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One wizard to draw them all | 18 | 8 | 0 | 1.0 |
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One wizard to draw them all (ultimate edition) | 20 | 12 | 22 | 3.0 |
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tickler 257
The first version of the deck had an average point cost of 0,86 points per card. I found out that once you have established a solid board state after several rounds no encounter deck can challenge you anymore even you have not played the complete deck. When you lose, you lose because you got smashed in the first rounds.
Therefore, in the second version I focused on lowering the average costs even more and trying to include cards (like Cram) helping you to resist these first rounds.
The result is a deck with an average cost of 0,8 points per card not counting unique cards multiple times. In average, within five rounds you played at least half of your deck and you have set up the central cards to overcome everything.
The result is the same like in the first version: It is having Gandalf with multiple activations, a of 5-6 and the ability to ignore shadow cards. Glorfindel comes up to 9 thanks to very old elfish legacy blades and a decent location control by his mount. And questing for a of 30+ isn't really difficult. Test of will and Elrond's counsel can be played up to nine times with the two copies of Will of the West.
It is just even faster in this version. And the deck has beaten every adventure I played so far.
Again, enjoy the power of the grey wizard!
I've been enjoying this deck all through Angmar Awakened and could have used this version this morning when playing Carn Dum! Not sure I care to go back so soon to try this new deck, but it's exciting to see this already-powerful deck get some tweaking.