the blue one i think? i played all the deck in quick order one after another so im not entirely sure atm. also not at home so i cant check just now. but i deff can when i do to get you the exact names of the cards i am referencing.
I was definitely surprised at how difficult it was, but i've only been using the mono decks straight out of the box so far. I started with the Tactics deck, but had great difficulty making progress on the quests on the first scenario. On the first scenario, if you end up with Beorn's Path (as I did), you'll have a total of 20 progress points to achieve in 21 turns (as starting threat is 29). Even with some Gandalf threat reduction, its very unlikely.
I next tried Spirit and made better progress, but ultimately got overwhlemed by enemies.
I beat the first scenario today though with the Leadership deck. I ended up with loads of Allies out, and then with Faramir, the deck ends up as a questing beast. Using Theodred and Aragorn questing together you can give Aragorn the Resource token from Theodred, and then use it to ready Aragorn again every turn.
I then took my successful Leadership deck down the Anduin in the second scenario, but ended up with too many location cards building up that I couldn't shift. I could see Spirit doing well on the second scenario. There's Allies in the Spirit deck that make progress on locations still in the staging area whenever you quest which would be very useful in the game i had. Dunhere would also be able to snipe at the enemies building up along the river banks. I'll give it a try tomorrow.
Which deck are you using?
Those cards are in the spirit deck (blue) I got a 2 (my best score so far) with the Spirit deck using those cards as well. First, the three Spirit heroes only have a total threat value of 24. I used The Galahdrim's Greeting (it costs 3 and reduces your threat by 6) 3 times. There are only two copies of that card, so I did have to use Dwarven Tomb (it costs 1) to get it back in my hand once. I used Gandalf's (he costs 5) threat reducing ability 3 times. I had to use Stand and Fight (it costs x, where x=the ally's cost) to use Gandalf that many times. I also got victory points from the Hummerhorn (Victory 4). It is possible to get that low even with including the turns it takes to acquire the resources. (The Galahdrim's Greeting is -6 +1 [for the turn you played it] = -5, Gandalf is -5 +2 [turns to collect resources for him] = -3) My hand also worked out well enough that I made progress every quest, and none of my heroes were damaged.
I never ended up using Will of the West (it lets one player reshuffle their discard pile into their deck) because by the time I had gotten it I was using my Stand and Fight cards on Gandalf. That deck also contained only one copy of Gandalf. If there had been three Gandalfs in that deck it would have been possible to use Gandalf at least six times, once for each copy of Gandalf and once for each copy of Stand and Fight.
Warhammer reprinted Innovation in the Dark Elf/High Elf big box expansion. IIRC there may have been more reprints.
I'm a little ticked off. I threw in 3 copies of every green card and 3 copies of gandalf and I couldn't get a 50 card mono green deck -.-
I suspect this is the case currently where it is impossible to build a 50 card mono colored deck using the 3 card limit.
I have 4 decks built, blue/purple, purple/red, red/blue, and mono green.
I achieved a score of 10 with blue/purple running Aragorn, Theodred, and Dunhere (Initial threat 28). 1st turn I managed to get Celebrian's Stone onto Aragorn netting him a total of 4 willpower. As well as giving him blue resource icon. Every turn, I was therefore able to use the Aragorn/Theodred combo to commit both to the quest (5 willpower), giving Aragorn 1 resource, then spending it to untap Aragorn so I could use him in battle phase. This is huge for efficiency.
I was able to quickly get out Steward of Gondor as well, which vastly helped my game. 5 resources a turn is very big. Snowbourn Scouts made for defensive fodder and easily blazing through locations, combined with Stand and Fight for easy/cheap recursion. Valiant Sacrifice also made for a mini-draw boost with this combo.
One turn I lowered my threat by 17 using The Galadrims Greeting then playing Dwarven Tomb to fish it back and play it again, then using Sneak Attack for a Gandalf during the quest phase. Total resource cost: 3 +1 +3 +1, which was only 1 turn of saving to pull off that combo.
With my threat lowered, I was able to use Dunhere to snipe creatures in the staging area, they never had to engage me. I was able to easily net 5 victory by killing that mosquito thing with one attack.
Killing the boss spider was really easy -.- Dunhere sniping + Gandalf/direct damage in battle phase finished it off.
2 damage on Aragorn + 28 initial threat + 8 turns - 18 (3 Galadrims Greeting) - 5 (1 Gandalf) - 5 victory = 10 points
Admittedly, I had a great opening, lucky draws, and the enemies never really gave me trouble. I was also able to limit the bad elements of the encounter deck with Hasty Stroke and Test of Will (cancel Shadow and Revealed Effect) -- taking only the events that weren't as harmful.
Hope that helps.
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Yeah Blue seems kinda strong with the threat reduction... Probably won't help with the second encounter deck! :)
No, you do NOT reshuffle your discard pile into your deck.
See page 12 of the rulebook.
Even using the appropriate cards, I'm confident your score isn't going to happen EVER.
Either there was a mistaken in the calculation, or you are trolling me.
I've decided to call you "Beautiful Mind", but it's good clean fun so don't get riled. Having said that, Will of the West allows you to shuffle your discard back into your deck. Stand and Fight turns a deck with 3x Gandalf into a potential deck with 6x Gandalf(as long as one actual Gandalf has made it to the discard pile before SaF is played). Dwarven Tomb lets you fetch a Spirit card from your discard. It's still fairly improbable that a negative threat can be achieved in a solo game. Dunhere would almost have to have Unexpected Courage played on him very early(hopefully turn 2), followed by a Northern Tracker or Silvan Scout. A Galadhrim's Greeting played first turn keeps most things from engaging. Lucky draws early on from the encounter deck help, too. It's doable so long as allies can take care of locations and Dunhere swings twice a turn into the staging area.
He who thinks only about himself will destroy himself.