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Glaurung said:
As someone who's played an Elrond-Vilya deck a lot, I agree: I know my deck can handle most quests and might be able to come close to a dwarf deck in terms of overall win %, but will be slower.
From what I've seen of your "Thorin's Company" build, it's a very fast and proactive deck - e.g. high starting threat and no threat reduction, but relies on its raw explosive power to overwhelm the scenario regardless of what is thrown at it. An Elrond/Vilya deck (at least the build I use) is more reactive, and seeks to neutralise the encounter deck while it builds up its engine and eventually grinds out a victory. The scoring and Race against the Shadow rules both favour speed so the dward deck will have the advantage.
On the other hand, it might also mean that the dwarf deck also loses more quickly when it does stumble, but that won't matter much if it hardly ever loses :)
Wizard is never late...
Glaurung said:
Glaurung said:
Yes this dwarfs deck is crazy powerful, even broken. Im still wonder why dain dont get the errata? Doesn matter how you look on it from tournament prespective or coop. Game or solo game, this deck is broke the game rules. And with second hobbit box is going to be more powerful!!!
Come on ! The deck is fine, but there are significantly better decks in solo.
This deck has difficulties with many scenarios.
It does not cancel treacheries nor shadow effects, does not heal, does not defend well.
It has (tons of) difficulties against Escape from Dol-Guldur.
It has marginal chances against A journey to Rhosgobel (no way to play with locations, to defend the eagle, or to heal it, no way to scry the shadow deck for Athelas)
It can easily be killed by Return to Moria by the huge threat cards like Gollum's anguish, could also have difficulties with early Attercop
It sometimes loses The Seventh level with no way to cancel a very nasty chain of treachery/shadow cards
No heal and no treachery cancel means Sleeping sentry can make Road to Rivendell challenging
It can have a hard time against the early Smaug attacks in Battle of Laketown
I guess it could be tricky against Dungeons Deep and Caverns Dim with the diversity of cards in the deck and the very high draw if you don't leave enough cards for riddles.
It is not the best deck against the three Heirs of Numenor scenarios - I saw it loose several times against each one of the three scenarios.
I even saw it lose against double Hill troll in Journey Down the Anduin with its high starting threat
There may be one or two other scenarios I missed where Thorin's company can be far from reaching a 90% win-rate.
Dwarfs are fairly good and competitive, but not overpowered, and there are a lot of good versions of dwarf decks. But they are certainly not better than anything else. And all the (very many) versions of dwarf decks I have seen and tested are a little behind a few top decks in terms of global solo win-rates.
But I agree that they are super strong in multiplayer, with Dain's effect, hardy leadership and Lure of Moria affecting both players' dwarfs - they are maybe the very best deck pair in duo-format.
Fanfan said:
Glaurung said:
Glaurung said:
Yes this dwarfs deck is crazy powerful, even broken. Im still wonder why dain dont get the errata? Doesn matter how you look on it from tournament prespective or coop. Game or solo game, this deck is broke the game rules. And with second hobbit box is going to be more powerful!!!
Come on ! The deck is fine, but there are significantly better decks in solo.
This deck has difficulties with many scenarios.
It does not cancel treacheries nor shadow effects, does not heal, does not defend well.
It has (tons of) difficulties against Escape from Dol-Guldur.
It has marginal chances against A journey to Rhosgobel (no way to play with locations, to defend the eagle, or to heal it, no way to scry the shadow deck for Athelas)
It can easily be killed by Return to Moria by the huge threat cards like Gollum's anguish, could also have difficulties with early Attercop
It sometimes loses The Seventh level with no way to cancel a very nasty chain of treachery/shadow cards
No heal and no treachery cancel means Sleeping sentry can make Road to Rivendell challenging
It can have a hard time against the early Smaug attacks in Battle of Laketown
I guess it could be tricky against Dungeons Deep and Caverns Dim with the diversity of cards in the deck and the very high draw if you don't leave enough cards for riddles.
It is not the best deck against the three Heirs of Numenor scenarios - I saw it loose several times against each one of the three scenarios.
I even saw it lose against double Hill troll in Journey Down the Anduin with its high starting threat
There may be one or two other scenarios I missed where Thorin's company can be far from reaching a 90% win-rate.
Dwarfs are fairly good and competitive, but not overpowered, and there are a lot of good versions of dwarf decks. But they are certainly not better than anything else. And all the (very many) versions of dwarf decks I have seen and tested are a little behind a few top decks in terms of global solo win-rates.
But I agree that they are super strong in multiplayer, with Dain's effect, hardy leadership and Lure of Moria affecting both players' dwarfs - they are maybe the very best deck pair in duo-format.
the only problem for this deck is Dol-Guldor, Journey to Rhosgobel ( which is easly to manage just add Healing herbs) and Return to Mirkwood. every turn
All other quest is no problem. I dont care about treachery cose doesn matter what they do if i can play every round 3-4 allies and quest like hell. You need to look my video or try to play with this deck yourself to understand it.
Wizard is never late...
Glaurung said:
the only problem for this deck is Dol-Guldor, Journey to Rhosgobel ( which is easly to manage just add Healing herbs) and Return to Mirkwood. every turn
All other quest is no problem. I dont care about treachery cose doesn matter what they do if i can play every round 3-4 allies and quest like hell. You need to look my video or try to play with this deck yourself to understand it.
I have played many games with this deck and other variations of dwarf decks. I like it, especially in the fact that some cards that won't see play in other decks are very decent in it, like longbeard orc-slayer, but it really does not compete for the top seat among solo-decks.
For example, I just had a series of 4 losses against 'Into Ithilien' with it, as it has difficluties with both the strong turn 1 pressure, and it is also quite weak against 'sieges' (like the stage 4 of Into Ithilien). I have already won Ithilien several times with it (being a little luckier with my gandalf+sneak attack connections), but it is certainly not a 'no problem' quest either.
By the way, I am thinking about testing some suggestions of small changes to the deck you posted: one Kili could be a good idea. Yes, it is bad when you draw it, but if you draw Fili first, a completely free dwarf from the deck is really worth taking. With two Fili in the deck, this is more likely to happen. Playing two dwarfs for the price of one could be the key against quests that are very aggressive from the start.
I have also thought about Durin's song as a filler. I like its flexibility: it allows you to block with Dain without praying the shadow card won't be a boost, or you can add the little damage that would kill a nasty enemy and not having to face it again next turn. This card is especially good with lure of moria and cram, as you would use the boost twice (for example defense and attack) in the same turn.
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