We Must Away Ere Break of Doom - Solo Progression (Nightmare

Questlogs using this decklist
None.
Fellowships using this decklist
None.
Derived from
None. Self-made deck here.
Inspiration for
None yet.
Card draw simulator
Odds: 0% – 0% – 0% more
The gameplay simulator is an experimental feature and is currently only available for those that support RingsDB development on Patreon.
Gameplay simulator
Round
0
Threat
0
Hand
In Play
Deck
Discard Pile

afteryule 81

I used this deck to beat We Must Away Ere Break of Day (Nightmare version) in solo progression. Only cards up to The Dunland Trap were considered.

Overview: Build up your board state on Stage 1, then get through the encounter deck with UC on Eleanor, an army of allies, and Out of the Wild.

The encounter deck has very few enemies (only 4), so Eleanor's ability has the chance to trigger more often. She gets all copies of UC. In one of my games, I managed to burn through the top 5 encounter cards (all treacheries) on my first turn of Stage 2.

I usually save Denethor for moving unwanted shadows to the bottom of the deck, after the quest phase during stage 2.

A notable addition from The Dunland Trap is Ithilien Lookout. Hold a copy in hand until you've scried an enemy with Henamarth Riversong.

I use GrĂ­ma's ability to facilitate the early game. Don't get too greedy with raising your threat in this quest. I typically use Gandalf for threat reduction here.

0 comments