|Card draw simulator|
Odds: 0% – 0% – 0% more
|Fellowships using this decklist|
|None. Self-made deck here.|
|Red Blue Superheroes||1||1||2||1.0|
A deck centered around enhancing your three heroes through attachments and using allies and events for healing and support.
The role of each hero is as follows:
- Idraen: Control the board and gain action-advantage. The goal with Idraen is to equip her with Bow of the Galadhrim, Raiment of War, and Self-Preservation so that she is able to snipe two units with <= 4 health each turn while being very difficult to kill.
- Legolas: Control the board by sniping away weak enemies. The goal with Legolas is to equip him with Warrior Sword, Raiment of War, and A Good Deed so that he is able to do 2 damage during upkeep + 5 damage from a regular Ranged attack while also being very difficult to kill.
- Arwen: Do willpower-related tasks and keep things alive with her upkeep ability. The goal with Arwen is to equip her with Round Shield and Self-Preservation. You generally don't give her a Bow of the Galadhrim since Idraen and Legolas will already be doing a good job controlling the board and it's good to have a backup (the bow is a very important attachment for Idraen because Ranged is the best offensive keyword in the game). In the endgame, Arwen kind of acts as a Self-Preservation for Legolas (who puts A Good Deed in his special slot).
and of course our "fourth hero":
- Gandalf: You will use Gandalf for either drawing 3 cards or reducing 3 threat depending on the situation. As usual, his 3 damage ability should only be used if it immediately wins you the game. You can give Gandalf the spare Round Shield and Bow of the Galadhrim, but don't forget to give him Narya!
A rundown of the other cards and why they are included is as follows:
- Ithilien Lookout, Iron Hills Champion, & Dunedain Hunter: Very well-rounded allies with decent willpower. You generally want to play the Dunedain Hunter after Sauron has passed so that you can immediately kill whatever enemy it summons.
- Westfold Outrider: A strong piece of early-game tempo. Usually ends up getting killed off later but its arrival ability can really help you pull ahead in action advantage by killing something weak.
- Imladris Minstrel & Beorn's Hospitality: Some additional healing. Keeping the Minstrel alive usually isn't difficult thanks to the deck's strong ability to control the board. Beorn's Hospitality is usually used to heal a hero for 4 as your heroes will often end up taking most of the damage.
- Heed the Dream & Mithrandir's Advice: Drawing through the deck is fairly important as its mana-curve is fairly low and there are some critical cards that you may want to get access to.
- Against the Shadow: Just an overall strong card that you'll find in most decks that play Expert. You'll often have many units defend before traveling to a new location and then immediately cast Against the Shadow for a massive board swing.