So, technically this series is still doing detailed deck testing for the Scions of Arnor fellowship, but I’ve had some deckbuilding ideas that were exciting enough that I had to explore them anyways.
Most of these deck ideas are based around cards that hardly ever get used, and today’s is no different. Let’s talk about the Isengard trait and the Doomed deck.
The other cards that played with the Doomed mechanic never really caught on in the meta. Grima is an incredibly powerful accelerator hero for any deck, but the consistent threat increase – turn after turn for the whole table – makes decks designed to take advantage of his ability a hard sell. Saruman has likewise not caught on in the meta – his ability is situational, and the Doomed 3 is an incredibly high cost to pay.
The subsequent cycle brought a series of allies who had optional Doomed triggers, but of these, Herald of Anorien is an excellent ally-mustering card, and Mirkwood Pioneer is likewise excellent (although widely panned at release). But Henneth Annun Guard suffers from being a generalist in an age of specialists, and Greyflood Wanderer suffers from being expensive enough to justify the ability without the Doomed cost.
But the problem is that it’s really difficult to see what to do with the ability. Sure, you can quest and then ready the card to do something else, but there’s precious little that that something else could be. With only 2 defense and 2 hit points, you’re not going to be defending anything big with it, and chump blocking seems a waste – might was well go with the Snowbourne Scout or the Squire of the Citadel. And with no attack, you can’t even chip in against a difficult enemy.
Not to mention the fact that reliably triggering the Guard’s response is much more difficult than it sounds. Most of the cards with the Doomed keyword want to be played during the Planning phase, so that you can take advantage of the extra cards, the resources, or the reduced cost via Grima. The allies from the cycle are ‘played-from-hand’ abilities, which are likewise confined to the planning phase (with a very slight exception if you are running Hirgon and the Henneth Annun Guard). None of the very limited things which the Orthanc Guard could possibly be used for are available in the planning phase.
So, for a long time, the Orthanc Guard has sat in my binder, gathering dust while other cards more worthy of my attention got put into decks. But no longer. Yes, this is actually a deck about the Orthanc Guard, and whether or not it can be made to actually function.
Ancestral Armor is certainly the first piece to the puzzle. With 4 defense and 4 hit points, the Guard actually has a use for his readying. And – since the readying has no actual limits – once you turn him into a decent defender, you actually have a large portion of combat handled.
Between these two attachments, we now have an ally who quests for 2, readies, and then defends for 5 with 5 hit points to back it up. But we still have the significant problem of triggering the readying effect. Most of our player card Doomed effects are still ideally played during the Planning phase, when our poor Guard will already be ready.
The most interesting option here is the event Elven-light. Unlike most events, Elven-light is played from the discard pile, and playing the event returns it to your hand. This means, though, that with a repeatable means of discarding a card from your hand, you can play the card repeatedly, turn after turn and often several times in a single turn. Combined with the Steward of Orthanc’s ability to doom an event card at will, this essentially equates to repeatable, consistent readying for the Orthanc Guard on-demand, as long as we have a means to discard it repeatedly.
So, let’s step back here. We’ve determined that the modern card pool can make the Orthanc Guard a reasonable inclusion – between defense boosts for allies and the on-demand readying offered by the Steward of Orthanc, he can fill the role of a powerful ally defender. But what we need to do now is to build a deck to see if he can actually live up to this theorycrafting.
So, first order of business is to choose our heroes. We’ll need access to Leadership and Spirit, at a minimum. But, since I want to try and build around the Isengard trait here, one of the heroes is going to be Grima – not only is he thematically a perfect fit, but he also can give us extra Doomed triggers to ready the Orthanc Guard. That implies a tri-sphere deck, which could make thing more difficult – luckily, Grima is one of the best heroes to try and run a tri-sphere deck with. Lore access also gives us the single best Doomed card in the game – Deep Knowledge.
For our Leadership hero, I want to keep with the Rohan theme here – there are no other heroes that are particularly appropriate for an Isengard deck, but if this deck is meant to evoke a time before Saruman fell into darkness, then a deck that shows Rohan and Isengard working together is an attractive theme to me. For a tri-sphere deck, Theodred is a perfect Rohan hero. In addition to being low threat, his resource acceleration is flexible enough to help out wherever it is needed, and he is a hero that doesn’t require any extra support in the deck.
The last hero is going to be the most difficult one. We still need Spirit access, and we lack any early-game combat ability. Grima can be a passable defender in an emergency, but he’s nowhere near up to the challenge of handling multiple defenses against powerful enemies. We also have no attacking power, and that can cause us some significant problems. Other weak points include the fact that our threat is going to be ramping up significantly, and that our proposed interaction is a 3-card combo. Even our starting willpower is rather low. We can’t solve all of those problems with a single hero, of course, but we can knock out a lot of them in one blow.
Thematically, she’s unfortunately a little bit more out there, but I think we can make her fit. As a member of the White Council, she would have assisted Saruman on many occasions before he turned, and having her influence behind the scenes is something we can easily imagine.
Now, with our heroes chosen, let’s get to addressing the rest of our weaknesses. Even with Galadriel and Nenya, we are still low on willpower, and we have no attack to speak of. The logical place to start is with our allies. We’re committed to 3 copies of Orthanc Guard, 3 copies of the Steward of Orthanc, and 3 copies of Wild Stallion. That gives us some willpower – the Stewards are decent, and the Orthanc Guards can contribute to the quest and still be ready for combat. But we definitely need more than we currently have. So, let’s start with 3 copies of Arwen Undomiel. As Galadriel’s granddaughter, we can imagine her assisting her grandmother in influencing affairs out in the world, and as an ally, she is probably one of the single most useful cards in the game. Giving the Orthanc Guard sentinel and an extra point of defense puts it in a position to defend against multiple Hill Troll attacks with no degradation. In addition, we’ll add 3 copies of the Isengard Messenger, who will be triggering his willpower boost on most of the turns of the game.
Now that we have our willpower sorted out, we need some additional combat muscle. Our heroes aren’t doing much in the way of combat – although Grima can tank a few weak hits in the early game if need be. With a copy of Protector of Lorien attached, he can even defend against more powerful enemies. This also gives us our consistent means of discarding Elven-light in order to trigger Doomed at the most convenient times. Hopefully this should last us until we can find the Orthanc Guard and get it set up.
That rounds out our allies. With 26 in the deck, we should find ourselves in a strong position with our available options. Moving on to attachments, there isn’t much to say. A single copy of Unexpected Courage for Galadriel, to let her use her ability and Nenya in the same round should we need to, and 2 copies of the ring as well – it’s useful but not essential, since we’ll be wanting to use Galadriel primarily for her ability. 2 copies of Protector of Lorien, as a way to discard Elven-light multiple times, and 2 copies of Keys of Orthanc to generate the money to keep paying for it. Two copies of Ancestral Armor will round out the attachment section.
The events are – by and large – even more simple. 3 copies of Test of Will, 2 copies of Elven-light, 3 copies of Deep Knowledge, and 3 copies of Elrond’s Counsel and 3 more of Sneak Attack to manage threat, which will be even more of an issue this time than any of the other playthough.
The final 2 cards, however, are copies of a little-known and little-used card: Word of Command. Normally, exhausting an Istari ally is a significant cost, but with all the added activation advantage offered by Galadriel to our allies, there are likely to be multiple opportunities to exhaust Istari allies. This also makes it so that our single copies of Double Back and Unexpected Courage can be fished out at need, but I’m more likely to use them to fish out some of the core pieces that bring the Orthanc Guards online.
And that finishes our deck. It’s not top-tier by any means, but it covers all of our bases. We have powerful attackers, a small army of questing allies, and a unique but hopefully fun and engaging means of defending enemies. After deck testing for the Scions of Arnor fellowship is complete, we’ll return to this idea and see if we can build a companion deck for it, and put together a deck testing regimen to put it through its paces.
Take a look at the finished product (more or less – I added the Keys of Orthanc post-publication) on RingsDB here. Watch for more posts and videos to come soon!