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The Fate of Númenor - 1 Player - 2025-04-18 |
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Heirs of Valandil (MD - Dúnedain Thematic) | 1 | 1 | 2 | 1.0 |
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Card draw simulator |
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Troglo 80
Using player side quests complements and balances the Dunedain archetype:
- In scenarios that give you time to settle in, and before you can or want to engage enemies, you can commit potentially everyone on side quests
- Once your board is stabilized and you're engaged in combat against enemies, being able to manage them while simply defending provides a significant bonus to the Warden of Annúminas and frees up time and characters to advance on side quests and / or main quests
I was inspired by Mormegil's deck, Heir of Valandil (MD - Dunedain Thematic), but I removed:
- 1 x The Seeing-stone
- 1 x Horns! Horns! Horns!
- 1 x Armored Destrier
- 1 x The Seeing-stone
And added:
- 3 x Heed the Dream
- 1 x Rally the West
Heed the Dream can be fully exploited here thanks to the presence of the and spheres. It complements Gather Information and adds flexibility and selective draw, increasing the probability of drawing cards that make the deck viable (Heir of Valandil, Sword that was Broken, Celebrían's Stone, Armored Destrier).
For the rest, the strategy is classic : Amarthiúl defends with Armored Destrier, Aragorn receives Celebrían's Stone, Magic Ring, Sword that was Broken, Heir of Valandil, quests and triggers its action juste before the eliminatory treshold, Thurindir fetches Gather Information and quests, Warden of Annúminas and Sarn Ford Sentry quest, the Guardian of Arnor defend, and we attack only to avoid the overload or because the scenario forces us to.
I play it in true solo. In scenarios that deal a lot of direct damage, you can add Athelas and / or Warden of Healing if Aragorn + Magic Ring is not enough. This deck in true solo is almost always risky, but can remain fun to play. I just would not recommend to play it on the "Timer" scenarios (like in cycle 4), because the overcoming of time and induced risk-taking is the essence of Dunedain engagement + side-quests.