Introduction
I think my three hunters deck will work just fine here. Halbarad has the built in action advantage to quest and fight. Also with only 1 hero in play the contract will flip quickly.
Decklist
Three Wolf Hunters for Wastes of Eriador
Hero (3)
Aragorn (The Lost Realm)
Beravor (Core Set)
Halbarad (The Lost Realm)
Contract (0)
1x Forth, The Three Hunters! (The City of Ulfast)
Attachment (41)
3x A Burning Brand (Conflict at the Carrock)
3x Armored Destrier (Temple of the Deceived)
2x Celebrían’s Stone (Core Set)
3x Dúnedain Warning (Conflict at the Carrock)
3x Expert Treasure-hunter (On the Doorstep)
2x Favor of the Valar (The Battle of Carn Dûm)
3x Golden Belt (Challenge of the Wainriders)
3x Gondorian Shield (The Steward’s Fear)
2x Roheryn (The Flame of the West)
3x Steed of the North (Race Across Harad)
3x Strider (The Drowned Ruins)
3x Sword of Númenor (The Dread Realm)
2x Sword that was Broken (The Watcher in the Water)
3x War Axe (The City of Ulfast)
Event (9)
3x Daeron’s Runes (Foundations of Stone)
3x Deep Knowledge (The Voice of Isengard)
3x Feint (Core Set)
3 Heroes, 50 Cards
Deck built on RingsDB.
First Attempt
Setup: Angmar Orcs, Southern Gate, and Jailor Gornakh set outside play. Choose Halbarad to be starting hero and add 2 resources to him. 30 item, mount, and artifact cards shuffled into the captured deck. Shuffle a random non starting hero into captured deck and other left facedown. Threat is 10. Advance to stage 2A which captures 7. It also puts a prison cell into the staging area and cell captures 3.
Starting Hand: Daeron’s Runes, Deep Knowledge, and Strider.
Turn 1: Expert Treasure-hunter drawn. Play Strider on Halbarad. He quests for 4. Prison Cell added to the staging area for 2 threat. Gondorian Shield and Golden Belt rescued. Travel to first prison cell and put Ranger Spear into play. Refresh and threat is 11.
Turn 2: Daeron’s Runes drawn. Halbarad quests for 4. Tunnels of Mount Gram added to the staging area for 2 threat. 2 progress placed on the active location. Refresh and threat is 12.
Turn 3: Dúnedain Warning drawn and played. Halbarad quests for 4. Captives of Gornakh wiffs as I don’t have any allies. Active location explored rescuing War Axe x2. Golden Belt #2 rescued from the quest. Travel to prison cell #2 and put Gondorion Shield into play. Refresh, threat is 13, and flip contract.
Turn 4: Deep Knowledge drawn. Halbarad quests for 6. Prison cell added to the staging area for 2 threat. Active location explored and rescue Sword of Númenor from the quest. Travel to tunnels. Refresh and threat is 14.
Turn 5: Favor of the Valar drawn. Play sword on Halbarad. Play Favor of the Valar. Halbarad quests for 7. Feeble and Weary whiffs because I don’t have any exhausted characters. Active location explored and rescue Ranger Spear. Celebrían’s Stone and A Burning Brand rescued from the quest. Travel to Prsion Cell. Only card underneath is Steed of the North and Halbarad has 3 restricted attachments. I can’t find any clear guideance on this. I’m going to play it as since I can’t put it into play there isn’t a valid choice for the response so it has to stay underneath as a captured card. Refresh and threat is 15.
Turn 6: Expert Treasure-hunter drawn. Halbarad quests for 7. Interrogation discards A Burning Brand and raise threat by 2. Threat is 17. Active location explored rescuing Steed of the North. War Axe rescued from the quest. Advance to stage 3. Jailor Gornakh, Southern Gate, and Angmar Captain added to the staging area. Engage the captain. Halbarad defends, no shadow, and one damage taken. Heal it with contract. Refresh and threat is 18.
Turn 7: Feint drawn. Halbarad quests for 7. Angmar Orc added to the staging area for 8 threat. Extra card is Captives and whiffs. Threat is 19. Halbarad defends, shadow whiffs, and one damage taken. Heal with contract. Refresh and threat is 20.
Turn 8: Dúnedain Warning drawn and played. Halbarad quests for 7. Interrogation discards Aragorn. No threat gained (I guess I won’t be rescuing him.)
Pretty sure that is game. I really needed another hero to help.
I lost this quest because I missed a very key part of the rules. The facedown hero during captured deck setup was supposed to go on top. I would have had 2 heroes long ago if so. I only saw this after I conceded because I was wondering how I would get the facedown hero.