From flane@juno.com Wed Jul 1 22:53:15 1998 To: sandborg@sxt4.physics.montana.edu Date: Wed, 1 Jul 1998 19:53:03 -0700 Subject: Hero Deck X-Mailer: Juno 1.49 X-Juno-Line-Breaks: 0-151 From: flane@juno.com X-Status: Content-Length: 5047 > This is the deck that brought me victory at StrategiCon in Los Angeles > during Memorial Weekend. > > The idea is to enhance the prowess of the Dunadan company with 'Sun' > and > 'Star of High Hope'. 'Gates of Morning' keeps nasty hazards away and > sets up 'The Cock Crows' for removing hazard permanents. 'Fair Travels > in > Wilderness' keeps my hazard limit low (2) as does 'Many Turns and > Doublings'(it also cancels undead auto-attacks at sites I visit). > > 'Ioreth' and 'Healing Herbs' ensure the company can heal or untap > after a > hazardous trek and still enter the target site for goodies. After > 'Healing Herbs' is used, 'Ioreth' becomes excess baggage and can be > left > with 'Tom Bombadil' at the Old Forest. > > The Hazard strategy relies on tapping the opponents' company every > turn > or preventing the company from using a site. Most of the creature > hazards are detainment attacks that effect the entire company, thus > making it difficult to remove the hazard from the discard pile into a > MP > pile (worth zero). 'Wandering Eldar' have a high frequency of play > and > are recycled via 'Master of the House'. Additional detainment hazards > are included to increase the detainment threat in those regions where > opponent strategies might lie. > > Free-holds Border-hold are made delaying with 'Whole Villages Roused', > 'Fear,Fire,Foes', and 'Lost in Free-Domains'. Ruins&Lairs get > enhanced > with 'Tidings of Bold Spies', and 'Incite Denizens'. If a company has > a > single untapped ranger, 'Adunephel' and 'River' make them wait. If > those > rangers are numerous, there is always 'Assassin'. > > Miscellaneous general detainment cards are 'Veils Flung Away' and > 'Enchanted Stream'. And of course, 'Foolish Words' is there to trip up > mustering attempts. > > The sites where selected to minimize card drawing by the opponent; it > also reduces my draws. Fortunately, there are many enhancement > resources > playable and the hazards are high frequency allowing extra draws after > movement and the site phase. All the sites are reachable from any > other > in one turn (mostly). > > Starting Company: > *Imrahil w/Horn of Anor > *Faramir w/Healing Herbs > *Beretar > *Ioreth > > Resources: > *Blue Mountain Dwarves (1) > *Cock Crows, The (3) > *Crown of Flowers (2) > *Elves of Lindon (1) > *Fair Travels in Wilderness (3) > *Gates of Morning (3) > *Glamdring (1) > *Goldberry (1) > *Many Turns and Doublings (3) > *More Alert than Most (1) > *Narsil (1) > *Orcrist (1) > *Palantir of Amon Sul (1) > *Rangers of the North (1) > *Star of High Hope (3) > *Sun (3) > *Tom Bombadil (1) > *Torque of Hues (1) > *Woses of old Pukel-land(1) > > > Hazards: > *Adunaphel (1) > *Arthadan Rangers (2) > *Assassin (2) > *Beorning Toll (1) > *Enchanted Stream (1) > *Fear,Fire,Foes (2) > *Foolish Words (2) > *Incite Denizens (2) > *Horse-lords (2) > *Lost in Free Domains (1) > *Master of the House (1) > *Mouth of Sauron (1) > *River (3) > *Tidings of Bold Spies (2) > *Twilight (2) > *Uvatha the Horseman (1) > *Veils Flung Away (1) > *Wandering Eldar (3) > *Whole Villages Roused (2) > > Sites: > *Bree > *Carn Dum > *Isles of the Dead that Live > *Old Forest > *Grey Havens > *Himring > *Lossadan Carn > *Rivendale > *Wose Passage-hold > *and all Minion Free-Holds and Border-Holds > > The first round was against a Fallen-Radagast deck. My opponent split > into three small companies in an attempt to muster allies all around. > The > weaker groups were tapped by 'Wandering Eldar', or delayed by 'River'. > The core group moved to a Wizard Haven but were tapped by 'Veils Flung > Away'. His companies intended to sit quietly mustering allies at the > Free-holds but were forced to wait until after 'Fear,Fire,Foes' and > 'Whole Villages Roused' dispersed. Meanwhile, I was collecting > factions > and an ally of my own. By the time he had collected enough stage > points > to become threatening, I had a 2-1 MP lead and time was called. > > This was the pattern against Fallen Wizards. But some were much > closer; > 'Imrahil' was lost early entering an enhanced undead site while > wielding > 4MP and the 'Horn of Anor'. Ironically, I could have canceled the > attack > with 'Many Turns and Doublings' but overlooked it. As the rest of the > company was tapped all items were lost (mustering factions became > difficult after that). This Fallen-Saruman deck played off of my loss > but > couldn't quite pull ahead. In the last turn I brought in 'Tom > Bombadil' > and doubled the MP's since my opponent had no allies of his own. > Close, > 16 to 15, but only because of my mistake. > > ============ > > Vs. Fallen-Wizards: 2-0 > Vs. Wizards: 1-0 > Vs. Minions: 0-0 > > > > Flane > ======================================== > flane@juno.com _____________________________________________________________________ You don't need to buy Internet access to use free Internet e-mail. Get completely free e-mail from Juno at http://www.juno.com Or call Juno at (800) 654-JUNO [654-5866]