The Dunland Trap - "Progression" 1/2

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The Dunland Trap - "Progression" 2 players
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Sir RageQuit 30

This was a fun quest, and we beat it about 90-95% of the time with these two decks.

The key is to play very slowly through the first quest, until you have a great board state, with all the attachments you need to beat quests 2 and 3. Do not move on to Quest 2 until you are totally ready. That means this game can take a long time to play, and you'll draw many cards, but that's ok because you get your draw deck back when you go to Quest 2.

For Deck 1, take a mulligan if you don't get the Healer, Light of Valinor, or Unexpected Courage. Those are the 3 most important cards early. Vilya is also important. Healer is most crucial because there are cards that damage heroes, and he is the only healing in either deck.

Ideally, by the time you move to Quest 2, Elrond will have Vilya, Light of Valinor, and Unexpected Courage on him. The second UC will go on Beregond, and the 3rd UC on Legolas.

Use Eleanor only to cancel the Treachery card that requires you to deal 1 damage for every character you have. That can be a game killer, so Eleanor must be kept active to stop it during staging.

If you can get Master of the Forge and Stargazer and Vilya in play, Elrond can crank out free allies with Vilya.

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