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Bilbo's Journey | |
Return of the King HfG | |
Dream Team | |
Two Hunters Armed | |
Union of the Free Peoples |
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Team Aragorn Core | 0 | 0 | 0 | 1.0 |
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Team Aragorn CatC | 0 | 0 | 0 | 3.0 |
Card draw simulator |
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Carder89 116
This deck is rather weak in the attacking department. If both Aragorn and Théodred can consistently be readied, you can attack for 5. The allies assist in questing, location management, and are otherwise mostly chump blockers. The deck is less voltron than it will become later, as some great attachments are not in the game yet. I had to forego using heroes, because the resources would become akward and I really want to have Aragorn ready at all times. The new addition of Westfold Horse-breaker helps with this too. This deck pairs well with and decks. Lore can help with their draw power and healing, while tactics is nessecary against quests with big bosses like the many trolls that run around in the Shadows of Mirkwood Cycle.
The deck is mainly focused around questing and cancellation. Aragorn can defend against weaker enemies, a little better when equipped with Protector of Lórien supplied by a player. The deck also has location control with Northern Tracker and Snowbourn Scout. For this quest Lórien Guide is added to help with the many locations. Faramir gives massive willpower boosts once you have gotten the nessecary clues, it can also help questing for one player if only one player has a clue in the final stage. Théodred provides both Aragorn and Éowyn with resources to keep Aragorn ready or get to your 4-cost allies and Gandalfs quickly.
The only card draw in this deck comes in the form of Campfire Tales. It is a nice multiplayer card. For solo quests use Valiant Sacrifice instead. Beorn can enter play by Sneak Attack or Stand and Fight. Éowyn can discard extra copies of uniques as well as combo with Stand and Fight to get allies into play from the discard pile.