Dunedain of Arnor

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Warden of Arnor 6060

A Dunedain deck I built for my Archetype Analysis series, trying to exemplify the ideas behind the said archetype - a multiplayer-focused combat deck intended to engage a multitude of enemies. For general discussion of the archetype and specific discussion of the building and testing of this deck, see the blog post:

https://wardenofarnor.wordpress.com/2018/03/15/archetype-analysis-dunedain

As with many trait-based archetypes, the trait is mostly significant on the allies, not the heroes. Once I have my one Dunedain hero in Amarthiúl to take Heir of Valandil, the Dunedain trait on my heroes is less significant than the potential benefits of Na'asiyah's combat flexibility and Balin's shadow cancellation.

Unlike many Dunedain decks, I'm not depending on Traps to nerf the enemies being engaged, instead simply trying to stack up defences from heroes and allies, and some shadow effect insurance in Balin and Armored Destrier. Na'asiyah of course can be flexibly used for defence or attack, while her inability to pay for allies shouldn't be an issue with Amarthiúl becoming dual sphere, gaining extra resources, and Heir of Valandil making most of the allies free anyway.

If you want to include cards from the sideboard, there are many reasonable candidates for being swapped out: Son of Arnor, Weather Hills Watchman, Dúnedain Hunter/Wait no Longer, Campfire Tales. Take your pick, you have plenty of options.

Although this deck is intended to keep many enemies engaged to fuel the Dunedain effects, do bear in mind that at many points it may be strategically more useful to kill off some of those enemies because you want to avoid certain effects or because you're simply not fully prepared yet to handle your full complement of engaged enemies.

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