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Solo escape from Dol Guldur ****-

Submitted by: archangel
Submitted: Jul 26 2011 04:11 AM
Last updated: Jul 26 2011 07:25 PM
Category: Lord of the Rings Decks
Deck Name: Solo escape from Dol Guldur
Deck Contents: Total Cards (32)

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

Ally (10)
Northern Tracker (Core) x3
Wandering Took (Core) x3
Faramir (Core) x1
Gandalf (Core) x3

Attachment (9)
Unexpected Courage (Core) x3
Celebrian's Stone (Core) x1
Dunedain Mark (THfG) x2
Steward of Gondor (Core) x3

Event (13)
A Test of Will (Core) x3
Hasty Stroke (Core) x3
Stand and Fight (Core) x2
The Galadhrim's Greeting (Core) x1
For Gondor! (Core) x1
Sneak Attack (Core) x3
Deck Strategy: A deck to consistently beat the third quest with one player. (30-32 cards)

Escape from Dol Guldur is another ball game when you play it solo. Most decks can't make it, three spheres is out of the question (since taking away one heroe messes the dynamic too much), and one sphere is two weak (given the actual cards available). So it has to be a 1 1/2 sphere (a main sphere playable on its own including the majority of cards and majority of heroes, and a support sphere which comes as bonuses and with a minority of cards¨(so that if the heroe of that sphere is taken prisoner you can still play))

The three things which play against you mainly are:
- Three cards revealed in the staging area at the begining of the game.
- One less ressource pool.
- One less hero to exhaust and use.

That translates into an early deficit. Deficit of ressources, deficit of actions, deficit of exhaustions.

The deck has to be made to make up for that deficit. The first turns are an attempt to start from minus whatever and try to get even:

- Aragorn (if he's not taken away) can make up for a missing hero's actions by questiong + blocking/attacking. (He then removes one ressource, but still that reduces the overall deficit).
- Unexpected courage: a clear deficit reducer, use the same heroe twice to make up for the loss of a heroe.
- Steward of gondor. A clear early (ressource) deficit reducer if aragorn is free, a big middle and end game bonus if he's prisoner.
- Northern Tracker: Two heroes inevitably can't compete with locations, the Tracker reduces the deficit by taking out multiple locations, allowing heroes to use other actions.
- Dunhere: With two heroes, you can't quest, defend and attack everything. Dunhere cheats by avoiding to defend some ennemies, contributing in reducing the exhaustions and hit points deficit of only having two heroes.
- Test of will, hasty stroke. When you're so close to dying as the game starts, every little detail helps. You will sometimes see yourself using a test of will or hasty stroke on a king spider. Not pretty, but there is no room to manoeuver.
- Sneak attack + Gandalf: The cheater. Big impact, only one ressource, a way to really reduce the deficit or shift the balance.
- Other cards are included with the same logic (for example the Wandering took and not other allies cause its cheap and can tough 2 attacks (of 2 strenght minions, contrarily to other little allies which sacrifice as soon as they defend)) + it can attack/quest so good bargain. Again, nothing fancy.
- There are 2-3 fancy cards needed to get rid of the big minions (including the Nazgul).

So play like you're gonna get it the first turns, you're threat usually getting higher (because you have to make choices between questing and not getting stomped by minions), but you have cards to make it go down afterwards (a possibility of 8 gandalfs + galadhrim's greetings).

Once you're back even (you're going to feel it, when you won't be one card away from dying), prepare for the return of you're prisoner + the Nazgul. Hopefully, that happens the same turn, and you fight and defeat the Nazgul before you have to face its threat in the stagin area. That requires a Gandalf, + usually a Northern Tracker and a hasty stroke to defend. For Gondor and Dunedain Mark is usually needed to get the 12 strenght needed (cause you dont want to fight it twice). Sometimes you have to use Gandalf to wound it 4 times.



So that's it nothing fancy, like getting out of a hole. Less pleasant than trying all sorts of fantastic decks against the second quest or with two players againts this quest, but after a while of winning almost every game, you have to face the real challenge.

Graphs:
Sample Hand Reload
Other Information Starting Threat: 29

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3 Comments

I like to use Aragorn in a deck that it is not mainly relying on the Leadership shere. My question is about Dunhere : in this deck, you start with 29 threats. Does it make it to high to realy make dunhere relyable?

I haven't played much, but most of the time, I could had use another hero.
Photo
hendersondayton
Dec 08 2012 07:12 PM
I was under the impression that wandering took's action didn't mean a thing in solo games. Why have it in this deck if that is the case?
    • leandrodovalle and j0rshua87 like this
I used the deck and it worked well. Thanks for sharing.