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Copterman 1313
DECK NAME - You Shall Not Not Pass!
OVERVIEW - It's easy to rush this quest by spamming allies. I had a deck that wins in 3-5 rounds, but if a Trapdoor Spider came out in round 1 it was an automatic loss. This deck plays a bit slower than my first version. Usually wins in 4-7 rounds and is more defensive in order to keep win % high. Draw plenty of cards to pass Locate tests and boost ally with Sword that was Broken to make progress quickly.
HEROES
- Aragorn - attach Sword that was Broken and Steward of Gondor; use his action if becomes an issue
- Beravor - draw cardz
- Grima - pay for cards
STRATEGY
- OPENING HAND - look for card draw, Saruman/The Seeing-stone, Ranger Spikes, and Secret Paths
- ROUND 1 - to deal with Trapdoor Spider + high location you'll need 1) Secret Paths w or without Ranger Spikes, 2) Saruman (for location), or 3) Sneak Attack / Gandalf w Ranger Spikes
- STAGE 1 - play defensively and keep Great Cave Troll in mind
- STAGE 2 - just quest to victory
- Henamarth Riversong - use for Cave Torch action
- Isengard Messenger - can boost for high with doomed effects
- Saruman - his response can be game-winning, especially early
- Ranger Spikes - try and play round 1 and then insure one is always in staging unattached
- Secret Paths and Strider's Path - so helpful for location control, especially in early rounds
- GREAT CAVE TROLL - watch out for that 38 engagement cost