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The Lone Ranger
Submitted by
dieyoda
, Jul 31 2015 02:52 PM | Last updated Oct 15 2017 11:40 PM
- Hyperion508, shelguera, zuec and 3 others like this
21 Comments
Wow! Some very good ideas in this deck! One hero... LOL!!!
thanks! I haven't tried it against any of the harder quests yet, but it held up pretty good against the 1st 2 quests from the core set.
Status update:
passage through mirkwood: played solo 6 times, beat it 6 times.
journey down the anduin: played solo 6 times, beat it 3 times.
ecape from dul guldur: played solo twice, got my ass handed to me twice. lol
status update 2:
beat journey 3 more times, but escape still kicks my ass (0-9). looks like its not gonna be possible without the extra heroes.
if anyone has any ideas to make it stronger and stay single hero, I'd love to hear them.
Dude ! Talk about thinking outside the box. Very creative.
For Dol Guldur... well... only one hero.... how do you deal with the captured hero?
I technically cheat. I use a random extra hero for the captured one, and play through with the deck as is...just to see if it can be done. So far it can't, at least not by me. lol.
Thinking about adding a 2nd hero, and trying my luck with that. problem is 1: I don't know which one would best fit (sam gamgee perhaps to still maintain sececy), and 2: I'd have to change the deck name to "the lone rangers". lol
This deck looks great. Single hero decks seems to be a great way to limit yourself, while also being highly thematic.
I recently updated the deck by swapping out Famamir for the Gimli ally, but for some reason it wont let me post the updated version. I also added the neutral and leadership side quests (that again it won't let me post updates).
bump
How are you able to play this deck? You get 1 resource to start out with. So if you engage an enemy you could get ranger of cardolan out to deal with it. But then that resource is gone. Next round you are back to 1 resource. Not much you can play with 1 resource.
So say you get resourceful out first. Awesome, you get 2 resources per round now. But that 1st round you can't do anything else.
-Quest with Aragorn and you can't deal with enemies
-don't quest and you will have to raise your threat getting you close to losing secrecy.
round 2 you have 1 to 2 resources.
say you got steward of Gondor. Awesome, 2 more resources. Still not much you can do with that. Threat is going to kill you because you either are not questing or the enemies are going to eventually overwhelm your 1 hero and thus ending the game.
Is there something I am missing? Are my friends and I not playing this game correctly? Because without the perfect card draws on the 1st 2 rounds. I don't know how this deck would work.
Hey, thanks for checking out my deck. I'll try to answer your questions below.
First off, because of your low threat most enemies won't engage you for several rounds. Use this time to build up slightly and don't go optionally engaging them too soon.
Timely Aid only costs 1 with secrecy (and with 1/2 the deck being allies, you're almost always gonna grab one); Rivendell Scout is free with secrecy; and Ranger of Cardolan can be "ambushed" in for 1. That's 9 ways to get an ally on turn 1 (possibly 2 with a scout in your opening hand); A single Swift and Silent card can ready Aragorn twice for free, allowing him to quest, defend, and attack all in the same turn (whether of not you played any allies and without paying a resource for his ability); Taking Initiative on turns 1-3 is almost always gonna net you 2 cards in hand and 2 free damage on an enemy (that you don't have to be engaged with).
All of those are 1st-3rd turn possibilities while you're building up (or are even viable if you're impatient and ignore my "don't optionally engage" advice).
After that, a Steward of Gondor and a couple of Resourcefuls on Aragorn, and things really start to snowball from there.
Don't let the "apparent lack of resources" scare you off, the deck is built to mitigate that "drawback". Is the deck risky? yes, sometimes - even after a mulligan - the cards will fall against you, but not much more so than in a 3 hero deck. That's what makes it Challenging and fun to play.
Alright I can see playing this deck. My concern of losing the questing turn many times still stands, but with the low starting threat that shouldn't be to terrible to come back from.
Cool deck! I have tried 2 heroes but one........
I realized that I misspoke about swift and silent in my last post...It's not actually free, but costs 1. I don't think this devalues it at all, but does make it slightly less munchkin-like.
bump
updated to include the strider attachment.
No. while both cards are good in the right deck, neither of them is useful in this deck.
Roheryn provides a tactics icon that I don't need, and exhausts the hero to use it's ability...a big no-no in a single hero deck. You want as much ready stuff as possible, which is why the destrier is a better choice.
As for the wanderer, It's a solo deck, so Ranged and sentinel are useless and the other allies in the deck are either more powerful, or have abilities that synergize better with my theme (ready/prevent exhaustion, deck search, block undefended, etc).
new update
bump