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DECIPHER.com > The Lord of
the Rings > Expansions
> Shadows
The Orcmeal Slapwagon
by Zach Shephard
When faced with creating a deck list for the new Lord of the Rings
TCG expansion being released shortly, I ran into some difficulties. With
so many new cards and game mechanics being introduced, along with an entire
overhaul of Shadow cultures, I wasn't sure where to begin.
Then, as I stared at the name of the set I was working with Shadows
inspiration struck:
"That's it! I'll make a deck with a Shadow side!"
Initially, I was pleased with my groundbreaking new idea. I later realized
having a Shadow side for a deck wasn't as innovative as I'd originally thought
it to be.
Regardless, starting out by building my Shadow half seemed to be the way
to go. For this particular assignment, I was given the task of working with
the Orcs. Being that the new Orc culture is basically a big mushy mix of
all of the old Orc cultures (a mix I like to call "Orcmeal"), there are
a number of themes the designers could have continued to develop from the
older cultures' collective attributes. These themes include, but are not
limited to: swarming, wounding, corrupting, and modeling.
The modeling theme was immediately thrown out the window when somebody
at the game studio had an epiphany:
"Orcs are ugly. Like, really ugly."
With that in mind, although the new Orc culture can pull off a few old
tricks in every category, they really seem to shine when it comes to swarming.
They may not have the card-drawing and hand-extension qualities that Moria
had in the past (though four copies of Goblin Hordes certainly has potential
to be devastating), but the minions are also much larger than the average
Moria weenie. You don't need to get a dozen of the new Orcs out when they're
twice as large as their cousins under Caradhras.
The
new Orcs have some great twilight generation. (Scurrying
Goblin and Spurred to Battle come to mind.) In addition, other minions
have great strengths for their costs. The only thing the new Orcs are missing
is a scratch 'n sniff card (come on Decipher, what gives?) to give you that
full non-bathing Orc experience. Most of the Orcs I used in my deck also
gain benefits from being underground. You'd probably live underground if
you smelled like that, too.
My
particular Shadow side is designed to drop a handful of minions after being
set up by the Free Peoples half, and intends to strike at everyone's favorite
underground site from Tower Block the Cavern
Entrance. That's right, the Entrance is back even after having Saruman's
Snows banned, though it has certainly lost a bit of its kick. No longer
does it stop Skirmish events, but Skirmish abilities are still out the window
while the fellowship is at this dreaded site. All in all, it's an excellent
way to bring back a classic card without having it be too abusive.
And it's a good thing they toned the Entrance down a bit, or else it could
be very abusive, especially when you can play it upwards of four
times in a game. Now I know what you're thinking: "Four times in a game?
You mean I can have multiple copies of the same site in my adventure deck?
Boy, I sure hope they reprint Narchost!" Although we would all love to play
against your mono-Narchost site path, I'm sorry to say that your above assumption
simply isn't true. You can still only have one copy of any particular site
in your adventure deck. The trick, as I see it, is to get that site back
into your adventure deck, so it can be played again.
This
is where our new Aragorn, Strider (which my good friend Pat Sullivan spoiled
not too long ago click here
for his article) and some of his Ranger-requiring support cards come into
play. Anduril, Flame of the West, Madril, Ranger of Ithilien and Well-traveled
all allow you to exert control over the site path. The idea is to stay behind,
and when your opponent makes a move where you can drop a fair number of
minions, you play the Cavern Entrance to keep their skirmish abilities at
bay. (If they don't have any skirmish abilities showing, you can just play
another underground site from your adventure deck.) Then, when it comes
to your Free Peoples turn, play Well-traveled to play your next site
replacing the existing one. Play whatever site you want to move to and Cavern
Entrance goes back into your adventure deck. Ideally, you'll make your opponent
move through the Cavern Entrance at every site, without ever having to experience
it yourself.
The Free Peoples side of this deck is really just designed to help the
Shadow side. It's unlikely that you'll be making a lot of double-moves,
but that's good you want to stay behind to make sure you get to play
your Cavern Entrance and then send it back into your deck on your Free Peoples
turn. Alliance Reforged will draw cards during the fellowship phase, while
the Seeing Stone of Orthanc will draw in the regroup. Glorfindel checks
to see if your top card is an Elf card, and if so, Into the West removes
three threats in regroup, allowing you to draw three more cards with the
Seeing Stone. If necessary, Nenya will also help stack your deck and Might
of the Elf Lords is the Elven equivalent of Servant of the Secret Fire.
Arwen and Legolas will both benefit from the forest sites included in your
adventure deck, while the Elven Scout can help cycle cards in regroup and
overwhelm Morgul Whelps when your Ring-bearer isn't wounded.
Merry is included in the starting Fellowship because I had an extra point
of twilight to spare, and I'm sure as heck not using that dork Pippin. ;)
So the basics of the deck are to stay behind, single-move (unless you're
feeling exceptionally daring), and use the cards that manipulate the Site
Path to ensure you've got all sorts of Underground sites out for your opponent.
Drop bombs of large Orcs regularly and watch as your opponent's fellowship
is gradually overpowered by big, cheap minions.
Enjoy the deck, and enjoy Shadows I know I will!
Ring-bearer
Isildur, Bearer of Heirlooms
The One Ring, The Ring of Rings
Adventure Deck
(0) Fangorn Glade
(1) Anduin Confluence
(1) Cavern Entrance
(2) Caras Galadhon
(2) West Gate of Moria
(2) Moria Stairway
(3) Old Forest Road
(3) Trollshaw Forest
(3) Moria Guardroom
Free Peoples
1 Aragorn, Strider (Starting)
1 Glorfindel, Revealed in Wrath (Starting)
1 Merry, Friend to Sam (Starting)
1 Galadriel, Lady Redeemed (Starting)
1 Madril, Ranger of Ithilien
1 Arwen, Staunch Defender
1 Legolas, Companion of the Ring
1 Elven Scout
4 Might of the Elf Lords
4 Well-traveled
4 Alliance Reforged
2 Nenya, Ring of Adamant
2 Anduril, Flame of the West
3 Last Alliance of Elves and Men
1 Scroll of Isildur
3 Seeing Stone of Orthanc
3 Into the West
1 Shadow Between
1 Citadel of the Stars
Shadow
4 Champion Orc
3 Denizen of Khazad-dum
4 Denizen of Moria
3 Denizen of the Black Pit
3 Frenzied Orc
4 Goblin Runner
4 Scurrying Goblin
3 Watchful Orc
4 Spurred to Battle
4 Goblin Hordes
If Zach ever invents a musical instrument, regardless of its construction
or manner of function, he's calling it the "Slapwagon".
October 8, 2004
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