 Tangled Grove (3 / 3) and The Eaves of Mirkwood (2 / 2) progress to explore both.
  • Total Quest Power = 10

3.2 Action(s)

  • none

3.3 Staging

  • Goblintown Scavengers
  • Stand and Fight mined from my deck for +0 threat. X is considered zero when out of play.
  • Total Staging Area Threat = 1

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +9 quest progress (17 / 12)
  • Advance to Stage 3.
  • Goblin Troop added to the staging area.

3.4 Action(s)

  • none

4.2 Travel

  • none

4.2 Action(s)

  • none

5.2 Optional Engagement

  • Goblin Troop

5.2 Action(s)

  • none

5.3 Engagement

  • Goblintown Scavengers

5.3 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • Sneak Attack to put Gandalf into play and deal 4 damage to Goblin Troop (4 / 6).
  • I’m pretty sure I can take them out this turn using the direct damage. Then quest for the win next turn.

6.3 Enemy Attacks

6.4b Enemy – Goblin Troop

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Snowburn Scout
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – Deal an additional attack (Goblin Runners) canceled with Hasty Stroke.
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 5 and defender destroyed.
  • 6.4.3 Action(s)
    • none

6.4b Enemy – Ungoliant’s Swarm

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – none
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Goblin Sniper)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 2 assigned to Gloin and +2 resources.
  • 6.4.3 Action(s)
    • Heal 2 damage with Self Preservation.

6.4b Enemy – Goblintown Scavengers

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Faramir
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – Stalking Goblin added to the staging area.
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • 6.4.3 Action(s)
    • none

6.7 Player Attacks

6.8b Target – Goblin Troop

  • 6.8b Attackers
    • Gandalf
    • Son of Arnor
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 6
  • 6.8.3 Damage Dealt – 3 (7 / 6) and target destroyed.
  • 6.8.3 Action(s)
    • Ever Vigilant readies Gandalf.

6.8b Target – Goblintown Scavengers

  • 6.8b Attackers
    • Gandalf
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 4
  • 6.8.3 Damage Dealt – 4 (4 / 3) and target destroyed.
  • 6.8.3 Action(s)
    • none
  • Gandalf returned to hand.

7 Refresh

  • 7.3 Threat – 33
  • 7.4 Action(s)
    • none
  • +1 campaign card resource (5 total)

Turn 6

1.3 Draw

  • Unexpected Courage

1.3 Action(s)

  • none

2.2 Planning

  • Unexpected Courage on Beravor
  • Gandalf and reduce threat by 5
  • Threat – 28 Back to my starting threat!

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Gloin
  • Beravor
  • Eowyn
  • Mendor
  • Gandalf
  • Northern Tracker
  • Total Quest Power = 14

3.2 Action(s)

  • none

3.3 Staging

  • Spider Den
  • Total Staging Area Threat = 6

3.3 Action(s)

  • This is going to be unnecessary, but let’s see how much progress I can make.
  • Exhaust Faramir for +6 willpower (20 total)
  • Put Spiders of Mirkwood engaged with me to discard Spider Den (2 staging area threat).

3.4 Quest Resolution

  • +18 quest progress (18 / 6) to win!

Score 75 = 5 completed rounds * 10 + 28 threat + 0 hero damage + 0 dead hero threat – 3 victory points.

Campaign Log

  • Add Stalking Goblin and The Power of Spirit
  • I avoid adding Guilty Conscience because I’m below 6 resources on the campaign card with 5!

Postmortem

That was a nice easy one after 10 attempts as Escape from Dol Guldur. Northern Tracker once again shows its quality. The Gloin engine got up and running and Steward of Gondor on Gloin gave me a ton of Spirit and Leadership resources. Warlock000’s original deck being so heavy Leadership and Lore was nice, but I think for the campaign that being heavy Leadership and Spirit is much better. Northern Tracker really helps with Escape and this Quest since the locations are tough with bad travel effects. Location lock can also be an issue in Stage 2 of Journey Along the Anduin when you need to reveal additional encounter card.

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