The Hobbit Mines of Moria Version
by Matthew Clemans
There's a wise Wizard, a Hobbit with a magic ring, a crew of Dwarves, and
a whole mess of Orcs. If you can picture the Balrog as a Dragon named Smaug,
you've got the cast and crew of Tolkien's first book The Hobbit.
Ring-bearer
Frodo Reluctant Adventurer
The One Ring Isildur's Bane
Adventure Deck
[1] Westfarthing
[2] Midgewater Moors
[3] Frodo's Bedroom
[4] The Great Chasm
[5] The Bridge of Khazad-dum
[6] Dimril Dale
[7] Anduin Confluence
[8] Brownlands
[9] Emyn Muil
Free Peoples
Gimli Dwarf of the Mountain Race (starting)
Farin Dwarven Emissary (starting)
Gandalf The Grey Pilgrim x2
Fror Gimli's Kinsman
Gloin Friend to Thorin
Hand Axe x3
Dwarven Axe x3
Gimli's Axe x2
Gandalf's Staff
Glamdring
Sting
Albert Dreary Entertainer from Bree
Grimir Dwarven Elder
Servant Secret Fire x3
Axe Strike x3
Sleep, Carahras x2
Delving x3
Tidings of Erebor x2
Flurry of Blows x3
Thror's Map
Shadow
Archer commander x2 (35)
Goblin Bowmen x3
Goblin Marksman x3
Moria Archer x2
Moria Archer Troop x2
Goblin Scavengers x3
Goblin Runner x3
Balrog Durin's Bane
Goblin Scimitar x3
Moria Axe x1
Goblin Armory x3
They are coming x2
Host of Thousands x4
Bitter Hatred x2
Goblin Domain x2
Strategy
This deck takes advantage of the card drawing powers of the Dwarves and
of the new Gandalf to cycle through cards and weaken your opponent's fellowship
with archery to the point where your Orcs can kill or overwhelm the ring-bearer.
Let's look at some of the pieces of the deck to see how this is accomplished.
Any time you build a deck you're trying to figure out a way to win. In
a Lord of the Rings deck, you can choose to focus on winning with
one half of the deck while stalling your opponent with the other. For example,
a Hobbit deck is usually designed not to run to site nine, but to survive
anything your opponent can throw at it while your Shadow deck wins the game.
This deck follows a similar theory your fellowship is strong, and can
win the game for you, but generally you will win with your shadow deck.
Free Peoples
Gimli is your main fighter in this deck. When armed with his axe and a
Hand Axe you can kill almost any minion in the game with a Flurry of Blows.
His ability to wound an Orc when he wins a skirmish will often save you
against Moria swarm decks and can also stop all those nasty Sauron Orcs
that can exert to wound a companion. Fror and Farin each get strength bonuses
when they face certain minions, Orcs and Uruk-hai respectively. The other
Dwarves can pack a punch when armed with a pair of axes. Since everyone
should be armed with an axe, you can use your Axe Strikes to the fullest
potential and the recycle them back into your deck with Grimir.
While the Dwarves can pack an offensive punch, their card drawing powers
are equally important. Delving allows you to draw cards during your fellowship
phase allowing you to play more and Tidings of Erebor will enable you
to move two sites more often by replenishing your hand in the Regroup phase.
Most importantly, these cards allow you to cycle through your deck and set
up a good Shadow hand every turn.
Gandalf also plays an important part in your fellowship. His ability to
draw a card at the beginning of every turn basically increases the size
of your fellowship hand by one. He also explains the striking absence of
any Free Peoples conditions. It was decided that it is more important to
this deck to deny the shadow player their conditions than to use any of
its own. Sleep, Caradhras and Albert Dreary will achieve this goal. Glamdring
and Gandalf's Staff will allow Gandalf to assume an offensive role in your
fellowship and give you the ability to avoid big minions like the Balrog.
Shadow (or How I Learned to Stop Worrying and Love the Archers)
While the fellowship of this deck is strong, the Shadow side should win
games for you. There are 12 minion archers in the deck, each with special
abilities. The Goblin Bowmen and Goblin Marksmen are the bread and butter
of the deck. They have low vitality, but the also have low cost and (of
course) contribute to the archery total. The Archer Commander will provide
the Bowmen and Moria Archers with a much needed strength bonus, which, when
combined with a Goblin Scimitar or Moria Axe, can defeat the best the fellowship
has to offer. The Moria Archer Troop is perhaps the strongest Minion in
this deck, for both his three vitality and for his game text. While you
can spot another Moria archer minion, the archery total is +1. This means
that a Moria Archery Troop and any other archer will provide three archery!
The archery potential in this deck can be fully utilized by taking advantage
of the other Shadow cards. Moria Archers are not as cheap as other Moria
minions, but the Goblin Armorys and the Goblin Runners can assure you have
enough twilight to play all your archers when you need it. Especially near
the end of the adventure path, your opponent will be generating great amounts
of twilight. This will allow you to use The Host of Thousands and They Are
coming to play your choice of minions from the discard pile. Once you get
out Goblin Domain, any reinforcements they bring out will be prime bait
for your archers.
There is one other minion in the deck The Balrog. He is in there to
assure that at the very least your opponent will take some wounds at the
Bridge of Khazad-dum. If your opponent is unprepared, you can exhaust or
kill several companions at the bridge and then finish him off with archery
when he moves to site six.
There are several weaknesses to this deck type, which have been countered
by certain cards. Directed archery, such as Legolas, Greenleaf or Aragorn's
Bow can cause havoc to Moria decks because of the low vitality of most Moria
minions. Bitter Hatred is very useful in this scenario to kill off or wound
Legolas before he can pick off your archers. You can also use them to get
rid of Rumil or any other Elf allies. The Goblin Armories can also assist
you against directed archery or even against Power According to his Stature.
One other problem this deck faces is low average strength. The weapons,
which can be retrieved with the Scavengers, will help out the little guys,
as will the Archer Commander. Remember that the point is not to win skirmishes
but to continually punish your opponent with archery fire.
Sites
Going first is not crucial in this deck. In fact, you should bid low as
there is no burden removal. If you happen to go first, you'll play Westfarthing,
which denies your opponent Prancing Pony for Aragorn, or whatever other
site they chose. The choice of sites doesn't become very important until
site 4. The Great Chasm allows you to play a Moria Archer for -2 cost. This
is crucial to adding on wounds before your opponent travels to the bridge.
On the other side of the bridge you again get the benefit of a reduced cost
minion at the Dimrill Dale. Your archery total is then further increased
by Brown Lands at site 8. With some strategic thinking, it's not uncommon
to have an archery total close to ten here! What fellowship can survive
that?
|