Support of the Con

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MrSpaceBear 1015

I always have this deck with me when I go to Cons. It is one of the most flexible support decks that I have that pairs well with almost any other 3 decks. It is great in 4 player games.

The role: The main goal of the deck is to be a support deck. You will likely keep the entire table healed up while handing out cards and resources. The deck loves archery, since it can be assigned to Gloin with no risk of nasty shadows doing too much damage. Early game, it quests well and handles defense/archery. Mid game, it puts big allies into play and plays a lot of supporting cards. Late game, it ensures victory with The Free Peoples and Grim Resolve.

Gloin: The deck works because of Gloin's ability. He gains a resource any time he takes a damage. It is key to ensure that his text box does not get blanked. Keep him healed with Self Preservation, Warden's of Healing, and Ioreth. You also want as many hit points as possible. Get him an Ent Draught and Boots from Erebor as quickly as possilbe in order to be able to gain lots of resources each turn without letting him get too close to the losing all his hit points.

Support: The mid game is the most fun for me in this deck. Heed the Dream is one of the most game-changing cards that can be played, and this deck plays it with ease. Target the partner whose deck is struggling or the player who needs an extra boost. I rarely use it on myself. Parting Gifts can be just as fun if used to hand 4+ resources to a friend in need. Campfire tale is also a welcome card in 4 player games.

Starting hand: Look for a way to boost hit points and heal. Access to card draw is nice to have. I prioritize in this way: 1. Ent Draught, 2. Self-Preservation, 3. Warden of Healing, 4. Sneak Attack/Gandalf, 5. Boots from Erebor. 6. Ioreth.

Mid game: Build big allies in order to have 9 different traits.

Late game: When the end is nearing, it is time to start unleashing all of the resources that Gloin has on The Free Peoples and Grim Resolve. Those cards are extremely powerful, and all the players have fun unleashing the power of their entire squads multiple times. It is typical for the deck to play one of the cards that readies all characters in the last 2-4 turns.

Insurance: The deck takes a lot of undefended (or barely defended) attacks in order to build resources on Gloin. This comes with some risk that nasty shadows will cause a hero loss. Dori and a couple Dunedain Watchers are included in order to reduce the risk of a shadow effect killing a hero.

The Heroes: It is very helpful to have Elrond on the table, but he does not need to be in this deck. As long as his passive effect is available, feel free to swap him for a lower threat hero. Beravor is great in multiplayer games. Treebeard is very helpful in order to get Ent Draught into play. He can use his ability quite often thanks to the large amount of healing in the deck.

Allies: None of the unique allies are essential to the deck; however, it is important to ensure that you end up with at least nine traits in play among them. If someone else is bringing a lot of unique allies, be sure to replace the traits that they have by including hobbits, scouts, etc.

1 comments

Dec 27, 2019 ErstwhileNortherner 1

I guess adding Song of Wisdom would make this deck too strong/exploity? On Glóin for refreshing Warden of Healing. Looks like a solid deck, other than that elephant in the room :)