Deck Design: Ten Questions for the Metagame
by Ted Vessenes (vessenes@hushmail.com)
Note: This article references a lot of cards by name. Feel free to reference
the picture
index and the official
spoiler.
You can build a Lord of the Rings TCG deck as just a bunch of good
fellowship and Shadow cards, but often find the deck lacking. Just because your
deck is full of good cards doesn't mean you have a good deck. The reason is
the Metagame. Trading Card Games are really two games in one. The primary game
is what you sit down to play, where you have 9 sites and guide Frodo to safety.
The secondary game is the "Metagame", and it encompasses how you build your
deck and what other people put in their decks.
For example, suppose a popular local deck involves playing lots of Moria
Orcs, attempting to overwhelm the Ring-bearer as quickly as possible. You
can "play the metagame" by building a deck that is very effective against
Moria orcs (and hopefully okay against other decks as well). You might try
a deck with lots of Lorien Elves and Elven Bows, to kill their
orcs before they engage in combat. You could play several copies of Power
According to His Stature, Bounder, and so on. Having a "good
deck" isn't a question of what cards are in the deck, but of how well those
cards answer problems that your opponent presents you.
The best deck builders consider the current metagame when designing decks,
and you can too. For each deck you build, ask this set of 10 questions. These
questions cover most of the Lord of the Rings metagame. Either have answers
for these questions or be willing to face the consequences. The questions are:
Free Peoples Deck:
1. How do I protect against powerful Shadow conditions?
2. How do I protect against large attackers which are fierce or damage +1?
3. How do I protect the Ring-bearer from being overwhelmed?
4. How do I protect my company in combat?
5. How do I protect against non-skirmish damage?
Shadow Deck:
6. How do I attack companion archers?
7. How do I attack a large company?
8. How do I deal with Hobbit Stealth and Hobbit Intuition?
9. How do I attack a company when the twilight pool is small?
10. How can I credibly use a large twilight pool?
Lets look at these questions in more detail.
1. How do I protect against powerful Shadow conditions?
This question refers to a number of very powerful condition cards. They are:
- Blade Tip
- Black Breath
- Thin and Stretched
- Desperate Defense of the Ring
- Orc Bowmen
- Worry
- Under the Watching Eye
- The Irresistible Shadow
Of course, other conditions such as Goblin Armory, Uruk-hai Rampage,
and They are Coming may also require specific attention. Half of these
cards are conditions played on companions, so Athelas will remove those.
To deal with cards like Under the Watching Eye, however, you may have
to resort to Sleep Caradhras (if you have Gandalf) or The Seen
and the Unseen (if you have elves). Or you could do what Dwarf decks do,
and completely ignore conditions, hoping that the massive combat support cards
will compensate for this deficiency.
2. How do I protect against large attackers which are fierce or damage +1?
This question refers to most minions which cost 5 or more to play. Minions
that cost this much tend to cause 2 wounds, either due to fierceness or damage
+1. The obvious solution against damage +1 minions (such as Uruk-hai) is just
to win the skirmish (or cancel it with Hobbit Stealth or Hobbit Intuition).
That said, you will need cards in your deck to make sure your fellowship wins
skirmishes. Know what they are and use them wisely.
Dealing with fierce minions can be a little more tricky. One option is to
spread the damage out let one companion take a hit from the first skirmish
and another take a hit from the second skirmish. But this requires a sizable
company (5+ companions) and doesn't prevent you from being overwhelmed. It's
also much more dangerous to move on. Another option is to win the skirmish using
a damage +1 character (Gimli, or any non-hobbit bearing a weapon). If
the minion dies in the first skirmish, there won't be a fierce skirmish afterwards.
You can also use archery to kill the minion before the first skirmish even starts
(or as a supplement so the minion dies after the first skirmish).
3. How do I protect the Ring-bearer from being overwhelmed?
Sometimes you happen to fill up the twilight pool and your opponent plays a
bunch of minions. This question asks if you have a plan for this situation.
Obviously, the best solution is to play a bunch of companions. If you have 6
or more companions, it's extremely difficult to play enough minions that the
Ring-bearer must face one large minion (or two smaller ones). Of course, playing
large companies can present its own challenges, due to a prevalence of cards
that hurt companies with 6 or more companions. Other options include playing
Hobbit Stealth and Hobbit Intuition, although they become less
effective after site 5. Boromir, Son of Denethor provides good Ring-bearer
protection (until he dies), and Bounders make overwhelming more difficult,
even if just for one skirmish.
On a totally different note, another way of dealing with this problem is to
make sure the twilight pool never gets glutted. Cards like No Stranger to the
Shadow and A Talent for Not Being Seen will, over time, prevent your
opponent from playing effective minions. You can also use cards like Galadriel,
which reduce the twilight cost of other cards in your deck.
There isn't really space in a deck for all of these solutions. If you try
all of them you won't have enough room for cards that protect your company in
combat. But make sure you have some sort of solution.
4. How do I protect my company in combat?
It's easy to build a deck that supports your one or two main defenders, as
well as your Ring-bearer. But what do you do when you have to involve more of
your companions in skirmishes? Having 4 Mysterious Wizards in your hand
won't stop Boromir from being overwhelmed by a Nazgûl. That said, it's
important to have a little something to protect everyone in your company. Weapons
are highly recommended for this weapons are like combat support events
which you use every turn for the rest of the game. Other cards like Servant
of the Secret Fire can protect any member in the company as well.
Alternatively, you can focus your deck on one or two cultures, making your
combat support cards much more flexible. If your deck only has Dwarves for example,
you can use Axe Strike on anyone in your company except your Ring-bearer.
5. How do I protect against non-skirmish damage?
Non-skirmish damage generally refers to minion archery fire, but also covers
cards like Hate, Relentless Charge, and Ulaire Enquea.
Generally speaking, damage that doesn't come from a skirmish is very difficult
to stop and often kills wounded companions. Archery damage can be dealt with
using Elven Cloaks, Great Shields, or the ever-popular large company
(6+ companions). Unfortunately, most of the other non-skirmish damage cards
directly target large companies, such as Ulaire Enquea and A Host
Avails Little. And of course, Elven Cloak is a worthless card against
non-archer decks. Carefully consider the ramifications of any solution you choosek.
Making sure you can heal at sanctuaries is a good solution, and using the
healing ability of Aragorn, King in Exile, helps a lot as well. But unless
you're playing a pipe deck with Aragorn's Pipe, there just aren't that many
ways of efficienctly healing lots of companions. Choose who gets wounded wisely.
6. How do I attack companion archers?
Normally one archer companion isn't a big deal. They might stop an Uruk-hai
from exerting, kill a tiny Moria Orc, or make sure a wounded minion doesn't
live, meaning the fellowship can move on. However, facing a massive group of
archers (3+) is quite a bit different. And additionally, Legolas, Greenleaf
can choose his archery targets by exerting (and even shoot twice in the same
round). If you're not careful, your minions could be dead before even entering
a skirmish.
The fact is every Shadow deck will have problems when facing a lot of archers
and/or Legolas, Greenleaf. The solution you choose depends on your Shadow
strategy, of course. Nazgûl can use All Blades Perish to save a minion
the opponent thought was dieing. And of course, Relentless Charge and
Wreathed in Shadow are effective against large archer groups (albeit
worthless against non-archers).
Moria Orcs are the worst off against archers. Most of the orcs only have 1
vitality. And while they have a few anti-archer cards, these cards tend to be
fragile. Goblin Wallcrawler reduces the fellowship archery total, but
usually Legolas, Greenleaf will shoot him as an archery action (before
the totals are computed). Goblin Archer gives the fellowship archery
total -6, which is great until you realize he costs 5 to play and only
has 4 strength. And most of the Moria Orcs with 2 or more vitality are rares.
Of course, the best solution may just be to play the Cave Troll of Moria.
Even though he costs 10 to play, he's extremely tough to shoot down and usually
causes 4 wounds (2 damage per skirmish times 2 skirmishes).
Uruk-hai can play Their Arrows Enrage and Uruk-hai Armory to
stop archers, but most Uruk-hai have 2 or 3 vitality. Theoretically, another
option is just to play more Uruk-hai and make sure you don't have a lot of cards
requiring Exertion. Relying on their natural resistance to arrows might be a
better solution.
Sauron's Orcs don't have any cards to specifically stop archers, but most
of them have exertion abilities. Companion archers effectively stop the exertion
abilities of Sauron's Orcs instead of killing them. Just make sure you aren't
too dependant on these abilities to hurt the fellowship.
7. How do I attack a large company?
The biggest problem with facing a large company is that they have so many
companions to soak up wounds. You can't wound or overwhelm the Ring-bearer when
facing so many companions. In fact, it's even pretty hard to kill other companions
because there's rarely a situation where an exhausted companion must take a
hit. So this leaves you with two options. Either you can corrupt the Ring-bearer
or you can turn their large company into a smaller one by overwhelming other
companions.
And fortunately, there are many cards which get better against large companies.
For example, Ulaire Enquea causes anywhere between 3 and 5 wound against
a large company, which is enough to kill one or two companions. Uruk Warrior
and Uruk Fighter are great Saruman cards that get better against larger
companies. Sauron players can play Thin and Stretched, which effectively
adds a burden every turn, plus a few other corruption adding cards. Moria Orcs
at times have the option of overwhelming large companies anyway, if the deck
is built properly. It's easy to play 7 Moria orcs in one turn if only you can
start the turn with 6-8 Shadow cards in your hand. This isn't the best solution,
but it's the only solution Moria Orcs have to work with (aside from the Cave
Troll of Moria).
8. How do I deal with Hobbit Stealth and Hobbit Intuition?
When in doubt, Free Peoples decks just play 8 of these cards. They are never
useless: they prevent overwhelming in the early game and make overwhelming difficult
in the late game. If you ever draw too many in the late game, stack them all
up and win a skirmish your opponent thought would overwhelm you. (I once saw
Frodo get 21 strength against the Witch King's 18 strength.)
Because Hobbit Stealth and Hobbit Intuition are so powerful,
every Shadow deck must have some solution for them. The Nazgûl have no
one single solution to stop stealth cards, but they do have fierce attackers.
These stealth cards only cancel one skirmish, which is only "half" of the attack.
Fierce attackers are an acceptable solution to stealth.
Uruk-hai have Wariness to stop these cards, but sometimes it's easier
just to use more fierce attackers. While no Uruk-hai is naturally fierce, many
of them can easily become fierce (Lurtz, Uruk Fighter), and other
cards can make any Uruk-hai fierce (Uruk-hai Rampage, Savagry to Match
their Numbers) in certain situations. Some mixture of fierce cards and Wariness
should be effective enough, but don't plan on killing any important characters
until site 5.
Moria Orcs decks are usually designed to overwhelm the opponent, which makes
stealth cards problematic-- one stealth card could cancel a skirmish involving
2 or 3 minions attacking the Ring-bearer. You can play maybe 2 or 3 copies of
Relentless, which cancels a stealth event. Unfortunately, finding room
for Relentless in your deck might make you cut other minions, making
it hard to even put the opposing Ring-bearer in a situation where he could be
overwhelmed. Another option is to try overwhelming non-hobbit companions until
you get past site 5. Once the stealth cards are less effective, use Goblin
Backstabbers to inflict 3 wounds on opposing companions, even if they can
play stealth cards to prevent overwhelming.
Sauron's Orcs are in an odd situation. When the orcs no longer have roaming
costs, the stealth cards no longer cancel skirmishes anyway. Many Sauron Orc
decks spend the first 5 sites just playing painful conditions and then start
the all-out assault on site 6. On one hand, your opponent will rarely cancel
a skirmish with a stealth card. On the other hand, your opponent will have a
lot of stealth cards by site 6, meaning the Ring-bearer could win a lot of skirmishes
at the end of the game. If stealth cards are still a problem for your Sauron
Orc Shadow deck, try 2 copies of Seeking it Always, which lets you exert
trackers to cancel stealth events. But keep in mind that this might not be necessary,
due to the very nature of a Sauron Orc deck.
9. How do I attack a company when the twilight pool is small?
Face it there will be turns when your opponent plays nothing to the
twilight pool, has a relatively small company (4 or less companions), and just
moves on. You might only have 7 points to work with. Can you still cause pain
for your opponent, or at least stop them from moving on? What if your minions
are still roaming? Can you at least play something that makes your opponent
react?
Well, it depends on your deck, but your deck needs something. Conditions are
always good for spending remaining points in the twilight pool. Maybe you won't
even get any meaningful Sauron Orcs into play until site 4, but you can spend
3 for the Orc Bowmen condition in the meantime. The opposing company
might slaughter any single minion you play, but at least exert an Uruk-hai to
play Worry. And of course, Nazgûl decks can play their Blade Tips
and Black Breath without hassle. They can even use Morgul Gates
to bring out a Nazgûl when the twilight pool is low. Moria orcs at least have
cheap combat events to pump up their guys, so even a single attacker can (potentially)
cause some damage.
When building your deck, keep in mind useful events you can play in the early
game. And don't make everything in your deck ultra-expensive. Some low-cost
support cards will go a long way in the early game (and even in the late game).
10. How can I credibly use a large twilight pool?
If your deck gets loaded with cheap cards which can be played even when the
pool is small (as an answer to question 9), you'll face another problem. Your
deck just lacks power. When the opposing fellowship loads up the twilight pool
after playing a bunch of companions, you might not be able to take advantage
of the situation. Your cheap cards just won't cause any damage against a well
prepared company. So your deck also needs expensive cards to take advantage
of this situation, despite being potential deadweight at other times in the
game.
The best cards let you flexibly spend twilight points, however. Uruk-hai
Rampage is excellent for this. Not only is it a 0 cost condition, but should
your opponent load up the twilight pool, you can potentially make your Uruk-hai
fierce, letting them attack. Effectively, Uruk-hai Rampage lets you play
"another" Uruk-hai for 3, if it wins a skirmish.
Cards like Uruk Slayer, Ulaire Attea, and Orc Scimitar
are good for spending variable amounts of twilight points as well. If there
are only 4 points in the pool, play a 9 power Uruk Slayer. If there are
7 points, you could have a 12 power Uruk Slayer instead.
A Sample Deck
To illustrate these questions, here is a sample deck based on the Aragorn
starter deck, using only uncommons and commons. I've actually played this deck
and it's very effective (not to mention cohensive). Obviously, some rares will
make this deck better. I'll cover improvements to this deck later.
Sites
1: The Prancing Pony
2: Ettenmoors
3: Rivendell Waterfall
4: Moria Lake
5: Bridge of Khazad-dum
6: Galadriel's Glade
7: Anduin Wilderland
8: Anduin Banks
9: Slopes of Amon Hen
Starting Cards
The One Ring, The Ruling Ring
Frodo, Son of Drogo
Free Peoples Cards: 32
Characters:
1 Boromir, Son of Denethor (starter)
1 Merry, From O'er the Brandywine (starter)
3 Aragorn, King in Exile
Possessions:
3 Hobbit Sword
2 Ranger's Sword
2 Great Shield
4 Athelas
Conditions:
2 A Talent for Not Being Seen
2 No Stranger to the Shadow
Events:
4 Hobbit Stealth
4 Hobbit Intuition
4 Swordarm of the White Tower
Shadow Cards: 32
Minions:
4 Uruk-hai Raiding Party
4 Uruk Warrior
4 Uruk Fighter
4 Uruk Slayer
3 Uruk Shaman
Conditions:
4 Sauruman's Ambition
3 Worry
2 Uruk-hai Rampage
Events:
4 Bred for Battle
The Answers
Now consider how this deck answers the 10 questions.
It protects against Shadow conditions using 4 Athelas. This still doesn't
stop Orc Bowmen, but Great Shield should take care of that. Under
the Watchful Eye will, unfortunately, cause problems for this deck. Hopefully
the deck can use No Stranger to the Shadow and A Talent for Not Being
Seen to prevent enough other Sauron Orcs from entering play, making the
continual exertion less painful. And of course, Aragorn can heal Merry
if Merry exerts from moving.
Eight stealth cards stop the large attackers pretty well, and also stop the
Ring-bearer from being overwhelmed. Starting Boromir also helps a lot,
especially in the late game when the stealth cards are less effective. Hopefully
Aragorn will get equipped with a Ranger's Sword, which should
be enough to kill large fierce attackers. In any case, Merry can always
take 1 wound which Aragorn will heal at the start of each turn. Swordarm
of the White Tower will protect Aragorn (and Boromir, should
he enter combat).
When possible, put non-skirmish damage on Merry so Aragorn can
heal him. Thankfully, most non-skirmish damage hurts large companies, so this
company is naturally resistant to it.
As far as the Shadow strategy goes, this deck still has a small problem with
archers. It's nice that the guys all have 2 or 3 vitality, but Legolas, Greenleaf
can still kill many of them. There are also 7 cards which require exertion,
which could make archers more painful in the early game. Overall archers won't
be a big deal for this deck. Note that site 7 skips the archery phase, which
gives your Uruk-hai a good reprieve against an archer company that just healed
at Lorién (site 6).
The solutions to Large Companies are Worry and Uruk-hai Rampage.
As long as you can ensure your Uruk-hai win a skirmish (through combat pumpers),
the Ring-bearer will take either a exertion or a burdern, and you can spend 3
to make him attack again. If you're lucky, he'll win that skirmish too and add
another burden. Worry is so important against large companies that this
deck includes 3 of them, even though it's unique and requires 7 points to play
in the early game (5 for the cheapest roaming minion and 2 more for worry.)
But once you get Worry out, just focus on winning your skirmishes and
the large company will eventually crumble. Remember to make your Uruk Warriors
and Uruk Fighters fierce.
Hobbit Stealth and Hobbit Intuition are still a little annoying
for this deck. Wariness just didn't seem to fit this deck well enough.
Sure, it can cancel stealth events, but there is no guarantee these minions
will even go up against Hobbits in the early game, since it's doubtful you'll
get more than 2 out before site 5. And if you think about it, a nice way of
"cancelling" a stealth event is just to play another minion. Don't expect to
kill the Ring-bearer early. Just keep attacking, especially after site 5, and
they will eventually die. The real way of getting around stealth events is by
forcing the Ring-bearer to exert or take a burden because of Worry.
For spending a large twilight pool, this deck has a flexible twilight range,
once the minions are no longer roaming. Uruk-hai Rampage and Uruk
Slayer give you the option of spending lots of twilight of the opportunity
presents itself. But admittedly, this deck is a little top-heavy. In the early
game, don't be afraid to discard expensive Uruks. It's more important to draw
enough Free Peoples cards to protect your company. Once you get past the early
game, your Uruks should have little trouble beating down the opposing company.
Deck Improvements
This deck is decent, but there are certainly improvements that could be made
if you have the appropriate rares. It's nice to have Boromir, Son of Denethor,
because he can supports hobbits. But Boromir, Lord of Gondor fits the
deck better. With the rare version of Boromir, you have an extra ranger
in your deck, meaning you can play an additional No Stranger to the Shadow
(for a potential -3 Shadow to every site). This Boromir also has the
Aragorn Signet, meaning Aragorn, King in Exile can heal him as well as
Merry. Also, needing 21 to be overwhelmed means Boromir is well
equipped to go up against any large foe.
Obviously, if you have Sting or Blade of Gondor, you should
play them. Weapons for your characters are always good. Keep at least 2 Hobbit
Swords for Merry, however. Merry isn't very good until he
weilds a weapon.
Aragorn, Ranger of the North is better than Aragorn, King in Exile
in some situations, particularly decks which try to overwhelm the Ring-bearer.
Free healing is great, but having a ready source of Defender +1 in a deck filled
with 4 Swordarm of the White Tower is worth considering. Since this deck starts
at The Prancing Pony, you can decide which Aragorn you want at
the start of the game. You'd want defender +1 against a swarm style deck, but
healing against a small number of large attackers. If you start with Boromir,
Lord of Gondor (and therefore have two characters that Aragorn can
heal), I would play 2 King in Exile and 1 Ranger of the North.
If you only have the common version of Boromir, you are better off with
2 Ranger of the North and 1 King in Exile.
In terms of Shadow improvements, there are a ton of good rares for this
deck. Lurtz is obviously powerful, dealing up to 5 damage in one
turn. Orthanc Assassin is another good choice (but don't play more
than 2 or 3). 4 copies of Savagry to Match their Numbers might be
better than Bred for Battle in many situations. Just be careful not
to make the deck even more top heavy, since both Lurtz and the Assassin
are very expensive. Some people like Uruk Spy, but I'm not totally
convinced he's worthwhile because he doesn't have damage +1. Your mileage
may vary.
December 10, 2001
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