Deck of the Day #4:
"Slings and Arrows Part 2"

by Matthew Clemans (mattclemans@insightbb.com)

This deck uses the new archery tricks in Realms of the Elf-lords to churn out massive amounts of archery from a minimum number of companions while using the destructive powers of Orthanc and Barad-dur to whittle away your opponent's fellowship one at a time. With some smart archery shots, you should be able to run to the end of the path only facing a handful of minions – if any at all!

The site path is pretty straight-forward. It makes use of rivers and forests to get the benefit of Legolas' game text. Galadriel can ensure that you are always moving to your own sites and if your opponent does beat you to the end, you can use Tol Brandir to play your discarded trackers.

This fellowship has a real hard time winning skirmishes – it has no pump cards and no weapons (except for Sting). If played well, however, you won't ever have to worry about getting into a skirmish! This deck has the potential to generate seven archery a turn with upwards of ten archery at the last few sites of the game! Let's look at how this is accomplished. First of all, Legolas is the key archer, when armed with Splendor of Their Banners, he can exert twice to add two to the archery total – giving a total of four archery from one companion at most of your sites – then be healed by Aragorn and Galadriel at the start of the next turn. Each of the other companions, except Boromir and Frodo, can also bear a bow, allowing you to generate as much as six archery even at underground sites. The allies Orophin and Rumil will help out versus swarms while Calaglin picks off the minions that made it through your volleys. If your Companion archery needs a boost, toss out a Double Shot or Gondor Bowmen to make sure you get the archery kill! There are three big things that cripple archery decks – all of which this deck has counters for. First of all is Anduin Wilderland, which skips the archery phase. By that point you should have out Galadriel who can play your site instead and skip this potentially disastrous site. The Balrog, Durin's Bane, who also skips the archery phase, gives Boromir a chance to step up and prove his worth – he will often sacrifice himself to the beast for the good of the company! The last thing that you have to prepare for is Spies of Saruman, which (you guessed it!) skips the archery phase. Secret Sentinels takes care of this, as well as Fill with Fear, which provides a similar effect. Secret Sentinels can also rid you of other annoying conditions.

"There is a union now, between the two towers; Orthanc and Barad-dur..." The Shadow half of this deck piles on wounds with the Isengard Orcs and the Sauron Orcs, then uses cards like Hate to finish off the fellowship one by one. Normally, I'm not a fan of combining two different Shadow cultures in one deck, but here it seems like a natural fit. All the minions in this deck are big, strong, and have multiple ways to wound companions. The Orc Commander can deliver as many as four wounds a turn! The Isengard Smith will remove weapons from companions so it's less likely that your opponent will win skirmishes. Then the Retainer and the Overseer will have vitality left during the Regroup phase to use their game text. If they do get exhausted before Regroup, you can use The Trees Are Strong to deliver wounds regardless. The Sauron Orcs come in with some strong tricks of their own. With Under the Watching Eye, they can pile on exertions before the skirmishes start and with Hate, you can pick off wounded companions with ease. After a few turns, the fellowship will be lacking of strong companions with which to save Frodo!

Ring-bearer
    Frodo, Reluctant Adventurer
    The One Ring, Isildur's Bane

Adventure Deck
    [1] The Prancing Pony
    [2] Trollshaw Forest
    [3] Rivendell Valley
    [4] Mithril Mine
    [5] The Bridge of Khazad-dum
    [6] Lothlorian Woods
    [7] The Great River
    [8] Shores of Nen Hithoel
    [9] Tol Brandir

Free Peoples (32)
    Arwen, Daughter of Elrond
    Legolas, Son of Thranduil
    Aragorn, King in Exile x3
    Haldir, Elf of the Golden Wood
    Boromir, Lord of Gondor x2
    Galadriel, Lady of the Golden Wood x2
    Orophin, Lorien Bowman
    Rumil, Elven Protector
    Calaglin, Elf of Lorien
    Sting
    Aragorn's Bow x2
    Elven Bow x2
    Gondor Bowmen x3
    The Splendor of Their Banners x2
    Tale of Gil-Galad
    Double Shot x4
    Secret Sentinels x3
    A Ranger's Versatility

Shadow (32)
    Orc Commander x3
    Orc Overseer x2
    Isengard Smith x2
    Isengard Retainer x3
    One Of You Must Do This x2
    The Trees Are Strong x2
    Hate x4
    Morgul Hunter x3
    Tower Assassin x3
    Under The Watching Eye x3
    Orc Scout x3
    Orc Ambusher x2

June 26, 2002

 

 

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