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[LotR Deck] Dunhere's Duck Shoot


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#1
Tragic

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Total Cards (50)

Hero (3)
Beravor (Core) x1
Dunhere (Core) x1
Eowyn (Core) x1

Ally (19)
Descendant of Thorondor (THoEM) x2
Escort from Edoras (AJtR) x3
The Riddermark's Finest (THoEM) x3
Wandering Took (Core) x3
West Road Traveller (RtM) x3
Rivendell Minstrel (THFG) x3
Daughter of the Nimrodel (Core) x1
Gandalf (Core) x1

Attachment (14)
Celebrian's Stone (Core) x2
Dunedain Mark (THfG) x3
Song of Kings (THFG) x2
Song of Travel (THoEM) x1
Steward of Gondor (Core) x3
Unexpected Courage (Core) x3

Event (17)
Sneak Attack (Core) x3
Stand and Fight (Core) x3
The Galadhrim's Greeting (Core) x3
Dwarven Tomb (Core) x3
Secret Paths (Core) x2
A Test of Will (Core) x3

Maybe Swap one Descendant for Gandalf!



Deck Strategy: Another blast form the past!!

This is a threat reduction deck made for my 2nd video in my LoTR Play though.. this is for Journey Down the Anduin.

Short - keep threat low, use Dunhere to kill things in staging area and draw cards with Beravor.

Long -
  • Mulligan your hand to get a Greeting. You want to have this cast by turn 3.
  • Use Tomb + Greeting to keep threat low.
  • Steward goes on a Hero that can pay Spirit
  • Sneak Attack Descendant for targeted dmg on monsters in staging area,
  • Discard Descendant to fuel Eowyn's +will, then res with Stand and Fight for more staging area dmg.
  • Discard unique attachments to fuel Eowyn's +will as needed ("Journey" has no attachment destruction)
  • All spirit allies are 2 cost, so you can cast one a turn.
  • Try and keep Beravor untapped to draw 2 cards at end of turn before refresh. Keep a spirit ally untapped in quest phase to eat any dmg from a attacking monster so she dose not have to tap in defense.
  • "Journey" has low quest requirements. 6 is usally all you need. Try and keep at least one ally in quest to eat DG Orcs 2 dmg to quester on revel, also try and keep 1 spirit resource at all times for Test of Will.
  • Marks go on Dunhere
  • Use Dunhere to kill monsters in staging area.
Click here to view the deck


Playlist

- Passage Through Mirkwood (Game Start) - Deck List @ CardGameDB
- Journey Down the Anduin (Game Start) - Deck List @ CardGameDB
to be continued

http://www.youtube.com/watch?v=TcAjbQYhoGU
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#2
Tragic

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Dunhere's Duck Shoot (CaTC)

Hero (3)
Dunhere (Core) x1
Eowyn (Core) x1
Denethor (Core) x1

Ally (24)
Northern Tracker (Core) x3
West Road Traveller (RtM) x3
Daughter of the Nimrodel (Core) x2
Gildor Inglorion (THoEM) x2
Gleowine (Core) x3
Henamarth Riversong (Core) x3
Miner of the Iron Hills (Core) x3
Rivendell Minstrel (THFG) x3
Gandalf (Core) x2

Attachment (15)
Dunedain Mark (THfG) x3
Steward of Gondor (Core) x3
Ancient Mathom (AJtR) x3
Unexpected Courage (Core) x3
Song of Kings (THFG) x1
Song of Travel (THoEM) x1
Song of Wisdom (CatC) x1

Event (14)
Sneak Attack (CORE) x3
Dwarven Tomb (CORE) x3
The Galadhrim's Greeting (CORE) x3
Infighting (AJtR) x3
Lorien's Wealth (CORE) x2

So this is a new incarnation of Dunhere's Duck Shoot designed for Conflict at the Carrock. CaTC is generally considered by many new players are a extremely hard quest, even pulling a whopping 7 difficulty rating from FFG... yet experienced players think value is a bit high.

This is really Journey Down The Anduin version 2. witch is why similar decks can be used for both quests. Journey is one of my fav quest and back when core came out it was so hard but after some thought and deck building you could build a near 100% susses ratio deck. This gave me a great feeling of being "good" at this game. That my deck building mattered and that my piloting mattered. CaTC is much the same. Even today I had a look at the BGG forum and saw post asking how to do this quest. Still as with Journey you can build a deck that has a near flawless victory record!


The Deck itself...

There are some differences here. As you can see the allies are much more slanted towards Lore over Spirit.

Make sure you keep your Iron Miners in hand, try not to use them unless you absolutely have to, as you will need these in the rare case where a Sacked Card comes into play. There are only 2 of them in a solo encounter deck, so it shouldn't be much of a problem, but still.. keep them ready in case.

The Trackers are not really there to track locations. While they can, they are really there to assist in combat as 2Attack is rare in spirit and lore. You should have ample quest power in a short time, so keep these guys back so you can remove snakes and goblins in a single turn.

The real change between this and the original Duck Shoot is swapping out of Beravor for Denathor. This reduces card draw but i have added some Welths and Gildor to compensate. Remember Tomb+Mathom is a easy win as well for card draw.

The key to this deck is threat reduction, and using Dunhere to attack into the staging area, just like last time. Though the trick is to use Denathor and Henmarth to peak at the encounter deck and quest for as little as possible. You do not want to go to 2a until you can quest for around 13-16 threat in a single turn. The goal is to quest past the 4 trolls in the staging area AND clear a location in a single turn. Allowing you to move the next location into the traveled area and out of the staging area Threats are sent to the bottom of the deck or killed in a single turn with trackers and Gildor. Rince and repeat. just remember to place steward on the same hero as song of kings so you can pay the 8 for The Old easy.

This deck is very strong I think for Mirkwood. There are a number of redundant cards though, you could run this with one copy of core and still have a strong win ratio! Though higher scores.

http://youtu.be/CxjOA_wb4a0
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#3
romble

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what would you substitute in your deck to fill it if you only have core and carrock cards?

#4
Tragic

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how many copies of core?

#5
Mogloth

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*raises thread back from the dead*

 

I seem to lack knowledge about deck building in LOTR. I got somewhat decent at it in Magic after awhile.

 

I am doing all the APs in order. I am currently on this quest. I have 2 copies of the core set. And limiting myself to what was available at the time of the quest. 

 

And I do tend to go 2 handed. Or would one be better for this quest?



#6
ChizelMonkee

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Killer decks man. Helped me a lot and even better opened my eyes to possibilities beyond what I could have imagined!


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#7
RandonEsberth

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witch cards you add with one copy of core + all ap of shadow over mirkwood +khazad dhum

 

Thx in advance



#8
SanguineSleet

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Dunhere's Duck Shoot (CaTC)

Hero (3)
Dunhere (Core) x1
Eowyn (Core) x1
Denethor (Core) x1

Ally (24)
Northern Tracker (Core) x3
West Road Traveller (RtM) x3
Daughter of the Nimrodel (Core) x2
Gildor Inglorion (THoEM) x2
Gleowine (Core) x3
Henamarth Riversong (Core) x3
Miner of the Iron Hills (Core) x3
Rivendell Minstrel (THFG) x3
Gandalf (Core) x2

Attachment (15)
Dunedain Mark (THfG) x3
Steward of Gondor (Core) x3
Ancient Mathom (AJtR) x3
Unexpected Courage (Core) x3
Song of Kings (THFG) x1
Song of Travel (THoEM) x1
Song of Wisdom (CatC) x1

Event (14)
Sneak Attack (CORE) x3
Dwarven Tomb (CORE) x3
The Galadhrim's Greeting (CORE) x3
Infighting (AJtR) x3
Lorien's Wealth (CORE) x2

So this is a new incarnation of Dunhere's Duck Shoot designed for Conflict at the Carrock. CaTC is generally considered by many new players are a extremely hard quest, even pulling a whopping 7 difficulty rating from FFG... yet experienced players think value is a bit high.

This is really Journey Down The Anduin version 2. witch is why similar decks can be used for both quests. Journey is one of my fav quest and back when core came out it was so hard but after some thought and deck building you could build a near 100% susses ratio deck. This gave me a great feeling of being "good" at this game. That my deck building mattered and that my piloting mattered. CaTC is much the same. Even today I had a look at the BGG forum and saw post asking how to do this quest. Still as with Journey you can build a deck that has a near flawless victory record!


The Deck itself...

There are some differences here. As you can see the allies are much more slanted towards Lore over Spirit.

Make sure you keep your Iron Miners in hand, try not to use them unless you absolutely have to, as you will need these in the rare case where a Sacked Card comes into play. There are only 2 of them in a solo encounter deck, so it shouldn't be much of a problem, but still.. keep them ready in case.

The Trackers are not really there to track locations. While they can, they are really there to assist in combat as 2Attack is rare in spirit and lore. You should have ample quest power in a short time, so keep these guys back so you can remove snakes and goblins in a single turn.

The real change between this and the original Duck Shoot is swapping out of Beravor for Denathor. This reduces card draw but i have added some Welths and Gildor to compensate. Remember Tomb+Mathom is a easy win as well for card draw.

The key to this deck is threat reduction, and using Dunhere to attack into the staging area, just like last time. Though the trick is to use Denathor and Henmarth to peak at the encounter deck and quest for as little as possible. You do not want to go to 2a until you can quest for around 13-16 threat in a single turn. The goal is to quest past the 4 trolls in the staging area AND clear a location in a single turn. Allowing you to move the next location into the traveled area and out of the staging area Threats are sent to the bottom of the deck or killed in a single turn with trackers and Gildor. Rince and repeat. just remember to place steward on the same hero as song of kings so you can pay the 8 for The Old easy.

This deck is very strong I think for Mirkwood. There are a number of redundant cards though, you could run this with one copy of core and still have a strong win ratio! Though higher scores.

Tragic I miss your videos =( You should do some more!