So, Grant Thomson of the excellent podcast Card Talk has given us a request for the theme for our next Experimental Deckbuilding post. So, today, we will be building a fellowship oriented around the Dunedain of the North.
The Dunedain are an interesting faction in the game. They’ve been developed in a couple of different ways – cards like Idraen, the Northern Tracker, and the Greyflood Wanderer lend themselves towards a location control deck, while Thurindir, the Vigilant Dunadan, and other cards orient themselves in the direction of a side-quest deck.
Of course, the most prominent development of the Dunedain trait came in the Angmar Awakens cycle. The heroes and allies from that cycle were developed in a direction that I find at once one of the most intriguing and difficult-to-master playstyles in the modern game – the art of keeping enemies engaged with you. This is what most people think of when they think of a Dunedain deck, and with good reason.
So, our first question that we have to answer is: which of these directions do we want to explore?
After we clear a single side quest, we can use the Dunadan to defend against any number of our weaker enemies, while our more powerful defenders handle any big enemies that are in play. In addition, his 3 attack during the combat phase will be particularly helpful at removing enemies that are too dangerous to keep around. This will immediately help us address one of the most prominent weaknesses of the Dunedain archetype – the tendency to overreach with our combat strategy and engage too many enemies. For the Vigilant Dunadan, there is almost no such thing as too many enemies, assuming that we can boost his defense sufficiently to handle the attacks. My general threshold for this card is being able to consistently defend against attack values of at least 4.
So that kind of gives us the shape of our fellowship: one deck engages all of the enemies, and uses the side quest synergy with Vigilant Dunadan to power the traditional Dunedain style, while the second deck quests and deals with location control. There are enough location-control oriented cards that trying to pack it all into a single deck would be bloated and inefficient.
Let’s go ahead and start looking at the location control deck first, starting with the core of the deck: Idraen.
Hunters of Eriador
The hard part is that Idraen is a high-threat cost combat hero with an ability that lends itself towards a questing deck. While we can just create a questing deck, and have Idraen offer just a little bit of combat power in an emergency, it seems more than a little bit inefficient to spend 11 threat on a hero who will only ever be questing for 2 unless we find ourselves in a real emergency situation.
So, instead, let’s build ourselves a location control deck that can take care of itself in combat if it needs to. That way, we can engage an enemy here and there to take pressure off of the primary combat deck, strategically controlling the number of enemies that deck finds itself engaged with. With that in mind, let’s turn our attention to what other heroes we might want to pair with her.
For a location control deck, Spirit and Lore make a good combination. In-trait, we have a couple of options. The Lore version of Aragorn is always a good hero, although his threat cost is very high, and we already have Idraen as a high-cost hero. Pairing the two of them together would bring the total threat up to 23 already, without even adding in a third hero. If we’re thinking of pairing this deck with a separate deck that wants to engage all of the enemies, we’ll want to keep our threat down. That leaves us with the options of either Beravor or Thurindir for our Lore hero, and both have compelling reasons to include them.
Knowing that the other deck is going to want to engage most of the enemies, we can put together a hero lineup for it, so that we can decide which of our two options would fit better here. Amarthiul is nearly an auto-include in any deck that is going to try to play to the Dunedain mechanic, and Halbarad plays into that as well, giving us more control over engagements. Looking ahead a little bit, there are several Trap cards in Lore that would be extremely helpful to managing enemies and their engagements, and those could easily crowd out some of the location control cards if we try to put all of the Lore cards we need into a single deck.
So, I think that we should slot Beravor into the deck with Idraen, and Thurindir into the other deck. That will give the combat deck a starting threat of 28, which is a nice and comfortable opening.
That leaves us with the question of a third hero. Since most of the Dunedain location control allies are from the Spirit sphere, and are expensive besides, we are going to want a second Spirit hero to help pay for them. Unfortunately, there are no Dunedain heroes besides Idraen in the Spirit sphere, which means that we are going to have to cast our net a little wider.
So, now that we’ve got our heroes chosen, let’s take a look at the allies we have that can further our cause. We’ve already committed to 3 copies of Arwen Undomiel, of course. Increasing the defense on the Vigilant Dunadan from 2 to 3 is important for keeping the ally alive to defend against multiple attacks. In addition, we’ll definitely want 3 copies of the Northern Tracker, for mass location control. Because this deck will be so focused on clearing locations, we can feel exceptionally safe including 3 copies of the Dunedain Pathfinder, because we should be easily able to clear the locations dredged up by its forced effect, and 2 willpower is very useful to us.
Sulien is a very intriguing card – 3 willpower for 4 cost is a
That exhausts the Dunedain allies from the Lore sphere, but we are only at 15 allies in the deck. That feels more than a little bit low. So, like we did with our heroes, let’s take a look at the Noldor trait, and see what seems useful. 2 copies of the Imladris Caregiver can give us a little bit of healing – something to be well aware of if we are going to plan on defending multiple attacks over multiple turns.
That brings us to 19 allies, which will be enough for now. We have a number of attachments that will be automatic includes, of course. 3 copies of Elf-stone, as noted above. 2 copies of Asfaloth and 3 of Light of Valinor, to kit out Glorfindel for our needs. 2 copies of Thror’s Map will let us get around any really nasty travel effects, while 3 copies of Ancient Mathom will let us have targeted card draw when combined with our location control effects. 3 copies of the Dunedain Pipe will give us card filtering for both decks, to more quickly get to the most important cards in the deck. The final inclusion will be 2 copies of Self-Preservation. The most vulnerable point of our Vigilant Dunadan combo is his sort of squishy hit points. 3 is a good value for an ally, but if we start taking damage, we are going to lose our expensive ally in a hurry. Being able to heal off 2 points of that damage could be invaluable.
Now we’ll turn our attention to the events, where things get really interesting. First, the staples, of course. 3 copies of A Test of Will are necessary for any almost any Spirit deck. Threat reduction will be covered by 3 copies of Elrond’s Counsel and 3 copies of Well-Warned, since Idraen and Glorfindel give us access to the needed traits from the start of the game. For shadow control, we’ll add in 2 copies of Hasty Stroke for emergencies – shadow effects are the most dangerous part of the game for a Dunedain deck, since defending multiple times means that we will see a lot of them. We could include a full set of 3 copies, but we will be including a number of ways to deal with shadow effects in the other deck as well, so these 2 copies will be more of an insurance policy than anything else. Finally, 3 copies of Daeron’s Runes will thin our deck, and we should have more than enough duplicate uniques or not-immediately-useful cards to discard one.
Now that we’ve covered that, we can start exploring other spaces with our last few events. We’re at 51 cards in our deck now, but between Beravor and Daeron’s Runes, we can probably get away with a larger deck than normal. One of the most intriguing things about Idraen is that she will almost certainly be ready after questing, and can easily be made ready during any phase of the game. Since she has the Scout trait, her actions can be useful for a wide array of effects beyond just questing or combat. There are a number of cards that require exhausting a Ranger or a Scout character to get some sort of effect, and Idraen is tailor-made for those.
That brings us to 56 cards – but with all of our draw, I think that we are going to be just fine for seeing the cards we need. And if not, well, that’s what deck testing is for, isn’t it?
Defenders of the North
Now, let’s turn our attention to the combat deck.
The final piece to the hero puzzle is Thurindir, who will give us a side quest at setup, which – when we clear it – will immediately enable the ability on the Vigilant Dunadan.
Now the interesting question: what side quest do we want Thurindir to include? There are decent arguments for a number of them. Prepare for Battle boosts our card draw – and, as I’ve found out through this series, it’s hard to put a price on good card draw. Send for Aid would allow us to put an expensive ally into play for free, and most of the good Dunedain allies are quite expensive. None of the Lore side quests seem to lend themselves to this deck, although a case could potentially be made for Scout Ahead – setting up 2 softball turns while we get ourselves established is an incredible value. Gather Information would let us grab a key combo piece on the first turn, saving us deck space. But, at the end of the day, another problem that plagues Dunedain decks is sphere balance. The best Dunedain allies are found in multiple spheres, and it can be taxing trying to find ways to get the sphere access to pay for them. And even if you have found the sphere access, you very often only have one hero generating resources of the appropriate sphere, so you find your pace hobbled as you try to gather enough resources.
The final side quest on the list would be Keep Watch. It is more expensive, and requires more progress to complete, but reducing the attack of every non-unique enemy engaged with a player is just amazing, especially for a deck like this one that intends to keep as many enemies around as it can. This is also incredible tech for the Vigilant Dunadan – between this effect and Arwen, he can tank attacks of up to 4 on either side of the board without taking damage. Unfortunately, this side quest requires a Tactics resource to play, which means that we can’t even play it on the first round of the game. So, we won’t include it as Thurindir’s setup quest. However, since it’s effect is just so powerful, we can probably get away with adding a copy into our deck. We have Beravor to dig for it, and we will be including a number of other really powerful draw effects, so even the single copy shouldn’t be too inconsistent.
Now to the allies. 3 copies of Vigilant Dunadan are a must, of course. Even if we don’t plan on playing more than one copy, we want to be able to consistently find it in the deck. And having extra copies in case our defender dies to an unexpected shadow effect is a good insurance policy.
We want to be able to defend against high-attack enemies as well as swarms of lower attack ones. Amarthiul will be able to help with that, but I’d like to have multiple options for that. Sometimes, I’m willing to rely on a single powerful defender, but in a Dunedain deck, I want redundancy. So, 3 copies of the Guardian of Arnor will likewise be essential. 3 copies of the Dunedain Hunter directly helps power the archetype, and 3 attack for free is not to be sneered at. We’ll also need his help when it comes time to kill things – as so many quests end up requiring at at least one time or another.
The biggest threat we will face is suddenly revealing too many enemies to consistently face. In order to make sure that we can handle all of the attacks we face, we’ll include 2 copies of the Ranger of Cardolan. In addition to being a generally solid ally, his response lets us put him into play in an emergency situation to take an attack or help to kill an enemy. Another interesting side effect of using the ability is that he reshuffles our deck, which can be useful if we’ve used the Dunedain Pipe to send cards to the bottom of our deck that we might want to see later.
In addition, 3 copies of Andrath Guardsman will let us cancel attacks – either from enemies that are too powerful for us to tank the hit, or to leave one or more characters ready for attacking back to reduce the number of enemies we have to defend each round.
The second really interesting ally for this option is Eldahir. Spending a resource to look at a shadow card can be very useful in the right circumstances. Taking some of the randomness out of the combat phase can really boost the ability of a deck to reliably tank enemies, so it can be worth it for that reason alone. And the chance to increase his defense to 4, backed up by his 3 hit points, is definitely useful.
To supplement Eldahir’s ability, we can add 2 copies of a long-
Still, knowing the upcoming shadow effect is nowhere near as good as cancelling it altogether. So the final piece of our shadow control suite will be 3 copies of Armored Destrier. This mount is exceptionally useful for a wide variety of circumstances – the readying and shadow control is just incredible for any defender. But when combined with effects that let us know for sure what card is going to be revealed, it is among the most effective forms of shadow control in the game. Even better, it is repeatable. And the best part of our shadow control suite is that every single card in it provides value on its own, even if we never get any of the other pieces into play.
Now that we’ve started looking at attachments, let’s see what else we can add to support our central goals here. 3 copies of Heir of Valandil is absolutely essential to this deck, and 3 copies of Dunedain Warning will be needed to turn Amarthiul into a really strong defender. 2 copies of Forest Snare will help keep enemies engaged without needing to keep defending them turn after turn, and 3 copies of Entangling Nets will help reduce the threat posed by more dangerous enemies, potentially bringing them down into the range that can be safely defended by the Vigilant Dunadan. 3 copies of Secret Vigil for a little more threat reduction, and 3 copies of Ranger Provisions. With the location control available from the Idraen deck, we can trigger the resource acceleration on whichever deck needs it most. This will be most useful in making sure that we have enough Lore resources to pay for the expensive attachments in both decks.
For our events, we have very little deck space remaining. 3 copies of Feint will actually bring us up to 51 cards, but are definitely worth the inclusion. The final cards will be 3 copies of Deep Knowledge, which will give this deck some card draw that can be useful in the early game, even before we’ve built up a suite of engaged enemies.
And there we are. Again, slightly above my preferred number of cards in the deck, but Deep Knowledge will help with that a little bit, and Beravor can help us draw over here too. And when we finally do get those Sarn Ford Sentries coming in, we are going to draw so many cards that the slight efficiency reduction should probably not be an issue.
The fellowship can be seen on RingsDB here, and I should start posting deck testing videos soon. The next post project, however, is returning to the Agents of the White Council narrative for the Conflict at the Carrock and A Journey to Rhosgobel. Following that, we should start deckbuilding for Return to Mirkwood. I hope to get the narrative all the way to the end of the cycle before NaNoWriMo starts in November, because I’m going to be taking a hiatus from here for the duration of that month – I’ll need all of my writing focus on my original fiction to make any headway there.
Anyways, thanks for coming along on this adventure with me, and happy questing until we meet again!