One of the biggest challenges new players will face as they begin this game is learning how to build their decks. Figuring out how to balance cost curves, draw engines, and threat management takes time and dozens of decks and games to hone the craft and is something seasoned veterans of the game can continue … Continue reading Ten Decks for New Players
Category: Deckbuilding
Into the West
This article on the Into the West contract was written by community member Autumn. Since the contract is a part of the A Long-extended Party project, I was unable to give a lot of info on the contract, so she stepped forward to discuss it. Autumn is most known for her amazing alt art cards, … Continue reading Into the West
Bond of Friendship
The Fortress of Nurn was the final Adventure Pack released by FFG before the hiatus. In this final pack, the players got one of the most popular contracts to play the game with, Bond of Friendship. This was the designers wishing that the community would proceed to forge their own bond of friendship with each … Continue reading Bond of Friendship
The Burglar’s Turn
We've had a contract that focuses on allies with Fellowship. We've had a contract that enhances events with Council of the Wise, and we have had a contract that puts the spotlight on heroes with Forth, the Three Hunters!. Now it is time to look at an attachment-driven contract with The Burglar's Turn. This contract … Continue reading The Burglar’s Turn
Forth, the Three Hunters!
Out of all the contracts released up to this point, I think that this one is the most popular by the community. So many Three Hunters decks were released and played that I personally grew a bit tired of them. But that hasn't stopped me from playing with the contract, as it can be a … Continue reading Forth, the Three Hunters!
Grey Wanderer
This contract hardly needs an introduction. The concept of a single-hero deck is very old for the game, and cards in the past like Strider and Vanish from Sight have tried to bring a two-hero deck going. But once the Challenge of the Wainriders pack was released and the contract made its way into the … Continue reading Grey Wanderer
Council of the Wise
February will be dedicated to the contracts that were released during the Vengeance of Mordor cycle as well as the Hunt for the Dreadnaught scenario pack. In these articles I hope to inform you all on the deckbuilding decisions you will face when building decks with the contracts, and what their individual strengths and weaknesses … Continue reading Council of the Wise
Deckbuilding: Across the Ettenmoors
Having escaped the Dungeons of Mount Gram, our heroes continue their journey that leads them Across the Ettenmoors. An area whose danger lies in being exposed to the forces of nature, but also in the Trolls and Giants that inhabit it. Luckily, there are some safe places to be found to shelter our heroes. While … Continue reading Deckbuilding: Across the Ettenmoors
Deckbuilding: Escape from Mount Gram
After having made our way through The Wastes of Eriador in the last article of this series, we now have arrived at Mount Gram. There, our heroes have been captured, split apart and thrown into the dungeon, from which they need to find a way out. While this sounds like a tough premise, Escape from … Continue reading Deckbuilding: Escape from Mount Gram
Deckbuilding: The Fortress of Nurn
For my first article of this year, I'm interrupting my current deckbuilding series of the Angmar Awakened cycle to write about a quest I played "I-lost-count-of-how-many" times during the last month: The Fortress of Nurn, the final adventure pack of the Vengeance of Mordor cycle and with that, the whole game. There is no scenario … Continue reading Deckbuilding: The Fortress of Nurn