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renegadeshepherd said:
something that i do not understand, why do i not see narvi's belt? for maybe 2 slots u gain dain having the ability to fill any energy requirements needed on a turn by turn basis. as a side benefit u could then add ANY dwarf of any resource type. erebor battle master ALONE makes narvis belts a must as when u lay down 20 dwarves u get a 20 axe character. i challenge one person to give me ONE valid reason to say no to a 20 axe character. shoot give me an arguement against a 10 axe character.
plus id rather see nori in there rather than thorin. when u get 5 dwarves what are u needing 5 leadership resources for (including steward in that math). instead with nori u could use some treachery canceling, lower ur threat very easy, and can use bofur to add 2 will to questing and lower ur threat by one every turn. finally id add faramir if u havent already as +2 will to every dwarf questing is just great. other benefits to consider include zigil miner granting large chunks of resources, can include kili and fili with no loss of speed (both should be in there anyway).
question. with thorin and dain how are u not getting smacked around in solo play by hill trolls and such on turn one?
Yes Narvi belt is good idea i already add it. But not really neceseary. About troll is not a big deal cose you will grow so quickly with allies.
If everything going right in the first 4 5 rounds you play half on your deck on the table and you dont really care about anything from encounter deck.
Strategy is very easy: Survive couples first rounds, same time get 5 dwarfs, when you get 5 dwarfs combo start to work, put in the 2 rounds all your dwarf army and finish the game in 2 maximum 3 next round. Normal is 5-6-7 rounds you win.
You dont need any cancel effect cose you must to concentrate only on : first get 5 dwarfs as quick as possible then play all you allies on the table you can do it in 1 rounds sometimes(if you lucky) and done. all other cards is only delay you on this way.
Wizard is never late...
richsabre said:
ArachneJericho said:
A key card is probably Hardy Leadership, without which dwarves are sitting ducks for mass damage treacheries.
this is true- but without anything for treachery and shadow this deck is seriously flawed for solo play- not only this but the deck has no healing or card recycling which you say the other deck has.
so yes- with the other deck i can see this being very powerful, but taken on its own i do not think this deck would stand up against some bad treacheries, of which are getting steadily more powerful as the packs are released, it would just be a lucky draw -rush deck
rich
Hey Rich do you have a skype? Send me personal message if you dont mind
Wizard is never late...
Just make a my new records against Journey to Anduin. 83 point. Can be 73 but was unlucky. Hill troll not a problem at all.
Wizard is never late...
When I read your posts, the voice in my head shifts between Eastern European to Scandinavian and back again.
He who thinks only about himself will destroy himself.
I do like this deck, very direct. I can see how it can walk over some/many scenarios. I guess what I want to know is do people find these decks to be fun? I realise this is a very subjective question, and for my part I find overly powerful decks to be rather boring (like a kind of god mode). I guess by this I mean, for me a fun deck wins (more often than not) but does so with much difficulty. Although I can see the fascination in designing a killer deck.
Without Signature
monkeyrama said:
I do like this deck, very direct. I can see how it can walk over some/many scenarios. I guess what I want to know is do people find these decks to be fun? I realise this is a very subjective question, and for my part I find overly powerful decks to be rather boring (like a kind of god mode). I guess by this I mean, for me a fun deck wins (more often than not) but does so with much difficulty. Although I can see the fascination in designing a killer deck.
I dont like when deck is to powerful. This is wrong. This mean designers do bad job and dont see some combo which is going to be too powerful.
In my opinion this deck is to powerful and some cards deserve errata.
But i think personally they must to limit draw(or hand size) in this game. Unlimited draw and unlimited hand size always bring big problem.
Wizard is never late...
deck is a nice deck but i woud say you need atleast 1 kili, and atleast 2 narvis belt. lose the record keepers they are really not worth it i used to run them in a dwarf deck for a while, there cost and ability cost is to expensive for the resources your generating. i would however have them replaced for the erebor battle masters.
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Majeh_XIII said:
deck is a nice deck but i woud say you need atleast 1 kili, and atleast 2 narvis belt. lose the record keepers they are really not worth it i used to run them in a dwarf deck for a while, there cost and ability cost is to expensive for the resources your generating. i would however have them replaced for the erebor battle masters.
Most of the time u use for the quest. 2will power for 1 lore is quite cool. Very rare use them for they ability.
About Master of battle: attack is not a problem at all. But in the ens of the day yes why not? HE can be there too.
Wizard is never late...
I strongly disagree with creating an errata for cards that have really good synergistic properties. Coming up with a fun deck(s) is part of this game. If a deck is too "powerful" for you then create a harder deck, but rewriting card effects is unnecessary and frustrating. (I still don't agree with many things in the last errata.) This is game can be as synergistic or non-synergistic as you make it.
Continuez à jouer!
Golden_Nightingale said:
I strongly disagree with creating an errata for cards that have really good synergistic properties. Coming up with a fun deck(s) is part of this game. If a deck is too "powerful" for you then create a harder deck, but rewriting card effects is unnecessary and frustrating. (I still don't agree with many things in the last errata.) This is game can be as synergistic or non-synergistic as you make it.
But without errata this kind of games cannot be good. Cose new cards come out and always will come some powerful combo and erratas will come soon or later anyway. But of course if designers do better job less erratas we will have.
Wizard is never late...
Yeah, I see a big weakness in threat level/management. You're starting at 32? and old Gandalf is the only threat reduction so it might be very weak against a scenario that has a lot of threat increase or penalizes you for having high threat (like We Must Away…).
Not all who wander are lost...
Narsil0420 said:
Yeah, I see a big weakness in threat level/management. You're starting at 32? and old Gandalf is the only threat reduction so it might be very weak against a scenario that has a lot of threat increase or penalizes you for having high threat (like We Must Away…).
Maybe is sound strange but threat is not a problem. this deck play so quick you win the game already on the fifth turn. If you can play every turn 3-4 allies and quest around 15-20 and after attack also about 15 who care about threat. But i understand your feelings cose is sounds different….. Just try Narsil and you will see….. to powerful deck in my opinion but is only one deck with in i can win against Battle in the lake-town solo. Other quests is just boring cose you win too easy.Even MAO!
And i dont like it! In coop this deck too powerful! We need some kind of special rules for advanced players with some limit of the powerful player cards.
Wizard is never late...
Just make a new record with this deck against Battle of the Lake-Town : 100 points.
Smaug is really deadly enemy. In last round he manage to kill 4 my allies……. But i still have around 8 dwarfs and Gandalf there and make my final strike.
Wizard is never late...
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