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DECIPHER.com > The Lord of
the Rings > Expansions
> Shadows
Whutaa! Ninja Sméagol?
by Patrick Sullivan
You know, it's taken me some time to realize this, but I'm really starting
to believe that the Gollum culture isn't half bad. And I'm not just saying
this because Emir Delic got Ninja Gollum to win Worlds. I'm really starting
to believe that both the Free Peoples and Shadow sides can take advantage
of many wonderful tricks that little Stinker has up his sleeves.
Let's start things out with the Shadow side of the Gollum culture. This
has certainly been the more widely-played half of the Gollum cards. I remember
back in Towers Block when Gollum, Stinker was being used as a splash card
along with a few copies of Evil-Smelling Fens to get back key minions at
critical moments. Now the popular Ninja Gollum Shadow build which features
Shelob, Her Ladyship has been seeing excessive amounts of play around the
globe both online and offline since it's not only easy to play, but can
also devastate many fellowships.
If
there's one theme I can see in the Gollum minions of past, it would be how
versatile the various versions are. You have one who can add burdens, one
who cycles cards, one who directly attacks the Ring-bearer and many others
that fit well in a variety of decks. The brand new Gollum, Skulker presents
us with a bit of a poser. Which Shadow build will this little fellow fit
best into? What ramifications will Lurker have? The best ability of this
Gollum is that it is basically a +2 strength pump that can be used in any
skirmish (except his). Since his skirmish resolves last, there is a very
strong chance that he will be able to exert twice whenever the moment seems
right. The most obvious Shadow build I see for this Gollum would be in a
swarming Shadow deck. Richard Peiper said it best when he mentioned how
annoying it was to have your Guard Commander killed before he got to use
his game text for the other skirmishing Moria orcs. Well, this Gollum does
not have that problem, thanks to Lurker.
My
favourite Gollum Shadow card from the new Shadows set has to be Horribly
Strong. Given that all pre-Shadows companions (Greenleaf, Ranger of the
North, Glorfindel, etc.) have a resistance 6 (unless they say otherwise),
this Shadow event will almost always have a legal target. If a fellowship
goes to six companions, this card can have a nice small combo with Hidden
Even From Her. Two hits on the same companion in the Shadow phase! This
event is the most lethal version of Hate I have yet to see. The Free Peoples
player will be powerless to react in the Shadow phase. Most Ninja Gollum
decks I know have many ways of replaying Gollum, so you're sure to see him
again after he pulls off his hit and run using Horribly Strong. Great card
– and a strong favourite of mine as far as the new Shadows Gollum
cards are concerned.
Now
what about poor ol' Sméagol? Unfortunately, here's a character that
really doesn't see much play. I was able to use him at Origins last year
to help my Dwarves cycle better and set up a better Morgul Orc Shadow hand,
but that would be the only time I ever used him. The good news is that the
Free Peoples' Gollum cards in Shadows look even more interesting than some
of the Sméagol cards we've seen in the past.
The
new condition, Safe Passage, is a terrific card to help you choke your opponent's
Shadow hand. We all know that the less twilight you give in your moves,
the less options you are giving the Shadow player and hence, the greater
the chances your Ring-bearer will have to survive. Exerting Sméagol
is really not an expensive cost at all considering he clears the pool before
moving. Making Sméagol the new version of Heir to the White City
brings warm feelings to my heart. Did you happen to notice the real kicker
on this card, though? If Gollum is still in play, you may exert your OPPONENT's
Gollum to help clear away the pool before leaving. However, don't forget
that this is not a response, so you cannot exert Gollum or Sméagol
more than once. Still, it's a fantastic card if you can get your sites into
play (or at least guess as to what your opponent's site theme is based around
after looking at his/her fellowship and Shadow).
One clear thing I do remember about the Sméagol of old, was how
annoying he could be for a Shadow player since he has SO many tricks and
ways to get out of a mess. Well, the new Sméagol, Scout and Guide
is no exception. Using all those wonderful cards from previous sets that
get him to wound minions he is skirmishing directly, this little bugger
usually has few problems winning skirmishes (especially against Ringwraiths).
So, using this companion along with the previously mentioned Safe Passage
will assure you clear sailing all the way to Mount Doom (giving up as little
twilight as possible along the way). However, it is his skirmish ability
that will surely annoy the biggest minions the most. You simply have to
be at a marsh and then, for one little exertion, Sauron's ten-fold overwhelming
of Sméagol is cancelled! Luckily there are lots of marsh sites available
with the new sites so you'll have plenty of opportunities to use this new
companion. Or perhaps your opponent is using Evil-Smelling Fens in which
case this companion can use his game text at each and every site!
As a parting shot, since we were just talking about Marshes, I'd love
to share with you my favourite of the Marsh sites. Expanding Marshland,
at first glance, may strike you as the next Mordor Fiend, but I assure you,
this card is balanced. One of the negative play experiences a player can
have is being choked so badly that they can't play any of their cards. This
card is a fantastic, if not THE BEST, tool for playing a ton of extra Shadow
conditions and possessions while getting your minions down last (where you
can conceivably play up to FOUR free 3-cost minions!). GOOD GRAVY! All you
have to do is get the twilight pool down to 3 or fewer after playing a bunch
of Shadow cards and then you can slam down up to four cheap minions! That's
12 twilight extra! Wizard's Vale, eat your heart out.
Well, I hope you enjoyed our little discussion today regarding the new
Gollum culture cards. I'm sure many talented deck-builders will be dreaming
up some really wicked ideas using everything that this new set has to offer.
October 25, 2004
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