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Mathrandir 74
A deck that is purpose built to beat Flight of the Stormcaller in true solo, using only cards released until the Dream-Chaser cycle, no saga cards and one Core set.
I played the scenario in campaign mode. For thematic reasons, I refuse to play Ents, Mounts and some other stuff in the Dream-Chaser campaign, so no Asfaloth although it would have been great in this scenario. For the fleet, I took the Dream-Chaser with upgraded Enlarged Quarters and the Nárelenya with upgraded Extra Sails. The Dream-Chaser takes sailing tests every turn and Nárelenya quests every turn. Enemy ship attacks go undefended.
My goal, as usual, was to build a deck that beats the scenario three times in a row. This deck has managed that. It was a pretty easy scenario to build for. Not an easy scenario to win with a general deck, but easy to build for.
The deck aims to win in turn 3, on the second quest stage. In an ideal world, the deck plays Saruman every turn to nullify Rolling Waters. That leaves 6 resources for other things (one extra per turn from Arwen and one from Nárelenya): Nenya, Risk Some Light, one Extra Sails activation and one in reserve for Test of Will or Hasty Stroke. Nenya activates the draw cards to find everything, as well as Galadriel's 4 WP. Risk Some Light (at full cost, no Secrecy) seeds the Encounter deck to prevent the Stormcaller from clearing stage 2 on turn 2. Extra Sails prevents one enemy engagement response, one attack damage and one shadow card. If I don't win on turn 3 I scoop, as the scenario gets much harder from there.
All the other allies are contingency plays if I don't find all three Saruman copies. Lampwright might look like a weird inclusion, but is useful because it can take sailing tests and still use its ability afterwards. Craftsmen are obviously good sailors.
Staying On Course is imperative. When I lose, it's usually to shadow effects that push me Off Course, allowing the Stormcaller to escape stage 2.
I played Justice Shall Be Done for the first time here. In one of the wins, it drew into more draw, ultimately allowing play of Saruman, two Shipwrights and Bofur in turn 3. Hard to lose that game.
Notable absences are Glorfindel's and Arwen's usual toys, they don't matter enough here.