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Secrecy 2.0 | 1 | 1 | 0 | 1.0 |
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Haldir 3-h | 2 | 1 | 0 | 1.0 |
Haldir deck (modified) | 0 | 0 | 0 | 1.0 |
Haldir with Frodo | 0 | 0 | 0 | 1.0 |
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warlock000 4691
You may consider making two small tweaks to this deck: -1 Daeron's Runes and -1 Necklace of Girion (it's a fun card, but it's a gamble. Keep it if you absolutely need more ) for +2 Ithilien Pit. This trap works GREAT with a low deck like this and allows Glorfindel to be a second staging area attacker.
This is my best Haldir deck.
I know that just by looking at the card list you might think "this won't work". But I was really suprised by how well this deck consistantly functions exactly the way I want it to. I've tweaked it to the point where I think it's just right.
Here's the list of quests I've completed with this deck so far playing true solo (I keep updating it):
- Passage through Mirkwood
- Journey Along the Anduin
- Escape from Dol Guldur
- Oath
- Hunt for Gollum
- Conflict at the Carrock
- A Journey to Rhosgobel (with tweaks: -3 Hands Upon the Bow, +3 Healing Herbs)
- Hills of Emyn Muil
- Dead Marshes
- Return to Mirkwood
- Massing at Osgiliath
- Into the Pit
- Seventh Level
- Flight from Moria
- Redhorn Gate
- Road to Rivendell
- The Watcher in the Water
- Foundations of Stone
- The Long Dark
- Peril at Pelargir
- Into Ithilien
- The Steward's Fear
- Encounter at Amon Din
- Blood of Gondor
- Morgul Vale
- Fords of Isen
- To Catch an Orc
- Into Fangorn
- Dunland Trap
- Trouble in Tharbad
- Celebrimbor's Secret
- Antlered Crown
- Intruders in Chetwood
- Wastes of Eriador
- Dread Realm (with tweaks to handle reanimated dead and sorcery treacheries: -1 Arod, -1 Necklace of Girion, -1 Protector of Lórien, -1 Wingfoot, -1 Daeron's Runes, -2 Noiseless Movement, -3 Hands Upon the Bow, -1 Double Back, +1 A Test of Will, +1 Feint, +3 Goblin-cleaver, +3 Power of Orthanc, +3 Swift Strike)
- The Long Arm of Mordor
- Desert Crossing
- Mumakil
This deck won't be suitable for every quest, it will struggle with scenarios featuring a lot of scenario-driven autoengagements or archery (there's nothing here to soak up the damage) and it can generate only so much willpower (it's a decent amount, but with a fixed ceiling). Beating a quest stage with a printed "siege" keyword is almost impossible (even with early Protector of Lórien). But it's not designed to be a "one-deck", it knows its limitations. It's built around Haldir's ability to snipe enemies in the staging area and it excels at that. And I think it's super fun to play.
Strategy tips: Mulligan for a weapon / Light of Valinor / Master of the Forge. Your allies will help you get all the necessary attachments if you don't get them in your opening hand.
This deck needs your threat to stay low - Double Back and Elrond's Counsel are here to help you with that. There's enough here to make rushing through certain quests possible (I've repeatedly beaten Return to Mirkwood with it, even with the skyrocketing threat).
I always try to keep 5 or less characters in play to maximize Strider. You can get quite a lot of willpower with all your attachments.
Entangling Nets and Rivendell Blade can work wonders when combined with Straight Shot. Sometimes I play a third restricted attachment on Haldir during the scenario to discard one of the previous ones, depending on whether I want to focus on dealing more damage with Bow of the Galadhrim or simply reduce target's defense to 0 to use Straight Shot.
Do everything to not engage enemies unless you absolutely have to (or you have a plan to deal with them in the same round). You have two saftey valves: Noiseless Movement prevents enemies from engaging you and Feint will help you survive if an enemy does engage you somehow (they only way for you to defend at this point is either to chump block with e.g. Westfold Horse Breeder or to play Protector of Lórien on Glorfindel and defend with him). I always trigger Éowyn's ability to get rid of a strong engaged enemy ASAP.
Necklace of Girion is a bit risky and experimental here, but I wanted to have one copy of it to boost willpower even more (an extra resource is welcome, but usually not needed as most of the cards are really cheap). Play it only if you feel you can handle another encounter card (if you have Asfaloth and Hands Upon the Bow, you can often deal with the location/enemy right away). If you don't like this card, I think it's best to swap it for a second copy of Asfaloth to get it into play even quicker.
If you play multiplayer you can put one copy of Rivendell Bow in this deck and play it on Glorfindel - he will aid Haldir in ranged attacks and you will be able to play Hands Upon the Bow on him as well.
I have included more healing and condition-removals on sideboard to include in certain quests.
5 comments |
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Apr 22, 2023 |
Apr 25, 2023what about making it a Forth, The Three Hunters! deck? then you need Open the Armory to get the weapons out. benefit, you get healing and more willpower. perhaps i will do it, sounds promising with this heroes |
Apr 25, 2023Honestly I do not like the idea of contracts in this game, I prefer oldschool way of building decks that adhere to standard rules. |
Apr 25, 2023It'd need huge changes to become a Three Hunters deck. There's only 7 Restricted attachments as is and with no Master of the Forge, no card draw built in either. |
Apr 25, 2023yea i know, thats why i made it myself ;) |
I've tried so many times to make a well-rounded Haldir deck, and I thibk the key piece I'm missing is Tactics Eowyn. Looks like a great deck.