Danger in Dorwinion Solo Progression

Questlogs using this decklist
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Copterman 1045

DECK NAME - Cult Schmult

OVERVIEW - This scenario can present a bit of a challenge in solo play. Threat can tend to creep up, location lock can happen fast, and enemies can make unexpected attacks. This hero lineup is a classic, but I feel like it's perfect for this particular quest. Additionally, due to the Secret Cultist treachery, you really don't want your allies to have high attack, so heroes that can take care of things in combat is essential.

HEROES

STRATEGY

  • FIRST TURN - It's not a bad idea to get a tempo bump by eliminating the opening Side Street location using Heirs of Earendil; turtling a bit on stage 1 is a good thing actually
  • LOCATIONS - The Hillside Manor location is the worst in the scenario to me; 3X Woodmen's Clearing, 3x Elrond's Counsel, Aragorn, and even Beregond can be rendered useless; think ahead when deciding how to deal with potential location lock
  • COMBAT - Aragorn and Glorfindel can kill most enemies themselves when they group up; also 2X Fair and Perilous can keep enemies off the board early; don't let them pile up of course
  • TREACHERIES - try and play your allies to avoid discarding them to Disappearances
  • THREAT REDUCTION - don't let Hillside Manor affect your player card threat reduction
  • CARD DRAW - there's plenty in this deck; be aggressive
  • FINAL BOSS - it's a good idea to have Catacombs as the active location when facing the final boss; allows for 4 damage per round

CARDS

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