Intruders in Chetwood with Wandering the Lost Realm a Revised Card Pool Minimum Purchase Deck – December 19, 2022

Introduction

I at long last have started the Angmar Awakened cycle in Campaign mode. I really wanted to do this much earlier but the delays with the print and play files made it difficult to start it when the campaign box released. (Sorry I didn’t want to buy all the scenarios again.) Then I held off once print and play came out because the group order I participate in for ALEP cards decided to add the campaign cards. I got those printed cards a last month while I was in the middle of playing Massing at Osgiliath. I’m excited now to be playing it with the nice printed copies I received.

Months ago, I talked about playing a thematic Dunedain deck using only cards available in the revised core set and Angmar Awakened cycle. My testing earlier this year has made me decide on backing off that original idea. I’ve played minimum purchase before in Ringmaker and eventually succeeded after several attempts. I thought that having access to the full cycle of cards along with 3 copies of all core set cards would make things slightly easier. I was wrong. I think part of that is the lack of willpower in Dunedain heroes and the other part is just I don’t have as much time to play as I did a few years ago. I could get a win in a couple weeks even if it took a dozen attempts and rebuilds. I’m still going to try an include Dunedain as much as possible, but my inner Boromir player is going to be primary for the campaign.

In light of time limitations and the limited card pool, I’m going to play the campaign on easy mode. Also, I’m going to use the Grace of the Valar variant the BGG solo league uses. If you’re unfamiliar with it, if you lose a scenario you get 1 or 2 Valar tokens (2 if the player lost within the first 5 rounds and 1 if after). You can use the tokens in the next game to either draw a card or 1 extra resource on a hero after drawing your starting hand (after mulligan if applicable). If you lose again, you add the token(s) to the ones already earned for the next attempt. I do have a sideboard for the deck I made and will tweak the deck as needed. Hopefully, I won’t need to use too many Valar tokens.

Thanks for bearing with the long introduction.

Decklist

Wandering the Lost Realm – A Revised Card Pool Minimum Purch

Hero (3)
Denethor (Core Set)
Éowyn (Core Set)
Halbarad (The Lost Realm)

Ally (26)
1x Beorn (Core Set)
2x Curious Brandybuck (The Wastes of Eriador)
2x Daughter of the Nimrodel (Core Set)
2x East Road Ranger (The Wastes of Eriador)
1x Faramir (Core Set)
3x Galadhrim Weaver (The Treachery of Rhudaur)
3x Gandalf (Core Set)
2x Gléowine (Core Set)
1x Henamarth Riversong (Core Set)
2x Northern Tracker (Core Set)
3x Ranger of Cardolan (The Wastes of Eriador)
2x Sarn Ford Sentry (The Lost Realm)
2x Snowbourn Scout (Core Set)

Attachment (9)
2x Celebrían’s Stone (Core Set)
1x Star Brooch (The Lost Realm)
3x Steward of Gondor (Core Set)
3x Unexpected Courage (Core Set)

Event (15)
3x A Test of Will (Core Set)
1x Dwarven Tomb (Core Set)
2x Lore of Imladris (Core Set)
3x Sneak Attack (Core Set)
2x Stand and Fight (Core Set)
3x Valiant Sacrifice (Core Set)
1x Will of the West (Core Set)

3 Heroes, 50 Cards

Deck built on RingsDB.

Play by Play

Starting Hand

  • Steward of Gondor
  • Ranger of Cardolan
  • Galadhrim Weaver
  • Valiant Sacrifice
  • Gleowine
  • East Road Ranger

Setup

  • Orc War Party, Protect the Innocent, and Shrouded Hills in the staging area
  • No damaged added to Protect the Innocent. I’m playing Easy mode so I already have 1 extra. Maybe if I don’t do well, I’ll try taking the extra resource.
  • Iarion under my control with Iarion’s Pendant attached.
  • Threat – 27

Turn 1

1.3 Draw

  • Will of the West

1.3 Action(s)

  • none

2.2 Planning

  • Steward of Gondor on Denethor
  • Exhaust Steward for +2 resources
  • Ranger of Cardolan
  • Galadhrim Weaver

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Eowyn
  • Ranger of Cardolan
  • Galadhrim Weaver
  • Iarion
  • Total Quest Power = 10

3.2 Action(s)

  • none

3.3 Staging

  • Pressing Needs reveals Orc Rearguard
  • Threat – 29
  • Iarion readies.
  • Quest power = 11
  • Total Staging Area Threat = 6

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +3 quest progress (capped due to Orc Rearguard), (3 / 30)

3.4 Action(s)

  • none

4.2 Travel

  • none I want to make sure to get Orc Rearguard cleared. 3 or 4 threat is easier to overcome than 5 quest points.

4.2 Action(s)

  • none

5.2 Optional Engagement

  • none

5.2 Action(s)

  • none

5.3 Engagement

  • None because the quest keeps enemies from making engagement checks. I’ll just skip this step from now on.

5.3 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • Exhaust Denethor to see the top encounter card is Angmar Orc and put it on the bottom of the deck.

7 Refresh

  • 7.3 Threat – 30
  • 7.4 Action(s)
    • none
  • Threat – 31 because of Orc War Party in the staging area.*

Turn 2

1.3 Draw

  • Gandalf

1.3 Action(s)

  • Exhaust Steward of Gondor for +2 resources. I’m going to do this from now on at this window. I won’t record it after this since I’ll just keep doing it.

2.2 Planning

  • East Road Ranger

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Orc Rearguard

  • Eowyn
  • Iarion
  • Ranger of Cardolan
  • East Road Ranger
  • Galadhrim Weaver
  • Total Quest Power = 14

3.2 Action(s)

  • none

3.3 Staging

  • Borders of Bree-land
  • Angmar Orc and discard Galadhrim Weaver
  • Quest Power = 13
  • Valiant Sacrifice draws Celebrian’s Stone and Galadhrim Weaver 2
  • Total Staging Area Threat = 10

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +3 Orc Rearguard progress (3 / 3) and add it to the victory display.

3.4 Action(s)

  • none

4.2 Travel

  • Borders of Bree-land

4.2 Action(s)

  • none

5.2 Optional Engagement

  • Angmar Orc

5.2 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Angmar Orc

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Denethor
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – +1 attack (Angmar Orc)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 1 (1 / 3)
  • +1 damage to Protect the Innocent.
  • 6.4.3 Action(s)
    • none

6.7 Player Attacks * none

7 Refresh

  • 7.3 Threat – 32
  • 7.4 Action(s)
    • none
  • Threat – 33 because of Orc War Party

Turn 3

1.3 Draw

  • Steward of Gondor 2

1.3 Action(s)

  • none

2.2 Planning

  • Gleowine
  • Gleowine exhausts and draws Unexpected Courage
  • Galadhrim Weaver and shuffle Valiant Sacrifice into my deck.
  • Unexpected Courage on Denethor

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Eowyn
  • Halbarad
  • Iarion
  • Galadhrim Weaver
  • Total Quest Power = 10

3.2 Action(s)

  • none

3.3 Staging

  • Surprising Speed returns Angmar Orc to the staging area.
  • Total Staging Area Threat = 7

3.3 Action(s)

  • Discard Steward of Gondor 2 for +1 Willpower
  • Quest power = 11

3.4 Quest Resolution

  • +4 Borders of Bree-land progress (4 / 4) and explore it.

3.4 Action(s)

  • none

4.2 Travel

  • Shrouded Hills

4.2 Action(s)

  • none

5.2 Optional Engagement

  • Angmar Orc

5.2 Action(s)

  • Exhaust Denethor to look at the top encounter card and put Rugged Country on the bottom.
  • Ready Denethor with Unexpected Courage.

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Angmar Orc

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Denethor
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Angmar Captain)
  • 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 – Angmar Orc

  • 6.8b Attackers
    • Halbarad
    • Ranger of Cardolan
    • East Road Ranger
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 6
  • 6.8.3 Damage Dealt – 3 (3 / 3)
  • 6.8.3 Action(s)
    • none
  • Target destroyed.

7 Refresh

  • 7.3 Threat – 33
  • 7.4 Action(s)
    • none
  • Threat – 34 because of Orc War Party

Turn 4

1.3 Draw

  • Snowbourne Scout

1.3 Action(s)

  • Exhaust Gleowine to draw Valiant Sacrifice

2.2 Planning

  • Snowbourne Scout and +1 Shrouded Hills progress (1 / 5)

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Eowyn
  • Iarion
  • Galadhrim Weaver
  • Total Quest Power = 8

3.2 Action(s)

  • none

3.3 Staging

  • Weight of Responsibility canceled by adding Iarion’s Pendant to the victory display. I really don’t want 2 more encounter cards because I can get rid of Orc War Party with Gandalf next turn if I do this.
  • Quest power = 7
  • Total Staging Area Threat = 3

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +4 Shrouded Hills progress (5 / 5) and explore it.

3.4 Action(s)

  • none

4.2 Travel

  • none

4.2 Action(s)

  • none

5.2 Optional Engagement

  • Orc War Party

5.2 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Orc War Party

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Snowbourne Scout
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – +2 attack (Rugged Country)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 7 (7 / 1)
  • 6.4.3 Action(s)
    • none
  • Defender destroyed.
  • +1 damage on Protect the Innocent (2 / 10)
  • Valiant Sacrifice draws Faramir and Gandalf 2.

6.7 Player Attacks

6.8b Target – Orc War Party

  • 6.8b Attackers
    • Halbarad
    • Ranger of Cardolan
    • East Road Ranger
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 6
  • 6.8.3 Damage Dealt – 3 (3 / 6)
  • 6.8.3 Action(s)
    • Denethor exhausts to see the top encounter card is Chetwood Forest and put it on the bottom.
    • Unexpected Courage readies Denethor.
    • Denethor exhausts to see the top encounter card is Outlying Homestead and leave it on top. It is a pain, but my threat is OK. 2 threat isn’t bad to quest over.

7 Refresh

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

Turn 5

1.3 Draw

  • Daughter of Nimrodel

1.3 Action(s)

  • Gleowine draws Galadhrim Weaver 3

2.2 Planning

  • Gandalf dealing 4 damage to Orc War Party (7 / 6) and destroy it.
  • Daughter of Nimrodel

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Eowyn
  • Halbarad
  • Denethor
  • East Road Ranger
  • Ranger of Cardolan
  • Iarion
  • Gandalf
  • Galadhrim Weaver
  • Total Quest Power = 17

3.2 Action(s)

  • none

3.3 Staging

  • Outlying Homestead
  • Threat – 36
  • Total Staging Area Threat = 2

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +15 quest progress (18 / 30)

3.4 Action(s)

  • Daughter of Nimrodel heals 2 damage from Denethor (0 / 3).

4.2 Travel

  • none 8 quest points is a lot especially if I can make another big quest push next turn.

4.2 Action(s)

  • Unexpected Courage readies Denethor
  • Denethor exhausts to see the top encounter card is Borders of Bree-land and leave it on top. *That means next turn staging area threat will be 4. I can play Gandalf 2 next turn to quest for 17 again. That is game, but I’ll play it out.

7 Refresh

  • 7.3 Threat – 37
  • 7.4 Action(s)
    • none
  • Discard Gandalf

Turn 6

1.3 Draw

  • Valiant Sacrifice 2

1.3 Action(s)

  • none

2.2 Planning

  • Gandalf 2 and draw Beorn, East Road Ranger 2, and Sneak Attack.
  • Celebrian’s Stone on Eowyn

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Eowyn
  • Halbarad
  • Denethor
  • East Road Ranger
  • Ranger of Cardolan
  • Iarion
  • Gandalf
  • Galadhrim Weaver
  • Daughter of Nimrodel
  • Gleowine
  • Total Quest Power = 21

3.2 Action(s)

  • none

3.3 Staging

  • Borders of Bree-land
  • Total Staging Area Threat = 4

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +17 quest progress (35 / 30) and win!

Score

76 = 5 completed rounds * 10 + 37 threat + 0 hero damage + 0 dead heroes – 11 victory points

Campaign Resolution

  • Protect the Innocent with 2 damage added to the campaign log.

Postmortem

Lore Denethor was the MVP and not in the way I expected. Yes, having a hero with 3 defense made defending a little easier than when I tested without a decent defender, but the deck manipulation really made the difference. Those last few rounds, I knew I could just race to the end because I made sure a location was on top and I wouldn’t need my allies for combat. The first turn Steward also helped a lot since I had a couple expensive allies but I could play them right away thanks to Steward. They really helped made sure I could rid of that Orc Rearguard quickly and fight the couple of enemies I had to deal with. Iarion’s Pendant was also great to cancel that one awful treachery. I did look at Weather Hills and I didn’t see any instruction about putting the pendant on Iarion next scenario and assume it was use it or lose it anyway. I might need to sideboard more healing for the next scenario, but I’ll give it a shot with the deck as is first. Easy mode might really change how much direct damage there is.

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