Descendants of Kings

  • Card Talk Season 5 Episode 48
    • Video episode
    • Audio episode

Mass Dunedain readying for sticky situations.

Background

This card refers to the people of Gondor’s sister kingdom, Arnor. Arnor was the northern one of the two Numenorian kingdoms. It was the official seat of their High King. After Isildur’s death it split into three smaller kingdoms, Cardolan, Arthedain, and Rhudar. The people of these successor kingdoms dwindled after wars with Angmar and a plague until only scattered settlements and wandering bands remained. Still the blood of Numenor was not diluted like Gondor and the northern Dunedain retained the longer lifespans and some of the physical and mental gifts bestowed on their ancestors.

Card Theme

The card refers to how the Dunedain retained some of the gifts bestowed on their ancestors, the Edain. The Edain were men of the First Age that fought with the elves against the original dark lord, Morgoth. The gods of Middle Earth blessed the Edain with greater physical and mental abilities than others in the race of men. Additionally, they intermarried some with the elves. This only added to their genetic advantages. The greater physical stature and knowledge of the Edain and later the Numenorians (Second Age descendants) made them seem as kings to other men in Middle Earth. While these attributed waned among the Dunedain in the Third Age, they still demonstrated greater physical and mental abilities than most men of the time along with a twice as long lifespan. It is fitting a theme to put on a card that has the Dunedain accomplishing more through action advantage.

Card Synergies and Interactions

Dunedain Characters

The Dunedain characters in the game are great targets for readying. Many of them have multiple 2 or better stats. This goes back even to the Core Set with Northern Tracker that has a great location control ability when questing to place a progress on each location in the staging area along with a decent 2 attack and 2 defense. It often can lead to a tough decision on using Northern Tracker to quest or save for combat. Some of the allies even has stats that scale with the number of enemies engaged which also scales the readying effect. It can make for a huge turn to ready several Dunedain that could have stats at 3 or more due to having a few enemies engaged.

A few of the heroes and unique allies also have very useful abilities that require them to be exhausted. Beravor can draw a player 2 cards. Sulien can reduce the threat of locations in the staging area. Spirit Aragorn can reduced the threat of a single location and possibly place a progress on the location.

Traps

Traps work great to increase the effect of every Dunedain engaged enemy bonuses because it offsets the downside of keeping an enemy engaged. Forest Snare in particular works really well because the enemy remains engaged but no longer attacks. Entangling Nets and Outmatched create a similar more safely engaged enemy that can be defended without sacrificing an action. Shadow effects are still a concern unless the player has a defender with some shadow cancelation like A Burning Brand.

Gloin hero

Gloin can be an interesting way to increase the effect. Song of Wisdom or Narvi’s Belt or a Warden of Healing make it that Gloin can heal all damage done to him quite easily. Some hit point bonuses from attachments like Citadel Plate, and he can take undefended attacks even from boss level enemies. Provided shadow effects don’t discard attachments, it can be quite easy to keep several enemies engaged without much trouble. Generally once Gloin is set up, the Dunedain are only needed to quest and attack. Action advantage might not be needed as much. Especially from an event that will ready them only one time.

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 Descendants of Kings at 8 rings. It is a card I’m sure I’ve included a couple copies at least once. At the time of writing this, I couldn’t tell you if I’ve every played it in a game. I’ve been in situations where it would be helpful with a Dunedain focused deck. It is easy to end up with a bunch of enemies engaged and needing to defend all the attacks and leaving no one left to attack back. Sometimes that is fine and other times, it would be great to ready at least an attacker or two to bring the number of enemies back to a manageable level. It is one of those cards that has to show up at the right time or a player holds onto it for that just in case situation. Now, it is possible to splash this card into a deck that isn’t Dunedain focused, but I don’t see much point to it. Ever Vigilant with a similar cost can ready any ally and not need an enemy engaged. It can also ready heroes but Dunedain have many readying attachments they qualify for roughly the same resource cost. It is just a very situational card. I hope someday to use it to ready many Dunedain heroes and/or allies and turn the tide of battle with it.

  • Dave –
  • Grant –
  • Ted –
  • Matt – 8
  • Average –

External Links

Sample Decks

Dúnedain: for solo plays (Revised Core + Angmar Awakened) by warlock000

A Dunedain theme deck using only the Revised Core Set and Angmar Awakened cycle cards. Check out the deck description on ringsdb for many great piloting tips.

Dúnedain: for solo plays (Revised Core + Angmar Awakened)

Main Deck

Hero (3)
Amarthiúl (The Battle of Carn Dûm)
Beravor (Core Set)
Halbarad (The Lost Realm)

Ally (27)
3x Dúnedain Hunter (The Lost Realm)
2x Faramir (Core Set)
3x Fornost Bowman (The Dread Realm)
3x Gandalf (Core Set)
3x Guardian of Arnor (The Battle of Carn Dûm)
1x Henamarth Riversong (Core Set)
2x Honour Guard (The Wastes of Eriador)
3x Ranger of Cardolan (The Wastes of Eriador)
3x Sarn Ford Sentry (The Lost Realm)
3x Snowbourn Scout (Core Set)
1x Son of Arnor (Core Set)

Attachment (15)
2x Athelas (The Lost Realm)
2x Celebrían’s Stone (Core Set)
3x Forest Snare (Core Set)
3x Heir of Valandil (The Lost Realm)
1x Protector of Lórien (Core Set)
2x Steward of Gondor (Core Set)
2x The Long Defeat (The Battle of Carn Dûm)

Event (8)
3x Descendants of Kings (Escape from Mount Gram)
2x Expert Trackers (The Lost Realm)
2x Feint (Core Set)
1x For Gondor! (Core Set)

3 Heroes, 50 Cards
Cards up to The Dread Realm

Sideboard

Ally (2)
1x Gléowine (Core Set)
1x Son of Arnor (Core Set)

Attachment (2)
1x Protector of Lórien (Core Set)
1x Steward of Gondor (Core Set)

Event (9)
1x Expert Trackers (The Lost Realm)
1x Feint (Core Set)
1x For Gondor! (Core Set)
3x Radagast’s Cunning (Core Set)
3x Secret Paths (Core Set)

Decklist built and published on RingsDB.

Dunedain Hunter

  • Player Card Categories
    • Encounter Control
    • Enters Play
    • Engagement Control

A great way to kick start the Dunedain engagement bonuses.

Background

Dunedain Hunter is one of the Rangers of the North with the Dunedain and Ranger traits. The Rangers of the North are the descended from the people of Gondor’s sister kingdom, Arnor. Arnor split into three smaller kingdoms, Cardolan, Arthedain, and Rhudar. The people of these successor kingdoms dwindled after wars with Angmar and a plague until only scattered settlements and wandering bands remained.

There are not many Dunedain in the LOTR books besides Aragorn. Halbarad is the only other named one that in The Passing of the Grey Company arrives with 30 of his kinsmen to support Aragorn. Dunedain Hunters gives the game another way to represent members of the Grey Company.

Card Theme

The card’s mechanism here to get a free ally for engaging an enemy is pretty reflective of the Rangers during the Watchful Peace. During that time they fought many minor battles with orcs and goblins to keep the lands of Eriador safe. This to the people of Bree it just appeared that the Rangers were just wandering East and South telling tales of older times. In reality they were going where there was trouble. Also it fits with how Aragorn comes to join Frodo, Sam, Merry, and Pippin in Bree. He only shows up when the enemies are near joins them to guide and protect them on their journey to Rivendell.

Card Synergies and Interactions

Engagement Bonus Dunedain

These are the cards Dunedain Hunter was designed to facilitate. Dunedain Hunter’s cost of putting an enemy into pay transforms into an immediate benefit with these cards in play. Amarthuil can immediately gain his Tactics sphere during planning and be halfway to generating an additional resource a turn. Halbarad can quest without exhausting. Any Dunedain or Noldor hero with Star Brooch, Warden of Annuminas, Fornost Bowman, and Guardian of Arnor all get a stat boost. Sarn Ford Sentry, Heir of Valandil, and Descendants of Kings provide more utility centered abilities for that enemy engagement with card draw, cost reduction, and readying.

Vengeance of Mordor also gave the Dunedain engagement bonus archetype a couple of other allies. These it is more a restriction but one could argue the bonus for engaging an enemy is a cost reduction. Normally allies with 2 willpower in Spirit and 2 attack in Tactics cost at least 2 resources. These only cost 1 which is helpful considering Dunedain are spread out among the 4 spheres. Dunedian Hunter helps makes these playable on the first turn.

Mablung Hero

Mablung hero also can be considered an engagement bonus effect. Dunedain Hunter is one of the few ways to trigger his resource acceleration twice in a turn since it is limit once per phase.

Hobbits Engage an Enemy with Higher Engagement than a Player’s Threat

Similar to Duendain, Hobbits can get bonuses for engaging enemies although there is another condition to it. They have to engage an enemy with higher engagement cost than their threat to get the bonus. Still it can be worthwhile to search the 5 encounter cards for the right enemy to engage. Also getting the bonus during planning is advantageous when playing Tom Cotton, Odo Proudfoot, and/or Raise the Shire. This can ensure that the first Hobbit ally doesn’t need a resource match and Odo or Raise the Shire can find one to play in a subsequent round. Raise the Shire during planning also opens up finding a questing ally for the round like Bywater Shirriff that will also get additional willpower for having the enemy around.

Traps

Normally the downside to Forest Snare is a player has to defend an attack from the enemy first. Dunedain Hunter provides another way besides Son or Arnor to attach it to an enemy without defending first. It’s truly an advantage since Dunedain Hunter is putting an additional encounter card into play than normally would be. This really equates to a cost reduction for Dunedain Hunter. Dunedain Hunter most likely would be 4 resource cost considering he has the exact same stats as Legolas ally. Legolas is also unique but he has an amazing ability that the Hunter doesn’t so it still balances out. The cost reduction can be even more with Damrod hero since the first trap played each turn costs 1 less and a player will draw a new card for attaching a trap.

The trap that is best played with the hunter is Followed. Followed can reduce staging area threat by the threat of the attached enemy but player’s are at the mercy of the encounter deck revealing a high treat enemy once it is out. Unless a player waits until they see one and can maintain a low threat to choose. Dunedain Hunter can give the players more control and options for this trap since it is a choice from the top 5 of the encounter deck. Best of all it goes right to being engaged with the player avoiding any possible engagement mishaps in a multiplayer game. Outmatched can also be used in conjunction especially if the player pulls out a weak enemy (especially with surge) they want to just keep engaged turn after turn.

Attack Cancellation

Feint, Thicket of Spears, and The Wizard’s Voice are solid alternatives to deal with the enemy put into play by Dunedain Hunter. This is because if played early, an additional enemy can be too much for a deck to handle. Canceling the attack avoids the situation where the hunter might have to chump to the enemy it brought in. It also lets the player bring that 3 attack to bear and hopefully get rid of that enemy right away.

Quest Specific

One of the best things about Dunedain Hunter’s cost is that it puts the enemy into play. This doesn’t reveal the enemy which means When Revealed effects and Surge do not trigger. In quests with many weaker surging enemies like The Seventh Level it can be very handy to pull out one. Many of the Angmar Awakened quests feature the Cursed Dead that when revealed return all Cursed Dead from the encounter discard pile to play.

The risk of the hunter’s cost, however, is twofold.

  1. Not finding an enemy
  2. Finding a very strong enemy

The first one can be mitigated by looking at the enemy breakdown in a quest. A couple notable quests that are light on enemies are Hills of Emyn Muil and We Must Away ‘Ere Break of Day. Hills of Emyn Muil was the game’s early location focused quest. We Must Away ‘Ere Break of Day is Thorin’s Company fight with 3 Trolls and there are only a couple weak crow enemies to detract from that fight.

The other possibility can find examples through each cycle. Shadows of Mirkwood has Hill Trolls, Marsh Adder, Hummerhorns, Chieftain Ufthak, and Attercop that players would rather not see if at all possible. Darrowdelf has very tough Cave Trolls. Heirs of Numenor has Umbar Assassins and Zealous Traitors that can wreak board states with direct damage. Dream-Chaser has Ship enemies with Boarding that puts more enemies into play engaged. Haradrim had various Southron enemies that either remove progress or negative effects when engaged. Ered Mithren brought back high attack tough trolls not to mention dangerous werewolves. Vengeance of Mordor putting an enemy in play often just gives the treachery attachments targets to be buffed.

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 Dunedain Hunter at 8. It is a gamble to play. Sometimes it is less of a gamble if the enemies in the quest are not that tough, or if played later in the game. When defense is well established, getting a zero cost ally with 3 attack is nice and powerful. Typically I want to play him early and get the Dunedain bonuses rolling. The trouble is that Dunedain lack a strong early defender. Amarthuil, Halbarad, or even Lore Aragorn can get there with Dunedain Warnings, Ancestral Armor, or Blood of Nuemenor. It is much more manageable with a good early defender like Beregond or traps that can negate whatever enemy that comes out. Even attack cancellation can be enough to get rid of the enemy and the player enjoy the 3 attack going forward.

All of these considerations on how and when best to play the hunter is why it is so low. It is not a simple card to play needs at least some support if a player wants to use it early. If used mid to late game when a player is stabilized, it can easily become win more or too much and push a game towards a loss. Then it has to compete with Fornost Bowman. Fornost Bowman’s attack can become much higher than Dunedain Hunter’s 3. The bowman also has ranged making it a very good multiplayer ally. Hunter works better solo since getting and keeping 2 enemies engaged can be tough outside a Trap deck, but an extra enemy early in true solo is also difficult to manage. I like what the card can do for the Dunedain archetype. It is difficult to play at the right time and use well.

  • Dave – 7
  • Grant – TBR
  • Ted – 4
  • Matt – 8
  • Average – 6.33

External Links

Sample Decks

Legolas Shoots Locations by kattattack22

Mono Tactics deck for Heirs of Numenor and Against the Shadow cycle. I tweaked the deck as I played through the cycle and through the various iterations it beat every quest. It definitely settled into a final form by Encounter at Amon Din.

Legolas Shoots Locations aka Mono Tactics v4

Main Deck

Hero (3)
Beregond (Heirs of Númenor)
Éowyn (The Flame of the West)
Legolas (Core Set)

Ally (24)
2x Beechbone (The Battle of Carn Dûm)
2x Bofur (Over Hill and Under Hill)
3x Defender of Rammas (Heirs of Númenor)
3x Derndingle Warrior (Escape from Mount Gram)
3x Dúnedain Hunter (The Lost Realm)
3x Eagles of the Misty Mountains (Return to Mirkwood)
2x Gandalf (Core Set)
3x Honour Guard (The Wastes of Eriador)
3x Knights of the Swan (The Steward’s Fear)

Attachment (17)
2x Arod (The Treason of Saruman)
3x Dagger of Westernesse (The Black Riders)
3x Favor of the Valar (The Battle of Carn Dûm)
3x Gondorian Shield (The Steward’s Fear)
3x Rivendell Blade (Road to Rivendell)
3x Secret Vigil (The Lost Realm)

Event (9)
3x Feint (Core Set)
3x Foe-hammer (Over Hill and Under Hill)
3x Hands Upon the Bow (Shadow and Flame)

3 Heroes, 50 Cards
Cards up to The Flame of the West

Sideboard

Hero (1)
Aragorn (The Lost Realm)

Ally (10)
1x Gandalf (Core Set)
3x Grimbold (The Flame of the West)
3x Legolas (The Treason of Saruman)
3x Vassal of the Windlord (The Dead Marshes)

Attachment (5)
3x Dwarven Axe (Core Set)
2x Horn of Gondor (Core Set)

Event (9)
3x Sterner than Steel (The Flame of the West)
3x The Eagles Are Coming! (The Hunt for Gollum)
3x Thicket of Spears (Core Set)

Decklist built and published on RingsDB.

Dwarven Tomb

  • Player Card Categories 
    • Recursion
    • Discard Pile

Almost like having an extra copy of any Spirit card.

Background

There are 2 possible tombs from the books this card can be based on. It could be Thorin Oakenshield’s tomb where he was buried with the Arkenstone after The Battle of Five Armies. The other is tomb of Balin in Moria. The Fellowship of the Ring found Balin’s tomb in the Chamber of Mazarbul when passing through Moria and ambushed there by orcs.

The flavor text is an except from Far Over the Misty Mountains Cold. It is not version the Dwarves sing after the unexpected party at Bag End, but one they sang after Smaug was defeated. The main difference in the excerpt is the first line, “The dwarves no more shall suffer wrong,” instead of “To seek the pale enchanted gold”. This could refer to either Thorin or Balin since both were part of that company. It is possible FFG kept it intentionally ambiguous, but the art favors the description of Balin’s tomb with the shaft of light falling upon it.

The chamber was lit by a wide shaft high in the further eastern wall; it slanted upwards and, far above, a small square patch of blue sky could be seen. The light of the shaft fell directly on a table in the middle of the room: a single oblong block, about two feet high, upon which was laid a great slab of white stone.

The Fellowship of the Ring, Chapter 4: A Journey in the Dark

Card Theme

I know from a couple designer interviews that LOTR LCG is inspired by Magic the Gathering. The discard pile in Magic is called the graveyard. The thematic tie of a tomb to the discard pile recursion mechanic is well known to veteran Magic players. It still makes sense in this game as destroyed allies and heroes are put in the discard pile as well. The brining a card back out of the discard pile doesn’t fit that well with finality of the tomb. If it had been a reference to the Valar sending Gandalf back to Middle Earth then it would have been more thematic.

Card Synergies and Interactions

Powerful Spirit Events

Spirit has some of the most powerful and widely useful event cards in the game. A Test of Will of can neutralize many treachery encounter cards which can account for about a third of a scenario’s encounter cards. Additionally there are some enemies with When Revealed effects that it can cancel. Hasty Stroke can be a game saver against nasty shadows. Elrond’s Counsel and Galadhim’s Greeting are staples in threat reduction.

Dwarven Tomb can act as like an additional 3 copies of each of those events. Events are a more common target because events go right into the discard pile after being played making them easier to recur. Also allies and attachments have their own specific events, Stand and Fight and Reforged. Those 2 are generally better than Dwarven Tomb for allies and attachments because they put the card into play. Players want to keep allies and attachments in play usually as well. Still the flexibility to get any spirit card can be more advantageous in some decks.

Caldara, Dwarven Mining, and Noldor Discard

Caldara, Dwarven Mining, and Noldor Discard decks can all benefit from that flexibility due to each has a similar game plan. Put cards into the discard pile. Caldara decks want to fill it with powerful allies and when Caldara is discarded they get 2, 3, or even 4 allies for the price of an 8 threat cost hero. Dwarven Mining will put cards directly from its deck into the discard to power the abilities of its heroes and allies or possibly get free attachments via Well-Equipped or Ring of Thror. Noldor discard will discard cards from hand for abilities or to play allies with To the Sea, to the Sea! There is always the risk in these decks of either blindly or forced to discard a necessary card. Dwarven Tomb is a great insurance to get that card. Dwarven Tomb also turns the mining effects into pseudo card draw. As the Dwarves put more cards into the discard pile, the potential targets of the tomb expand.

Other Discard Recursion Cards

Dwarven Tomb and Map of Earnil fill similar roles but together can be ridiculous. The map can target the tomb to bring back another card then put the tomb on the bottom of the deck for another possible use. This can lead to an infinite loop with an empty deck as the tomb can target Map of Earnil to return to hand. Play Tomb again with the returned Map to return another Spirit card. A little card draw with Elven-light and this loop can occur every turn. Dwarven Tomb retrieving Knight of Belfalas, especially if somehow all copies ended in the discard, allows for another chain of discard recursion. The Knight can retrieve each other copy since they’re all Gondor allies. Chump block while one is in hand and just get back after replaying it.

Quest Specific

There are a few quests that will force players to discard cards from their deck. Deadman’s Dike from The Lost Realm, Dungeons of Cirth Gurat in the Haradrim cycle, and Under the Ash Mountains. There are also many cards scattered across various quests that force players to discard cards from their hand or their entire hand. Dwarven Tomb can help mitigate the downsides of these quests aside from just getting a key card back. Many of them have effects that additional effects if another copy of card is in your discard. Deadman’s Dike and Under the Ash Mountains both have a player lose if they run out of cards in their deck. Dwarven Tomb can help find a way to get some cards shuffled back into the deck.

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 this card at 4 rings. It has a pretty flexible and useful effect considering it can get any Spirit card out of the discard pile. I’ve used it fairly often even back when I had only 2 copies from my 2 old core sets. I’ve used it in discard recursion focused decks as insurance and added to decks with Spirit as potential extra copy of Test of Will. In my experience, I usually would rather just have the regular card drawn and it can cut from the deck list pretty easily if extra room is needed. It also be helpful in trimming a deck since I’ll drop a 3rd copy of A Test of Will and another generally useful Spirit event like Hasty Stroke. Dwarven Tomb then I’ll count on as the 3rd copy for both. Still I find I’ll hold on to Dwarven Tomb just in case or won’t have the spare resource to play it and the card I pull out. Discard recursion, I’ll find myself trimming Dwarven Tomb if I’m just using it as insurance. One copy sometimes is all that is needed to tilt the odds to seeing it late game when it might be needed. It’s that “just in case role” it fills that while a generally useful card when playing Spirit, that it moves more towards a niche card rather than a powerful will always include card.

  • Dave – 2
  • Grant – 2
  • Ted – TBR
  • Matt – 4
  • Average – 2.67

External Links

Sample Decks

Doomed Rohan – To Catch An Orc – Minimum Purchase by kattattack22

Rohan themed deck for To Catch an Orc using only Voice of Isengard and 1 old core set. Dwarven Tomb doesn’t feature necessarily in this deck but it serves as a possible 3rd copy of A Test of Will.

Main Deck

Hero (3)
Éomer (The Voice of Isengard)
Éowyn (Core Set)
Gríma (The Voice of Isengard)

Ally (27)
2x Erebor Hammersmith (Core Set)
3x Gandalf (Core Set)
1x Gléowine (Core Set)
3x Gondorian Spearman (Core Set)
1x Henamarth Riversong (Core Set)
3x Isengard Messenger (The Voice of Isengard)
3x Lórien Guide (Core Set)
2x Northern Tracker (Core Set)
3x Veteran Axehand (Core Set)
3x Westfold Horse-breeder (The Voice of Isengard)
3x Westfold Outrider (The Voice of Isengard)

Attachment (6)
2x Blade of Gondolin (Core Set)
2x Keys of Orthanc (The Voice of Isengard)
2x Rohan Warhorse (The Voice of Isengard)

Event (17)
2x A Test of Will (Core Set)
2x Deep Knowledge (The Voice of Isengard)
1x Dwarven Tomb (Core Set)
2x Feint (Core Set)
2x Secret Paths (Core Set)
3x Stand and Fight (Core Set)
2x The Galadhrim’s Greeting (Core Set)
3x The Wizards’s Voice (The Voice of Isengard)

3 Heroes, 50 Cards
Cards up to The Voice of Isengard

Decklist built and published on RingsDB.

Burglar’s Turn to Side Quest by kattattack22

Multiplayer questing and support deck that uses some Noldor discard effects and dwarven mining. Dwarven Tomb here is an insurance policy if forced to discard something important or turn Zigil Miner into pseudo card search.

Burglar’s Turn to Side Quest

Main Deck

Hero (3)
Arwen Undómiel (The Dread Realm)
Círdan the Shipwright (The Grey Havens)
Thurindir (Race Across Harad)

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

Ally (25)
1x Bilbo Baggins (The Road Darkens)
3x East Road Ranger (The Wastes of Eriador)
1x Faramir (Core Set)
1x Firyal (The Mûmakil)
1x Glorfindel (Flight of the Stormcaller)
3x Lórien Guide (Core Set)
3x Mirkwood Explorer (The Thing in the Depths)
3x Northern Tracker (Core Set)
3x Rider of Rohan (Beneath the Sands)
1x Súlien (The City of Corsairs)
2x Thalion (Fire in the Night)
3x Zigil Miner (Khazad-dûm)

Event (20)
3x A Test of Will (Core Set)
3x Dwarven Tomb (Core Set)
3x Elven-light (The Dread Realm)
3x Hidden Cache (The Morgul Vale)
3x Stand and Fight (Core Set)
3x The Galadhrim’s Greeting (Core Set)
2x Will of the West (Core Set)

Player Side Quest (6)
1x Double Back (Escape from Mount Gram)
1x Explore Secret Ways (Race Across Harad)
1x Gather Information (The Lost Realm)
1x Rally the West (The Black Serpent)
1x Scout Ahead (The Wastes of Eriador)
1x The Storm Comes (The Sands of Harad)

3 Heroes, 51 Cards
Cards up to Wrath and Ruin

Sideboard

Attachment (14)
1x Ancestral Armor (Roam Across Rhovanion)
1x Celebrían’s Stone (Core Set)
1x Citadel Plate (Core Set)
1x Durin’s Axe (Wrath and Ruin)
1x Glamdring (Roam Across Rhovanion)
1x Gondorian Shield (The Steward’s Fear)
1x Legacy Blade (The Dungeons of Cirith Gurat)
1x Magic Ring (The Crossings of Poros)
1x Mithril Shirt (The Fate of Wilderland)
1x Narya (The Grey Havens)
1x Necklace of Girion (The Wilds of Rhovanion)
1x Orcrist (Fire in the Night)
1x Stone of Elostirion (Under the Ash Mountains)
1x The Arkenstone (The Withered Heath)

Decklist built and published on RingsDB.

Drinking Song

  • Card Talk Season 5 Episode 36
    • Video episode
    • Audio episode

It’s an extra mulligan!

Background

Tolkien’s works feature many songs. It considering that a major theme in the Lord of the Rings is joy of everyday life and simple pleasures that it would have a couple drinking songs. There is “Ho! Ho! Ho! To the Bottle I Go” that used for the flavor text. The hobbits sing it after meeting Gildor and his entourage of elves.

Ho! Ho! Ho! to the bottle I go

To heal my heart and drown my woe.

Rain may fall and wind may blow,

And many miles be still to go,

But under a tall tree I will lie,

And let the clouds go sailing by.

Fellowship of the Ring, Chapter 4: A Short Cut to Mushrooms

There is also “The Man in the Moon Stayed Up Too Late” that Frodo sings when he gets up on a table at The Prancing Pony.

There is an inn, a merry old inn

beneath an old grey hill,

And there they brew a beer so brown

That the Man in the Moon himself came down

One night to drink his fill.

Fellowship of the Ring, Chapter 9: At the Sign of the Prancing Pony

The above is an just an except as the full song is quite long.

Card Theme

Many of the cards with draw effects in the game has ties to knowledge in the game. Daeron’s Runes (a writing system), Deep Knowledge, Gandalf’s Search, Mithrandir’s Advice, etc.

Drinking Song is an interesting entry into melding this theme and mechanism. It can be argued that songs are another medium to convey knowledge. Particularly with many of the songs of the ancient heroes and deeds in Middle Earth. Drinking Songs, however, generally are not these grand epic songs. They’re silly, funny, and fun to sing while drinking impairing one’s wits. I think this is why it has a player shuffle their hand back into the deck and redraw those cards. It is represents the alcohol scrambling the knowledge in their head.

Card Synergies and Interactions

More Card Draw

The idea behind combining this card with more card draw, is it increases the number of cards you reshuffle into the deck. This synergy is best if a player truly wants an extra mulligan with this card ensure getting a key card or to really thin their deck. Peace and Thought is a really strong choice for this since it draws 5 at the cost of a single card. Erestor hero also especially on turn 1 can help maximize that new hand if played on turn 1. Deep Knowledge and Daeron’s Runes also can help incrementally increase your hand size especially if you have more than 1 or draw into multiple copies.

Love of Tales

Drinking Song and Love of Tales can create a resource acceleration engine in mono-Lore. Lore doesn’t have many resource acceleration options after the Master of Lore nerf. This particular engine for Mono-Lore takes a bit of setup to get 2 or optimally 3 Love of Tales in play. Still it is not that difficult since they’re zero cost and just need to be drawn, and fortunately Lore has many ways to draw cards. Then each play of Drinking Song, will give each hero with Love of Tales a resource. They can be recurred with Scroll of Isildur to play them 9 times in a game. Erebor Hammersmiths can increase this up to 15 times in game. That means this engine could generate up to 45 resources in a game. The entire time, the player will get to draw new hands of cards.

Council of the Wise

Council of the Wise because of its deckbuilding limitation, can be very inconsistent. The limit of 1 copy of each card in a deck works in Magic the Gathering where Elder Dragon Highlander or as it is now known, Commander is a very popular format because its card pool lots of cards with similar effects. This allows Magic decks to create consistent decks because there are dozens of cards with different names that still do the same thing. LOTR LCG doesn’t have that same depth particularly as less player cards came out in each cycle than many Magic sets. Additonally, an advantage of the LCG release model is there is little to no reprints and players don’t have to buy multiple copies of expansions except for the original core set. Drinking Song can help make Council of the Wise decks a bit more consistent. Anytime there is a bad draw or starts to stall because events aren’t being drawn, then Drinking Song can reset the player’s hand plus triggers the contract’s response.

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 Drinking Song at 4 rings. It is a good solid card that helps dig for specific cards and makes for a fun resource engine in mono-Lore. It is a very Pippin player friendly card because it help get combos set up. That said, I think it is more a role player of the zero cost card draw events. Daeron’s Runes and Deep Knowledge are easier to play since they are zero resource cost and get the player 2 new cards. Drinking Song needs a unique Hobbit in order to replace itself. The main hurdle I find to playing it usually if I have a card I want to keep, then I don’t play Drinking Song even if all the other cards in my hand aren’t helpful. If playing Lore and looking to splash in card draw Daeron’s Runes and Deep Knowledge are top of the list. Including a third card draw event after those can take up too much deck space. Even if considering more card draw, Heed the Dream is a strong contender for the similar use case as Drinking Song. Heed the Dream let’s a player search their top 5 cards for 1 in particular and their entire deck if 3 leadership resources are paid. At that point, it may come down to if unique Hobbits are being played in the deck or not.

  • Dave – 2
  • Grant – TBR
  • Ted – 2
  • Matt – 4
  • Average – 2.67

External Links

Sample Decks

Love of Drinking Song by Marcelf

Mono-Lore deck showcasing Love of Tales and Drinking Song resources acceleration.

Love of Drinking Song

Main Deck

Hero (3)
(MotK) Gléowine (Messenger of the King Allies)
Folco Boffin (The Dungeons of Cirith Gurat)
Gríma (The Voice of Isengard)

Contract (0)
1x Messenger of the King (The Land of Sorrow)

Ally (23)
3x Erebor Hammersmith (Core Set)
1x Firyal (The Mûmakil)
1x Gaffer Gamgee (Mount Gundabad)
2x Gandalf (Core Set)
1x Gandalf (Over Hill and Under Hill)
1x Gléowine (Core Set)
1x Henamarth Riversong (Core Set)
1x Ioreth (A Storm on Cobas Haven)
3x Isengard Messenger (The Voice of Isengard)
3x Loyal Hound (The Fate of Wilderland)
1x Mablung (The Land of Shadow)
1x Quickbeam (The Treason of Saruman)
1x Robin Smallburrow (The Drowned Ruins)
2x Steward of Orthanc (Race Across Harad)
1x Warden of Healing (The Long Dark)

Attachment (15)
3x Keys of Orthanc (The Voice of Isengard)
3x Love of Tales (The Long Dark)
3x Resourceful (The Watcher in the Water)
3x Scroll of Isildur (The Morgul Vale)
3x Sword-thain (The Dread Realm)

Event (12)
3x Bartering (The Wilds of Rhovanion)
2x Daeron’s Runes (Foundations of Stone)
3x Drinking Song (Mount Gundabad)
3x Mithrandir’s Advice (The Steward’s Fear)
1x The Houses of Healing (A Storm on Cobas Haven)

3 Heroes, 50 Cards
Cards up to The Land of Sorrow

Decklist built and published on RingsDB.