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Author Topic: Sons of Elrond - Forest Nazgul  (Read 289 times)

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April 09, 2010, 03:19:54 am
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MuadDib85

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Sons of Elrond - Forest Nazgul
« on: April 09, 2010, 03:19:54 am »
Free Peoples (34 cards)
1x 9R+33 •Isildur, Bearer of Heirlooms Start
1x 11R1 The One Ring, The Ring of Rings
2x Aragorn, Thorongil
2x Cirdan The Shipwright
1x Elladan, Son of Elrond Start
1x Elrohir, Son of Elrond Start
1x Elrond, Venerable Lord
2x Gil-Galad, High King of The Noldor
1x Ranger of Westernesse
1x Glimpse of Fate
1x Shadow Between
1x Spirit of The White Tree
4x Attunement
2x Lothlorien Guides
1x Farewell To Lorien
3x Still Needed
1x Celebring, Elven Smith
1x Elendil's Army
1x Woodhall Elf, Exile
1x Armor of The White City
3x Elven Armaments
1x Footman's Armor
1x Anduril, Sword that was Broken
1x Narsil, Blade of The Faithful
1x Scroll of Isildur

Shadow (34 cards)
1x Sauron, Dark Lord of Mordor
3x The Witch-King, Captain of The Nine Riders
1x Ulaire Cantea Black Assassin
1x Ulaire Cantea Faster Than Winds
1x Ulaire Enquea, Duplicitous Lieutenant
1x Ulaire Enquea, Sixth of The Nine Riders
2x Ulaire Lemenya, Eternally Threatening
4x Ulaire Nelya, Third of The Nine Riders
3x Ulaire Nertea, Dark Horseman
1x Ulaire Otsea, Duplicitous Specter
2x Ulaire Toldea, Black Shadow
2x Black Rider
1x The Witch King's Beast, Fell Creature
2x Ring of Terror
1x Out of Sight and Shot
3x Lost In The Woods
1x Moving This way
3x Dark Approach
1x Saruman, Servant of Sauron

Sites
(0) The Angle
(0) Buckland Homestead
(0) Woody-End
[1] Doorway To Doom
[1] Hill of Sight
[1] Steward's Tomb
[2] Caras Galadhon
[3] Old Forest Road
[3] Trollshaw Forest


The Free People's strategy is basically to win your skirmishes with the sons of Elrond or Aragorn and use Cirdan to finish off the rest. Add threats with Aragorn's Bow, Ranger's Longbow and Gil-Galad, High King of The Noldor when needed, remove them with Hearts Raised. Cycle with Woodhall Elf, Hearts Raised and Shadow Between.

The Shadow strategy is to get your Forest sites out using Third of The Nine Riders then use Dark Approach and Lost In The Woods to win skirmishes with your Nazgul, punish fellowships that give too much twilite. Use Ulaire Toldea, Black Shadow to replay Dark Approach. Use The Witch-King, Black Captain and Sauron, Dark Lord of Mordor's toil at the right times to cause max damage.
« Last Edit: April 17, 2010, 06:50:03 pm by MuadDib »

April 09, 2010, 04:52:04 am
Reply #1

Gil-Estel

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Re: Forest Nazgul - Shadow only
« Reply #1 on: April 09, 2010, 04:52:04 am »
It does look good. Only suggestion is maybe a site, the one that makes the archery + for each comp over 4. I find crowd control is needed in standard, since everyone seem to use more than 5 comps. And maybe, I don't know, maybe All Life Flees, since sooo many followers are being played, but then again you have Isengard Ruined, which is scaring enough.
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April 11, 2010, 09:18:13 am
Reply #2

King89

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Re: Forest Nazgul - Shadow only
« Reply #2 on: April 11, 2010, 09:18:13 am »
indeed, it is well done.
i play out of sight and shot - helps you to get a key nazzi back. an other suggestion is ulaire cantea, black assassin - he is evil against huge fellowships. finally i'd pack 2 black rider; they mostly stop.

April 11, 2010, 12:37:29 pm
Reply #3

Mythdracon

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Re: Forest Nazgul - Shadow only
« Reply #3 on: April 11, 2010, 12:37:29 pm »
Let's say I don't have:
1x 17R141 •Ulaire Otsea, Duplicitous Specter
1x 17R140 •Ulaire Enquea, Duplicitous Lieutenant

What should I replace them with? :S
A wizard is never late...nor is he early. He arrives precisely when he means to.

April 11, 2010, 10:07:37 pm
Reply #4

MuadDib85

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Re: Sons of Elrond - Forest Nazgul
« Reply #4 on: April 11, 2010, 10:07:37 pm »
I have modified the shadow and added a fellowship to go with it. Thought about Anduin Banks but too dangerous for freeps. I am also going to post a Ring-bound Hobbit deck that I have this shadow paired with (which uses Anduin Banks).

Out:
1x Dark Horseman
1x Cantea, Faster Than Winds
1x Saruman, Servant of Sauron
1x Moving This Way
1x Isengard Ruined

In:
1x Out of Sight and Shot
1x Fell Creature
1x Black Assassin
2x Black Rider
1x Doorway To Doom

April 15, 2010, 09:41:21 am
Reply #5

leokula

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Re: Sons of Elrond - Forest Nazgul
« Reply #5 on: April 15, 2010, 09:41:21 am »
I don't really like the thread thing you have going on in your shadow side... seems a little unreliable and conditional. I think Forest Nazguls need *at least* 4x Black Shadow and 4x Dark Approach to multiply the number of times you can drop a bomb. Also, Lost in the Woods is simply too unbelievable to use less than 4x of. Same with toil Wikki.

I think the list is pretty creative, but at the same time it's a lot less efficient than the most traditional builds.

April 15, 2010, 10:23:33 am
Reply #6

legolas3333

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Re: Sons of Elrond - Forest Nazgul
« Reply #6 on: April 15, 2010, 10:23:33 am »
you have 8 sites
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April 17, 2010, 12:06:34 pm
Reply #7

Mythdracon

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Re: Sons of Elrond - Forest Nazgul
« Reply #7 on: April 17, 2010, 12:06:34 pm »
Question: Why Footman's Armor, and not Coat of Mail or Armor?
A wizard is never late...nor is he early. He arrives precisely when he means to.

April 17, 2010, 05:23:40 pm
Reply #8

ket_the_jet

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Re: Sons of Elrond - Forest Nazgul
« Reply #8 on: April 17, 2010, 05:23:40 pm »
Because Footman's Armor is better protection from being overwhelmed late in the game, when you can cycle out your cards for a late game run.
-wtk

April 17, 2010, 05:35:46 pm
Reply #9

MuadDib85

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Re: Sons of Elrond - Forest Nazgul
« Reply #9 on: April 17, 2010, 05:35:46 pm »
you have 8 sites
Yes. Must have left one out by accident. I will fix this.

I don't really like the thread thing you have going on in your shadow side... seems a little unreliable and conditional. I think Forest Nazguls need *at least* 4x Black Shadow and 4x Dark Approach to multiply the number of times you can drop a bomb. Also, Lost in the Woods is simply too unbelievable to use less than 4x of. Same with toil Wikki.

I think the list is pretty creative, but at the same time it's a lot less efficient than the most traditional builds.
imo 4x Black Shadow and 4x Dark Approach are not needed here. With this many copies you will nearly always draw Toldea before there are any events to bring back and draw DA before there are enough forests to make it worth while. Why choke yourself? I do run other versions with 4x Moving This Way, 4x Toldea and 4x DA. I guess that's what you call 'traditional build'. Lost In the Woods nearly always (Pallando, Blood runs Chill, Namarie etc.) gets ditched anyway so 3x is enough. I would consider adding a fourth Witch-King. The Threats are there (I assume that's what you mean, not thread) for possession removal (Cantea) and Lemenya, ET is great for multi-culture fellowships.

I would be interested to see other people's Forest Nazgul decklists. I notice they are being played alot on gccg lately.

I also just noticed Aragorn's Bow, Ranger's Longbow and Elven Armaments don't won't together.. So I'll probably just get rid of the bow (and hearts raised) and add a third elven armaments and a third still needed.
« Last Edit: April 17, 2010, 06:59:18 pm by MuadDib »

April 17, 2010, 07:04:03 pm
Reply #10

MuadDib85

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Re: Sons of Elrond - Forest Nazgul
« Reply #10 on: April 17, 2010, 07:04:03 pm »
Because Footman's Armor is better protection from being overwhelmed late in the game, when you can cycle out your cards for a late game run.
-wtk
Also because the other two aren't standard legal.

Footman's Armor has way more potential anyway. Eg. 7 Strength Isildur is overwhelmed by a 21 strength minion with Coat of Mail. That same Isildur with Footman's Armor discards two cards from hand and survives.

April 17, 2010, 10:05:54 pm
Reply #11

Sam, Great Elf Warrior

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Re: Sons of Elrond - Forest Nazgul
« Reply #11 on: April 17, 2010, 10:05:54 pm »
Footman's Armor has way more potential anyway. Eg. 7 Strength Isildur is overwhelmed by a 21 strength minion with Coat of Mail. That same Isildur with Footman's Armor discards two cards from hand and survives.
Coat of Mail increases the overwhelm requirement by the bearer's strength.
Footman's Armor increases the overwhelm requirement by 4x the number of cards discarded.
If the companion is less than 8 strength and you're willing to discard 2 cards each time you're about to be overwhelmed, or if the companion is less than 12 strength and you're willing to discard 3 cards each time you're about to be overwhelmed, Footman's Armor is better. Otherwise, Coat of Mail is better.

April 18, 2010, 01:21:03 am
Reply #12

MuadDib85

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Re: Sons of Elrond - Forest Nazgul
« Reply #12 on: April 18, 2010, 01:21:03 am »
Coat of Mail is not standard legal.

April 18, 2010, 01:56:15 am
Reply #13

MuadDib85

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Re: Sons of Elrond - Forest Nazgul
« Reply #13 on: April 18, 2010, 01:56:15 am »
I don't see how Coat of Mail is better anyway..

Let's say Isildur has Narsil, BOTF with six artifacts in play & eight cards in hand giving him thirteen strength total.

Thirty-nine strength overwhelms him with Coat of Mail.

You would potentially need fifty-eight strength to overwhelm the same isildur with Footman's Armor.
« Last Edit: April 18, 2010, 02:19:20 am by MuadDib »

April 22, 2010, 09:10:32 pm
Reply #14

Mythdracon

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Re: Sons of Elrond - Forest Nazgul
« Reply #14 on: April 22, 2010, 09:10:32 pm »
Ah, I see. :)

Now, what if I lack Ostea and the Duplicitous Lieutenant? What should I replace them with? (it's so not obvious I plan to make this with real cards....)
« Last Edit: April 22, 2010, 09:14:16 pm by Mythdracon »
A wizard is never late...nor is he early. He arrives precisely when he means to.