Deck building in Middle Earth

Following on from yesterday’s post about my recent adventures in the shadow of Mordor, I thought I’d continue in that vein a little longer and waffle about my decks that I had built for the game, and share some observations on their performance, etc. I know that Lord of the Rings LCG isn’t a competitive game, and so it can seem a bit like it relies more on personal choice as to what you include in your deck, but nevertheless, I find this kind of thing interesting!

Both decks are tri-sphere, and so resource matching can be horrendous to manage at times! The first deck involves Aragorn (leadership), Legolas (tactics), and Glorfindel (spirit). I’ve got two attachments in the deck that go on Aragorn to give him the spirit and tactics icons, to help smooth that out, and there’s another attachment I’ve given to him that gives an extra resource each round. Nevertheless, it can be very tricky at times to get this moving in the right direction.

In a way, I do feel as though the resource match rule is the most punishing aspect of this game, as you need a total match, it’s not like the Star Wars LCG, where at least one resource needs to come from the relevant faction. Cards like Haldir, for instance, aren’t coming out until turn 4, whereas the encounter deck is at you straightaway, turn 1. I do often think about trying to implement a house rule of using the Star Wars matching system, but I think that could bring its own problems. The alternative that has also crossed my mind is having at least one free pass/starting with more than one resource token per hero when playing a tri-sphere deck.

Anyway, it’s beginning to sound like I’m complaining about the game, but this is a blog post about deck building!

Up until about 18 months ago, I played this game exclusively solo, with one deck of three heroes. However, since playing with two decks has opened up the multiplayer co-op aspect so much, I don’t think I’d ever go back! However, I think I’m still in that former mindset with using tri-sphere, and should probably think about shifting things around so that the two spirit heroes are together, and the two tactics heroes are together. Making decks dual-sphere decks are a lot easier to manage, of course, but I think that would potentially open up an issue as regards how the encounter deck targets the first player in the Vengeance of Mordor cycle.

See, having a good range of Ranged and Sentinel characters on both sides means (in theory, at least!) that I can attack and defend from both decks, no matter where the attacks are coming from. This is something that took me a while to get to grips with, if I’m honest, as the single deck approach meant those keywords were meaningless for me for so many years. As they tend to be in specific spheres, too, it would need careful planning to rearrange the decks, so for now I’m just plodding on!

In my Faramir deck, I have a spread of Song cards, the original Mirkwood Songs that grant different icons to the heroes they’re attached to. Now, invariably in this game, you’ll draw cards for the wrong hero, leaving one stuck with most of the tokens because you’re not drawing anything they can play. Perfect target for a Song, normally! I found it interesting in my last game, though, that no good target really presented himself, because I was drawing a good spread of cards so was managing fine – the best use I could put these Songs to was discarding for travel effects!

I suppose this is the interesting thing about this sort of card game, though. Due to shuffling your deck, your cards are randomised, so you never really know what you’re going to get next. Obvious, I know, but in practice this can mean you draw really well, or you only draw event cards whose triggers just aren’t coming up. Or you only draw leadership cards, meaning you end up with the Bank of Legolas or something.

This is why “search your deck” effects can be so useful, as not only do you have the chance to go look for exactly what you need, but you also (usually!) have to shuffle your deck afterwards. Any additional shuffle is usually very useful, I find – regardless of the fact that most of the game is often down to luck of the draw, it just feels good to shuffle your deck when you’re not drawing anything useful, because it feels like you’re going to change the game. Regardless of the fact that Galadhrim’s Greeting might well have been the next card you were going to draw, anyway!!

So, heroes having multiple spheres is very useful, the Ranged and Sentinel keywords are very useful, and being able to search for specific cards is very useful. The fourth “pillar” to all of this is, of course, getting multiple uses out of your characters, particularly heroes. Aragorn has this ability natively, of course, where you can pay one resource from his pool to ready him when he has committed to the quest. Given his all-round great stats, plus Sentinel, makes this really useful, but it does assume that you have the resources to pay for it. Light of Valinor is just made for Glorfindel, as it means the guy doesn’t exhaust to quest in the first place. Stuff like Leather Boots, which allow the attached to character to ready when a certain card is revealed from the encounter deck, is also really good, although somewhat situational. I mean, if Faramir has his boots on, and only enemies come out of the deck, you’re stuck with a Ranger character who can’t do anything to help out.

The gold standard in these types of cards is, of course, Unexpected Courage, which allows you to ready the attached hero, regardless of what has happened. I’m not sure a character can defend, then attack back, all that often, but this allows you to do that. (As another side note about the rules in general, I don’t understand why characters have to throw themselves in the line of fire without getting to retaliate. There should either be a kind of simultaneous combat, or a rule that allows a defender, if he survives the attack, to attack back before attackers are declared properly. But maybe that would skew things too much, as well).

The final subset of cards worth mentioning is not that well-represented in these decks, but I would say is still fairly important – the ‘cancel’ effect cards, and other generally playing-outside-the-rules. So cards such as A Test of Will, which cancels the when revealed effect of a card from the encounter deck, or the lore events that ignore the threat of a location or an enemy in the staging area, giving you some questing room. Direct damage cards are also useful, as they bypass the need for engaging enemies, though obviously there are Dúnedain cards that want you to be engaged. Tactics has a variety of cards that allow you to directly attack an enemy, which used to confuse me a bit because I thought I was engaging those enemies as well. Nope. Hands Upon the Bow, for example, let’s you attack someone at +1 to that attack, without the need for enduring an attack coming from that enemy first. It’s a really powerful effect, especially on a heavy-hitting hero tooled up with something like a Rivendell Blade, which reduces the defence on that enemy.

With all of these card types to take into account, along with a sprinkling of buffs and other one-time events, it’s no wonder I’m enjoying the game much more since I stopped playing just the one deck! In all honesty, playing two-handed has almost been like learning how to play the game anew, but it’s been really quite a great experience to see all of these effects and combos come out as I’ve done so! There will always be bad hands drawn, even after a mulligan, but sometimes, you get to draw Light of Valinor for Glorfindel in your opening hand three games in a row. And that, my friends, is glorious!!