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[Solo] Ultimate Combo - Beravor / Bilbo Baggins / Bombur
Submitted by
Rouxxxor
, Sep 22 2014 01:14 PM | Last updated Oct 26 2015 08:17 AM
kwitee, KDA, RonaldoVigilante and 1 other like this
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Combo Tournament Quality Solo
The most powerfull Solo deck. Win at the turn one, in most case even before the quest and before the Encounter deck play is first card. Come in and get confused!
Hero ()
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Total Cards: 0
Drawing is winning. That a common concept in a lot of card games. In LoTR we have a lot of powerful draw effects but we usually are stuck by only get a few resources to pay the cards we have. This deck use the best of this two aspect in the goal of draw his entire deck and then play a million times some special cards in a loop and win.
We start with 6 cards. Then draw a 7th and 8th cards, thanks to Bilbo. Then exhaust Beravor to reach 10 cards in hand. Now we can think. And play mithrandil's advice, Deep Knowledge, Daeron Rune, Lorien's Wealth + Good Meal and The Seeing Stone for another Deep Knowledge. To this point we have only spend 2 resources and have at least draw the half of the deck.
Now we need Song of Kings or at least 2 love of tales. It is the major problem of the deck: without one of this two plans we can't afford additional resources and we are stopped and can't start any loop. But this only happen in a 10/15% of the times. With Song of Kings we can play legacy of numenor and/or we are not iddle and exhaust Bombur (when can use another we are not idle with cram, the third one is only here for draw one cards). Then? We draw more cards, and add scroll of Isildur in order to play another Mithrandil's advice. You play love of tales in your hero as soon as you draw then. So when you will play song it will give you some resources. Song of Earendil you add two resources and draw one card. Pretty good.
So you will finish with no cards in your deck. Now play one will of the west. Then draw another times your deck. It will more easy because there is less cards. So you only play the best draw effects, like Mithrandil's Advice, daeron rune and scroll in mithrandil. Then play another will of the west. Step by step you will have more cards in hand and less in your discard pile. You are ready to get into a loop. The easiest one need from you to have only 6 cards in your discard pile: - Will of the west - Song of Durin - 2 Gaining Strength - 2 Mithrandil's advice
Say that we have 4 resources. We start with play the other will of the west (the one in our hand). So we have 3 resources. Now we play the third mithrandil's advice and draw three cards. We have 2 resources left. Now we play a Mithrandil's advice that we just drawn. With the last ressources we play Song of Durin and get back to 3 resources. And play the two gaining strength and have 5 resources. We have the same 6 cards in the discard pile but we gain one resources. (Note: Yes it is possible to not draw a mithrandil's advice in the first 3 cards, in this case you have to make some arrangements to get back to the original loop. There is loop without any random aspect but they are a little bit long to explain)
So we have as much resources as we want. So why not playing Gandalf to reduce our threat. Then play born aloft to bring it back to our hand. So we play Gandalf until we don't have any threat. And in order to kill any enemy in play during the set up.
At the end we play a Ravens on the Mountain to place counter on the quest and a Cram to ready a hero. So we place as much counter as we want on the quest. If killing all enemies and place infinite counters to the quest is not sufficient we also can have infinite will, defense and attack with song of durin.
This defeat all scenarios except Dol Guldur nightmare because we need 3 heroes. We need a special deck list for this one, and I will post it right after this one :).
Thanks to all the members of the french forum sdajce.forumactif.org who help or encourage me to find the way on my combo quest.
I believe you need to have at least one card in your draw deck in order to play Will of the West, but, yeah, otherwise the deck works. I've had similar decks, though less focused on pure cycling. I'd recommend Bifur instead of Bombur since he actually has Willpower, he's one less threat, and he can snare resources from other characters, which is good when you suddenly need a Spirit/Leadership resource on the character that doesn't have one.
It's really cool, though, that you've got Ravens of the Mountain in the deck. With that, Cram, and Gandalf, you can potentially cycle through most of the game's scenarios before you ever hit the quest phase. That's bonkers. And, I guess, somewhat problematic. I think, though, you need another card that will let you reorder the top of the encounter deck so that you can keep placing progress when the top card doesn't have a threat value. Perhaps Risk Some Light. Combined with the ability to recur Gandalf a bajillion times, you should be able to get your threat level wherever you want it and play Risk Some Light for free.
I'm sure that will of the west can be played with no cards in your deck. The deck still exist even when you don't have any cards in.
In fact you never "suddeenly need a spirit/leadership" ressource. You alway spent others resources before so you always have them in back-up. But yeah Bifur could also be played. Bombur is only better when you miss your combo and try to survive until turn 2 in order to conclude the game.
I use shortcut when I play this deck. This mean I play normally until I come to the loop. Then I do a loop one time and say I repeat it 1M times. So I don't need light for free to get faster. It only be useless when I try to draw all my deck on the first place.
Does Song of Travel make your Hero a [Spirit] Hero or only adds a [Spirit] Resource icon? I'm asking in terms of playing Song of Earendil (Attach to a [Spirit] Hero).
No need for side quest. The default loop/6-card-play described above, with 2 Mithrandir's Advice in the 6 card draw pile works with 4/5 probability and generates 1 resource profit.
Here is one of several simple alternate/restoring 6-card-plays:
Play: Mithrandil's Advice
Trigger: Good Meal (and recast whenever you next draw it.)
Play: Lorien's Wealth
Play: Song of Durin
Play: Gaining Strength
Play: Will of the west
This generates 0 nett resources, leaves 6 cards in the new draw pile and 2 Mithrandir's advice's in hand, which guarantees you can run the preferred 6 cards the following loop.
This means you can always just alternate between the preferred 6-card-play and this 6-card-play, and thus gain 1 resource every 12 cards played. Thus giving us a zero randomness resource-gain loop, as desired before any "run it X times" claim.
Both 6-card-plays have non-drawing cards in them. Once you have infinite resources you can switch out any of those for any other card or pattern of cards to get whatever desired effect.
13 Comments
Insane. Have to try it . . .
I believe you need to have at least one card in your draw deck in order to play Will of the West, but, yeah, otherwise the deck works. I've had similar decks, though less focused on pure cycling. I'd recommend Bifur instead of Bombur since he actually has Willpower, he's one less threat, and he can snare resources from other characters, which is good when you suddenly need a Spirit/Leadership resource on the character that doesn't have one.
It's really cool, though, that you've got Ravens of the Mountain in the deck. With that, Cram, and Gandalf, you can potentially cycle through most of the game's scenarios before you ever hit the quest phase. That's bonkers. And, I guess, somewhat problematic. I think, though, you need another card that will let you reorder the top of the encounter deck so that you can keep placing progress when the top card doesn't have a threat value. Perhaps Risk Some Light. Combined with the ability to recur Gandalf a bajillion times, you should be able to get your threat level wherever you want it and play Risk Some Light for free.
I'm sure that will of the west can be played with no cards in your deck. The deck still exist even when you don't have any cards in.
In fact you never "suddeenly need a spirit/leadership" ressource. You alway spent others resources before so you always have them in back-up. But yeah Bifur could also be played. Bombur is only better when you miss your combo and try to survive until turn 2 in order to conclude the game.
I use shortcut when I play this deck. This mean I play normally until I come to the loop. Then I do a loop one time and say I repeat it 1M times. So I don't need light for free to get faster. It only be useless when I try to draw all my deck on the first place.
Does Song of Travel make your Hero a [Spirit] Hero or only adds a [Spirit] Resource icon? I'm asking in terms of playing Song of Earendil (Attach to a [Spirit] Hero).
When using We Are Not Idle, Bombur still only counts for one Dwarf. Is there another reason you are using Bombur?
why it does not count ? if he counts as two dwarfs then when you tap him he counts as 2 tapped dwarfs
"When counting the number of dwarf characters you control, Bombur counts as two"
That's the only time he counts as two (which pretty much means for all the "If you control 5 or more dwarfs" effects).
Add gather information ( side quest) for when the loop gets messed up.
No need for side quest. The default loop/6-card-play described above, with 2 Mithrandir's Advice in the 6 card draw pile works with 4/5 probability and generates 1 resource profit.
Here is one of several simple alternate/restoring 6-card-plays:
Play: Mithrandil's Advice
Trigger: Good Meal (and recast whenever you next draw it.)
Play: Lorien's Wealth
Play: Song of Durin
Play: Gaining Strength
Play: Will of the west
This generates 0 nett resources, leaves 6 cards in the new draw pile and 2 Mithrandir's advice's in hand, which guarantees you can run the preferred 6 cards the following loop.
This means you can always just alternate between the preferred 6-card-play and this 6-card-play, and thus gain 1 resource every 12 cards played. Thus giving us a zero randomness resource-gain loop, as desired before any "run it X times" claim.
Both 6-card-plays have non-drawing cards in them. Once you have infinite resources you can switch out any of those for any other card or pattern of cards to get whatever desired effect.
Will of the West has errata, it should be removed from the game after one use. So you can loop through your deck only 3 times.
I gathered we were politely ignoring that errata, given the original poster was clearly unaware, and didn't need his dreams shattered.
You are right. This deck was submited september 9/22/2014 and the errata is from 1/20/2015.
Great idea though. I like how it tests design decisions to the limits