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Card draw simulator |
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hone 122
I originally built this deck because I wanted to play Faramir with Horns! Horns! Horns!. Trap decks always felt that they took a biit to get started and potentially low on early game attack which Saruman can help with since he can quest/attack on the opening turn. With Saruman's Staff this deck should be multiplayer friendly if you're careful with your Doomed card usage.
For card draw you have Damrod's ability from attaching enemies to traps, Deep Knowledge, Master of the Forge for attachments (like traps or other key cards), The Seeing-stone / Saruman's Staff for doomed cards, Soldier of Gondor for Gondor allies, and Word of Command to fetch any other card you may need. This should help fetch what you need for the situation. By the mid to late game Anborn can help recur traps.
For questing, Damrod and Saruman can quest on the starting turn for 5 . Getting Visionary Leadership will make this into a decent questing deck. Warden of Healing even quest for 2 . Ranger Spikes and Ithilien Tracker can help reduce enemy threat into staging. Emyn Arnen Ranger will want to leverage enemies in a Forest Snare or Ranger Spikes. Mirkwood Explorer is the only location control in the deck.
For defense, this deck relies on getting Denethor setup with Ancestral Armor and Armored Destrier. Close Call can be used in the early game until you're setup. Entangling Nets will help lower the .
Attack is one of the weaker points in this deck. It relies on using Horns! Horns! Horns! with Faramir to deal 4 direct damage to trapped enemies or Forest Patrol. Saruman brings 4 and Anborn brings 3 . Entangling Nets will help lower the of enemies making them squishy.
For a starting hand ideally you'll want to see Steward of Gondor, Master of the Forge,or Saruman's Staff. Master of the Forge or Word of Command can help fetch any missing pieces.