Progression Part 2: The Left Hand v1

Questlogs using this decklist
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Fellowships using this decklist
Progression Part 2: Escape from Dol Goldur
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None. Self-made deck here.
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BeestThouNotInHaste 222

Multiplayer Progression Deck - Left Hand

Shadows of Mirkwood & Ringmaker

Intro

It's been a while since I've played this game, so I thought it would be nice to play through all my content again in celebration of the re-release of the game. When I first got into LotR LCG, I bought expansions in a rather haphazard order (to this day, I still deeply regret buying Antlered Crown immediately after the Core Set... my completionist nature forced me to buy one of the most grueling cycles in the game). Playing progression style, I'll have a better sense for the value of some cards, and won't have to include Treebeard in every deck! While playing two-handed allowed me to enjoy the game when I first started playing (before [Gríma](/card/07002) allowed me to stand a reasonable chance of winning in solo), I've found two-handed has become too mentally taxing for me to play on a regular basis. Because of this, I'll only be building progression decks for quests mandating multiplayer (Escape from Dol Goldur, Return to Mirkwood, and The Three Trials).

About this Deck

This deck has beaten Escape from Dol Goldur, and is specialized for it. There isn't much to say about this deck: I basically picked all the best and affordable cards from and , then crammed them into one deck.

Starting Hand

This deck handles questing, so your starting hand should fulfill that role. [Faramir](/card/01014) and [Celebrían's Stone](/card/01027) are the most optimal cards. Yes, [Steward of Gondor](/card/01026) is broken, so you can mulligan for that if you want.

Early Game

This deck quests pretty strongly from the start, but can only go up from there. Drop a 2 ally or 2 so that [Legolas](/card/01005) can come sniping from the other deck, giving you a total of 5, enough for most enemies. Use [A Light in the Dark](/card/01052) if someone engages an enemy they can't handle.

Mid Game

This deck can reliably quest for 10-12 by the mid game. At this stage, just keep dropping allies, questing with them as needed.

Late Game

No enemies can survive the combo of [Grim Resolve](/card/01025) and [For Gondor!](/card/01022), which give you 13 without any allies (thanks to Legolas!) You can use [Ever Vigilant](/card/01020) on Faramir for ridiculous amounts of .
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