Dwarven Kings, Miners, and Archers. (Wait, Archers?)

Some Sort 3518

Description

You know who's really good at making use of the new Arrows from the Trees card? Dwarves are, that's who.

They've got a trio of solid Lore heroes to open up access to Advance Warning, and Dwarves as a faction have ridiculous amounts of draw thanks to the usual Lore bounty, plus King Under the Mountain and Legacy of Durin. Plus, the Lore dwarves are really, really good at digging stuff back out of their discard pile to play them again.

For instance, after playing Arrows From the Trees, they could use Scroll of Isildur to play it again and put it on the bottom of their deck. Since they've drawn through their whole deck already, they'll pull it again and play it again, giving them three plays. And then they'll drop an Erebor Hammersmith, (he's a Dwarf!), and get another Scroll of Isildur, which means another two plays. Neat. The White Council doesn't get much play, but it's another way to recycle either a Lore event or a Scroll of Isildur.

In building a fellowship around that Advance Warning / Arrows From the Trees combination, I've fleshed it out with a couple other dwarven tropes, both of which gain a huge assist from another card in the newest Adventure Pack. First off, we have our Rich Dwarven Kings trope, exemplified by Dain Ironfoot, Thorin Oakenshield, and a boatload of resource generation cards (highlighted by the old standby We Are Not Idle).

This archetype gets a huge assist from the new Armored Destrier card, which as far as I'm concerned was tailor-made for Dáin, who is a phenomenal defender who you can't use unless you have some sort of readying. So repeatable readying for defenders is right up his alley.

The other archetype is the Dwarven Miners, who just added Ered Luin Miner to Hidden Cache as cards you actually want to discard from the top of your deck. So then it stocks up on effects to discard cards from its deck. (Mostly Zigil Miner and A Very Good Tale.)

To boost the effectiveness of Arrows from the Trees, I've given both of the other decks access to Tactics. For the Dwarven Kings archetype, threat is high so Thalin is the best bet. (Thalin also combos fantastically with Arrows From the Trees, besides.) For the Dwarven Miners, this is Óin and enough cheap dwarves to get his ability turned on quickly.

The most fun part of the fellowship is tuning the three decks to each other so that they really combo with each other. Here's a brief list of cross-deck interactions.

Expert Treasure-hunter from the Arrows deck goes on the Miners deck, which pairs it with Radagast, a Wizard Pipe, and a Hidden Cache to create some amazing resource generation. (Quest successfully, put the Hidden Cache on top of the deck with the pipe, name "event". It gets discarded, you gain two resources, and then you take it back into your hand to repeat next round.) After that combo is set up, additional Expert Treasure-hunters can go on either the Archers or the Kings and the Miners can use Imladris Stargazer across the table to boost their draw.

King Under the Mountain is useful on anyone, but it can be played on the Archers to speed them through their deck, or else it can go on the Miners to help them mill away key cards. Also, Dúnedain Signal can go on Bombur to make him an eligible target for a spare Armored Destrier, which he can use to great effect with A Burning Brand to obliterate shadow cards across the board. (Some Dúnedain Warnings would not be amiss there, either. Nor would a Day's Rising)

Spare Hood and Cloak is the ultimate Dáin insurance, in case a card effect causes him to exhaust at an inopportune time, (it's especially useful after a Captain's Wisdom). And unlike most ready-needy characters, Dáin is not a cloak-stopper. If you pass a cloak to Hero Galadriel, you're going to have to pry it out of her cold dead hands. But Dáin typically just chills around until the end of combat and then can happily hand it back right before the refresh phase. Also, Protector of Lórien goes on the Miner deck so they can make use of all the extra resource generation to cycle some Elven-lights.

I've tried to keep the fellowship as thematic as possible while still keeping it pretty powerful; this means including some cards that are not dwarven, but for which I was able to create a flimsy thematic justification. The only non-dwarven allies are powerful figures like Radagast, Gandalf, Galadriel, and Elrond who have a history of meddling in others' affairs.

The only other thematic breaks can all tie back to those powerful figures. The Imladris Stargazer came with Elrond. The Elven-light is Galadriel's, (have you seen the way she's always glowing?), and it was she who declared you honorary protectors of her realm and entitled to share in its wealth. Gandalf is happy to lend his advice, or even convene The White Council on your behalf. (Of course, the biggest thematic break is the one that inspired the entire fellowship-- Arrows from the Trees.)

This "theme-lite" approach means we passed by some powerful staples, most notably Steward of Gondor. If you want, feel free to add them back in.

Oh, also: all three decks can be assembled from a single card pool. So have fun.

3 comments

Jul 17, 2016 emorlecallor 1245

I have only one question about these decks. They are very powerful and enjoyable and I look forward to using them- if they work. My question is one regarding the text on Arrows from the Trees. The first sentence reads: "Play only after making engagement checks." Since Advance Warning lets the players skip over engagement checks, how would you play Arrows from the Trees if you don't make engagement checks? I argue that you couldn't do that, as you must play it ONLY after making the checks, which means that if the checks are never made it can never be played.

I could be wrong. You could be right. But one way or the other, I'd like to know the ruling on this one.

Thanks for the decks!

Jul 18, 2016 Some Sort 3518

That's a really good question. I would say that my interpretation is that there exists a specific part of the encounter phase called "making engagement checks", and that part of the phase still occurs after you play Advance Warning. Advance Warning turns off engagement checks for each individual enemy, but it doesn't necessary say that you skip that step entirely. Instead, I'd interpret it that you reach that step, check if there are any eligible enemies, and find none.

Similarly, if there's only one enemy in the staging area and that enemy does not make engagement checks, (say, due to Ranger Spikes), I would think Arrows from the Trees would still be a valid play. Ditto that in quests where enemies stop making engagement checks. (See, for example: Journey Down the Anduin stage 2B.)

In evidence of this interpretation, I'd say that it seems like an intentional interaction given that the developers put Arrows from the Trees in the sphere that has the only three cards in the current pool that cause enemies to not make engagement checks, (Noiseless Movement, Ranger Spikes, Advance Warning-- Fresh Tracks also does something similar, but it's worded slightly differently). It feels like Arrows from the Trees is the next step in fleshing out that idea. Though guessing developer intent is notoriously tricky.

I've put it to the community on Discord to see if anyone has heard a ruling on this one way or the other.

Jul 20, 2016 emorlecallor 1245

You bring up good points. We will have to wait and see if anybody can clarify. As I said before, you're probably right, but it never hurts to be sure.