Naur an edraith ammen

Questlogs using this decklist
Into the Pit - 1 Player - 2020-11-15
The Seventh Level - 1 Player - 2020-11-16
Fellowships using this decklist
None.
Derived from
None. Self-made deck here.
Inspiration for
Naur dan i ngaurhoth 1 0 0 1.0
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AJ_800 304

AJ_800 has a newer deck inspired by this one: Naur dan i ngaurhoth

This is an Elrond/Vilya/Gandalf/Wizard Pipe deck with the following additional design aims:

  • Keep Starting Threat under 30 to give the Vilya engine time to start running before larger enemies engage.
  • Use a wide range of Allies to avoid wasting Vilya and provide solutions to multiple challenges.
  • Utilise Word of Command as a reliable way to get the key cards into play, and then as a toolbox for the wide range of Allies, Attachments and Events.
  • Utilise Flame of Anor as an attack swing and readying effect, taking advantage of the high cost Allies that are already in the deck for Vilya to target.
  • Add a range of readying effects, all of which can be used by Gandalf, in order to both maximise the impact of Flame of Anor and reduce the impact of Word of Command.

(MotK) Ioreth is the third Hero for the following reasons:

  • She generates a resource that can be used for Master of the Forge and Word of Command in the early game.
  • The availability of her healing ability on Turn 1 (especially in combination with Elrond’s healing boost) allows Elrond and/or Gandalf to take damage in the early game if necessary.
  • The reliable source of healing removes the need for Warden of Healing, freeing up deck space.
  • Being able to remove a card from the deck during setup effectively reduces the deck size to 49, providing a marginal consistency gain.
  • She does all of this for 1 Starting Threat, giving the deck a total Starting Threat of 28.

Other Cards:

How to Play:

  • Mulligan for Vilya, or a way to find it (Master of the Forge or Word of Command depending on the circumstances). If your second (mulliganed) Starting Hand contains Ioreth, you will have to either: choose another unique Ally to become a Hero for this game (depending on the specific Quest) or; concede the Quest and begin setup again.
  • Turn 1 is about finding Vilya and surviving. If you don’t have Vilya, play some combination of Master of the Forge, Word of Command and Daeron's Runes. Quest enough to avoid threat increase. Defend if necessary though don’t be afraid of a small undefended Enemy Attack.
  • Utilise (MotK) Ioreth to heal damage when needed, though it is best to do this at the end of the Combat Phase. This avoids her being killed by effects that damage exhausted characters and still allows her to be readied in the Refresh Phase.
  • Once Vilya is in play, start bringing in the high cost Allies and support cards. In general, use Vilya for the high cost Allies while using resources for low cost Allies and support cards. Once you are set up you will quickly get ahead of the curve on most Quests.

I would welcome any feedback or comments.

1 comments

Nov 13, 2020 doomguard 1908

you can make it really high-end if you add the ring. (and inner strength and more mastercards) i think flame of arnor is not necessary with this many allies that can punch too (would replace them with mastercards)

for earlyplay 1-2 lembyas and/or miruvor could be nice, and then its a deck that can handle all szenarios where you keep your heroes and your deck.