The Great Hunt

  • Cycle
    • Ered Mithren
  • Set
    • Fate of the Wilderland
  • Player Card Categories 
    • Mono Sphere Required

The Great Ship Killer!

Background

The picture of the White Hart and the flavor text refer to in The Hobbit when an deer knocks Bombur into the enchanted stream. Shortly after they hear a great hunt going on. Knowing Tolkien’s interest in Western and Northern European folklore, this is likely a reference to The Wild Hunt. The Wild Hunt is a type of mythological story common in Northern Europe with a hunting party comprised of Gods or supernatural beings.

The more direct reference is to the White Hart most notably appearing in Arthurian Legend. The Hart is hunted by King Arthur and his knights but has an uncanny ability to evade them.

The appearance of the White Hart, the implications of Mirkwood as a magical place with the enchanted stream, and similarity in name are why I think Tolkien alludes to The Wild Hunt. It also fits with his interest in mythology and attempting to create a mythological stories with The Hobbit and the Lord of the Rings.

Card Theme

The effect of destroying a non-unique enemy matches the idea of a great hunt that would culminate in the death of the pursued creature. It doesn’t match the passing reference to the possibility of a great hunt proposed by Bilbo and the Dwarves in The Hobbit. Especially as they do not kill the deer and the White Hart also has a great ability to elude hunters in legend.

Card Synergies and Interactions

Resource Smoothing

The nice part about this card compared to previous cards that require mono-sphere is it doesn’t require the printed resource icon on each hero like Strength of Arms or Advanced Warning. Song of Wisdom or A Good Harvest can make it possible to play The Great Hunt. Any heroes or unique allies with Messenger of the King that also have a Lore hero version with Thorongil can pay for The Great Hunt. Galadriel and Aragorn can also gain Lore through Nenya and Ring of Barahir. This makes it a bit more flexible than the Against the Shadow cycle mono-sphere cards.

Cost Reduction

The drawback to this version of mono-sphere card, is the 3 resources have to be paid. All cost reduction cards then cannot combo or a nonbo with The Great Hunt. It is especially unfortunate for Hobbit decks considering A Good Meal and Leaf Brooch are great cost reduction options.

Low Threat Heroes and Engagement Control

The second reason that it unfortunate the Hobbit cost reduction is a nonbo is the advantage of putting The Great Hunt in a low starting threat deck. The Great Hunt can only target an enemy in the staging area, but it can only be played after engagements during the combat phase. Hobbit heroes in particular work well because they’re all fairly low starting threat. Folco Boffin that is a Lore hero helps keep them even lower since he can be 4 threat with 2 other Hobbit heroes. The Shirefolk is a great threat reduction card that lowers threat slightly more than Elrond’s Counsel and still costs 0. In other mono-Lore builds Woodmen’s Clearing or Lore Aragorn are going to be the best threat reduction options.

Lore isn’t limited to just threat reduction for controlling engagements. Advanced Warning was mentioned earlier that lets the player skip engagement checks for a phase. Lore also cards that increase engagement costs of enemies with Lore Pippin hero, Take No Notice, and Mablung ally.

Scroll of Isildur

Scroll of Isildur is the best combo with The Great Hunt. This allows players to possibly play each copy 3 times in a game. That is up 9 non-unique enemies just discarded from play. The recursion can be taken further with Erebor Hammersmith or Second Breakfast to bring Scroll of Isildur back from the discard pile. That is not far fetched considering how much card draw Lore has available between Drinking Song, Daeron’s Runes, Mithrandir’s Advice, Peace and Thought, Deep Knowledge and more.

Quest Specific

The game even since the beginning of the game has made strong non-unique enemies. Most notoriously is the Hill Troll players have in the staging area at the start of Journey Along the Anduin. The Great Hunt can get rid of it right away. Marsh Adder in the Wilderlands encounter set can also make an appearance in Journey and it is not easy to deal with its fairly high 7 hit points. Chieftain Ufthak similarly has tough defense and hit points compared to most other enemies in the core set. Both are better to not engage as each attack they make increases a player’s threat or their attack. Most surprising, however, is that the Nazgul of Dol Guldur in Escape from Dol Guldur is not unique and vulnerable to The Great Hunt. Discarding it and not risking having to discard an ally due its second forced effect is a great value.

Another good target for The Great Hunt are Mumaks. They’re often not unique but very strong with a lot of hit points. On top of that they have a limit on how much damage they can take each round. The Great Hunt bypasses that limitation and gets rid of the Mumak in a single round!

Intruders in Chetwood in the Angmar Awakened cycle sets up using The Great Hunt very well. First of all the quest, makes it so there are no engagement checks perfect for setting up targets. Second, the quest starts with an Orc War Party in play. It is a strong enemy that prevents enemies in the staging are from taking damage and the players from winning the game. There is also another strong orc enemy, Angmar Captain that is better to not to engage if at all possible. It’s forced effect can make it attack twice in a single combat with its 5 attack! Both enemies have 3 threat which is not easy to just quest over. Reducing staging area threat by 3 is going to help questing more than playing most allies since few have 3 or more willpower.

The best value for The Great Hunt is discarding ship enemies. This is because many of them have the Boarding keyword. Boarding X says, “When a ship-enemy with the Boarding keyword engages a player from the staging area, reveal the top X cards from the Corsair Deck and put the revealed enemies into play, engaged with that player.” Discarding a ship enemy then not only gets rid of 1 enemy engagement, but often times 2, 3, or even 4 enemy engagements. Ship enemies only appear in Voyage Across Belegaer, Flight of the Stormcaller, A Storm on Cobas Haven, A City of Corsairs, and The Hunt for the Dreadnaught. In those 5 scenarios, it can do a lot of work.

Ring Rating

Card Talk uses the highly scientific yet arbitrary scale of 1 ring for the card to rule them all to 10 to be cast back into the fiery chasm from whence it came.

I rate The Great Hunt at 5 rings. The effect can be incredibly powerful. In some scenarios, it can make them much, much easier. The core set offers the earliest examples of this with advancement of quest prevented by Hill Troll in Joureny Along the Anduin and the Nazgul in Escape from Dol Guldur. Normal strategy would be to build up to deal those enemies in combat. The Great Hunt offers an alternative. There are a couple scenarios like Intruders in Chetwood and Dungeons of Cirith Gurat where enemies don’t make engagement checks and having other ways to get them out of play is very useful. Lastly, getting rid of ship enemies with Boarding is just amazing value.

That all said, the requirement to pay for The Great Hunt from 3 different heroes resource pools is limiting. It doesn’t necessarily require 3 Lore heroes to play since resource smoothing does work to fulfil the requirement. It does mean it can’t be played in a Grey Wanderer deck and cost reduction is not an option. The cost reduction nonbo is an issue for mono-Lore. Lore doesn’t have much resource acceleration available unless playing secrecy for Resourceful and/or Grima. Outside mono-Lore then there is a bit of additional setup required with the smoothing to be able to play it. It also is just an event. Even if Lore has a ways to recur it a substantial number of times. It will discard one enemy per turn. A strong attacker with a few attachments could achieve the same effect without the 3 resources per turn cost.

I’ve found it to be a good effective card for solo or multiplayer. It just doesn’t see widespread play because of the cost and requirement to pay the cost from 3 different heroes resource pools.

  • Dave – 3
  • Grant – 5
  • Ted – TBR
  • Matt – 5
  • Average – 4.33

External Links

Sample Decks

Victory via a Burglary Side Quest by Matt Kell aka kattattack22

Questing deck for multiplayer leveraging the willpower boosting on Treebeard, Thurindir, and Rossiel in early to mid game. While also providing some encounter control with victory display events.

Burglar’s Turn provides some strong attachments to further boost willpower and comabt ability. Many can be easily passed out to other players.

Main Deck

Hero (3)
Rossiel (Escape from Mount Gram)
Thurindir (Race Across Harad)
Treebeard (The Treason of Saruman)

Contract (0)
1x The Burglar’s Turn (Wrath and Ruin)

Ally (28)
3x East Road Ranger (The Wastes of Eriador)
2x Firyal (The Mûmakil)
2x Ghân-buri-Ghân (The Flame of the West)
2x Gléowine (Core Set)
2x Henamarth Riversong (Core Set)
2x Mablung (The Land of Shadow)
3x Mirkwood Explorer (The Thing in the Depths)
2x Mirkwood Hunter (The Ghost of Framsburg)
2x Quickbeam (The Treason of Saruman)
2x Robin Smallburrow (The Drowned Ruins)
3x Warden of Healing (The Long Dark)
3x Wellinghall Preserver (Across the Ettenmoors)

Event (21)
3x Gildor’s Counsel (The Hills of Emyn Muil)
3x Leave No Trace (Escape from Mount Gram)
3x None Return (Across the Ettenmoors)
3x Out of the Wild (Road to Rivendell)
3x The Door is Closed! (The Treachery of Rhudaur)
3x The Great Hunt (The Fate of Wilderland)
3x The Hidden Way (The Withered Heath)

Player Side Quest (3)
1x Explore Secret Ways (Race Across Harad)
1x Gather Information (The Lost Realm)
1x Scout Ahead (The Wastes of Eriador)

3 Heroes, 52 Cards
Cards up to Wrath and Ruin

Sideboard

Attachment (14)
1x A Burning Brand (Conflict at the Carrock)
1x Celebrían’s Stone (Core Set)
1x Durin’s Axe (Wrath and Ruin)
1x Elven Mail (The Three Trials)
1x Ent Draught (The Treason of Saruman)
1x Glamdring (Roam Across Rhovanion)
1x Magic Ring (The Crossings of Poros)
1x Mirkwood Long-knife (The Sands of Harad)
1x Mithril Shirt (The Fate of Wilderland)
1x Necklace of Girion (The Wilds of Rhovanion)
1x Orcrist (Fire in the Night)
1x Ring of Barahir (The Steward’s Fear)
1x Stone of Elostirion (Under the Ash Mountains)
1x The Arkenstone (The Withered Heath)

Decklist built and published on RingsDB.

The Greatest Hunt by Seastan

A low threat mono-Lore deck dedicated to recurring The Great Hunt. Resource acceleration and card draw ensures it has everything to keep the recursion going. I’ve done something similar with Marcelf’s Love of Drinking Song sideboarding in The Great Hunt. It is highly effective.

Main Deck

Hero (3)
Bilbo Baggins (The Hunt for Gollum)
Folco Boffin (The Dungeons of Cirith Gurat)
Pippin (The Black Riders)

Ally (16)
3x Erebor Hammersmith (Core Set)
2x Firyal (The Mûmakil)
1x Gaffer Gamgee (Mount Gundabad)
1x Gléowine (Core Set)
1x Guardian of Ithilien (The City of Corsairs)
1x Henamarth Riversong (Core Set)
1x Mablung (The Land of Shadow)
1x Quickbeam (The Treason of Saruman)
3x Robin Smallburrow (The Drowned Ruins)
1x Warden of Healing (The Long Dark)
1x Wellinghall Preserver (Across the Ettenmoors)

Attachment (12)
3x Resourceful (The Watcher in the Water)
3x Scroll of Isildur (The Morgul Vale)
3x Steward of Gondor (Core Set)
3x Sword-thain (The Dread Realm)

Event (22)
3x A Good Harvest (The Steward’s Fear)
3x Bartering (The Wilds of Rhovanion)
3x Daeron’s Runes (Foundations of Stone)
3x Drinking Song (Mount Gundabad)
3x Mithrandir’s Advice (The Steward’s Fear)
3x The Great Hunt (The Fate of Wilderland)
3x The Shirefolk (Mount Gundabad)
1x Will of the West (Core Set)

3 Heroes, 50 Cards
Cards up to The Fate of Wilderland

Decklist built and published on RingsDB.

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