Introduction
I went and made RedSpiderr’s Dunedain deck into a Bond of Friendship deck adding Spirit Glorfindel to the line up. I think that will make early willpower and attack much better. Celebrian’s Stone now isn’t a must have for the opening hand. No additional help for Amarthuil defending early on. I just have to hope for Keep Watch or that I can have him survive long enough.
Dunedain take The Fortress of Nurn by RedSpiderr
Dunedain + Sp Glorfindel FoN
Main Deck
Hero (4)
Amarthiúl (The Battle of Carn Dûm)
Aragorn (The Lost Realm)
Glorfindel (Foundations of Stone)
Thurindir (Race Across Harad)
Contract (0)
1x Bond of Friendship (The Fortress of Nurn)
Ally (25)
2x Andrath Guardsman (The Mûmakil)
2x Arwen Undómiel (The Watcher in the Water)
2x East Road Ranger (The Wastes of Eriador)
2x Fornost Bowman (The Dread Realm)
2x Guardian of Arnor (The Battle of Carn Dûm)
2x Northern Bowmaster (Under the Ash Mountains)
2x Northern Tracker (Core Set)
2x Ranger of Cardolan (The Wastes of Eriador)
2x Sarn Ford Sentry (The Lost Realm)
2x Thalion (Fire in the Night)
2x Vigilant Dúnadan (The Sands of Harad)
1x Warden of Annúminas (The Lost Realm)
2x Warden of Healing (The Long Dark)
Attachment (17)
2x Armored Destrier (Temple of the Deceived)
1x Celebrían’s Stone (Core Set)
2x Favor of the Valar (The Battle of Carn Dûm)
1x Hauberk of Mail (The Wilds of Rhovanion)
1x Heir of Valandil (The Lost Realm)
2x Legacy Blade (The Dungeons of Cirith Gurat)
2x Light of Valinor (Foundations of Stone)
1x Round Shield (Mount Gundabad)
2x The Long Defeat (The Battle of Carn Dûm)
2x Thorongil (The Fortress of Nurn)
1x Unexpected Courage (Core Set)
Event (6)
2x A Good Harvest (The Steward’s Fear)
2x A Test of Will (Core Set)
2x Feint (Core Set)
Player Side Quest (2)
1x Keep Watch (Beneath the Sands)
1x Prepare for Battle (The Mûmakil)
4 Heroes, 50 Cards
Cards up to The Fortress of Nurn
Sideboard
Attachment (7)
1x Heir of Valandil (The Lost Realm)
3x Stone of Elostirion (Under the Ash Mountains)
3x Woodmen’s Clearing (The Withered Heath)
Deck built on RingsDB.
Starting Hand after Mulligan
- East Road Ranger
- Thorongil
- Light of Valinor
- Guardian of Arnor
- Ranger of Cardolan
- Feint
- I was hoping for Keep Watch, but Light of Valinor is great to see. I also have Feint to buy a turn if I need it. I think I can make this work.
Setup
- Ulchor’s Guard engaged with me.
- Thane Ulchor in the staging area
- Covered by Darkness, Tower of Barad-dur, Kabul the Easterling, and Under the Watchful Eye on each Storm the Castle side quest along with 8 cards from my deck.
- Threat – 35
- Thurindir finds Prepare for Battle and adds it to my hand. Not what I was hoping for, but better than nothing.
Turn 1
1.3 Draw
- Andarath Guardsman
1.3 Action(s)
- none
2.2 Planning
- Prepare for Battle
- Light of Valinor on Glorfindel
3.1 Quest Phase 3.1 Action(s)
- none
3.2 Committed Characters vs Prepare for Battle
- Aragorn
- Thurindir
- Glorfindel
- Total Quest Power = 7
3.2 Action(s)
- none
3.3 Staging
- Fortress Walls
- Total Staging Area Threat = 4
3.3 Action(s)
- none
3.4 Quest Resolution
- +3 Prepare for Battle progress (3 / 6)
3.4 Action(s)
- none
4.2 Travel
- Fortress Walls
- Thorongil put under Storm the Castle with Covered in Darkness
- I don’t mind losing Thorongil because I know there is another copy in my deck right now thanks to Thurindir’s setup ability.
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)
- Feint on Ulchor’s Guard
6.3 Enemy Attacks
- Canceled by Feint.
6.7 Player Attacks
6.8b Target – Ulchor’s Guard
- 6.8b Attackers
- Amarthuil
- Glorfindel
- 6.8.1 Action(s)
- none
- 6.8.2 Total Attack – 6
- 6.8.3 Damage Dealt – 6 (6 / 5)
- 6.8.3 Action(s)
- none
- Target destroyed.
7 Refresh
- 7.3 Threat – 36
- 7.4 Action(s)
- none
Turn 2
1.3 Draw
- The Long Defeat
1.3 Action(s)
- none
2.2 Planning
- Ranger of Cardolan
3.1 Quest Phase 3.1 Action(s)
- none
3.2 Committed Characters vs Prepare for Battle
- Aragorn
- Thurindir
- Glorfindel
- Ranger of Cardolan
- Total Quest Power = 9
3.2 Action(s)
- none
3.3 Staging
- Ulchor’s Guard
- Total Staging Area Threat = 3
3.3 Action(s)
- none
3.4 Quest Resolution
- +6 Fortress Walls progress (6 / 6) 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
- Ulchor’s Guard
5.3 Action(s)
- none
6 Combat Phase
6.2 Action(s)
- none
6.3 Enemy Attacks
6.4b Enemy – Ulchor’s Guard
- 6.4b Action(s)
- none
- 6.4.1 Defender – Amarthuil
- 6.4.1 Action(s)
- none
- 6.4.2 Shadow – +0 attack because no Castle side quests in the victory display (Easterling Mercenary).
- 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 – Ulchor’s Guard
- 6.8b Attackers
- Glorfindel
- 6.8.1 Action(s)
- none
- 6.8.2 Total Attack – 3
- 6.8.3 Damage Dealt – 3
- 6.8.3 Action(s)
- none
7 Refresh
- 7.3 Threat – 37
- 7.4 Action(s)
- none
Turn 3
1.3 Draw
- Ranger of Cardolan 2
1.3 Action(s)
- none
2.2 Planning
- East Road Ranger
3.1 Quest Phase 3.1 Action(s)
- none
3.2 Committed Characters vs Prepare for Battle
- Thurindir
- Glorfindel
- Ranger of Cardolan 1
- East Road Ranger
- Total Quest Power = 10
3.2 Action(s)
- none
3.3 Staging
- The Dungeons of Dol Rhugar
- Soldier of Nurn
- Total Staging Area Threat = 3
3.3 Action(s)
- none
3.4 Quest Resolution
- +4 Prepare for Battle progress (7 / 6) and add it to the victory display. Progress is capped because of The Dungeons of Dol Rhugar.
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
- Soldier of Nurn
- Put Ranger of Cardolan 2 into play.
5.3 Action(s)
- none
6 Combat Phase
6.2 Action(s)
- none
6.3 Enemy Attacks
6.4b Enemy – Ulchor’s Guard
- 6.4b Action(s)
- none
- 6.4.1 Defender – Ranger of Cardolan 2
- 6.4.1 Action(s)
- none
- 6.4.2 Shadow – Put Guard Dogs into play engaged (Guard Dogs)
- 6.4.2 Action(s)
- none
- 6.4.3 Determine combat damage – 2
- 6.4.3 Action(s)
- none
6.4b Enemy – Guard Dogs
- 6.4b Action(s)
- none
- 6.4.1 Defender – none
- 6.4.1 Action(s)
- none
- 6.4.2 Shadow – none (Guard Tower)
- 6.4.2 Action(s)
- none
- 6.4.3 Determine combat damage – 2 assigned to Glorfindel
- 6.4.3 Action(s)
- none
6.4b Enemy – Soldier of Nurn
- 6.4b Action(s)
- none
- 6.4.1 Defender – Amarthuil
- 6.4.1 Action(s)
- none
- 6.4.2 Shadow – +2 attack (Mordor Olag-hai)
- 6.4.2 Action(s)
- none
- 6.4.3 Determine combat damage – 2
- 6.4.3 Action(s)
- none
- Amarthuil destroyed.
I will concede on that.
Post Mortem
Questing is a lot better. I also have some early combat ability if Light of Valinor is on Glorfindel. That doesn’t really fix the issue the original deck had that there are 2 key cards needed to get going. The big temptation is to make the deck even less thematic by replacing Aragorn with Tactics Eowyn and Spirit Glorfindel with Spirit Beregond. I can see those swaps helping tremendously in the early game. Spirit Beregond can also provide threat reduction that will help even if Covered in Darkness hits the board. I think the deck was doing pretty well. I could probably just put in another copy of Keep Watch to increase the likelihood of hitting it, or just try it again as is and hope to get lucky. I can also seeing it doing much worse if I don’t either Keep Watch or Light of Valinor. I’m also concerned about threat in the late game since Covered in Darkness, Under the Watchful Eye, and The Tower of Barad-Dur combo together.