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A Three Hour Tour | 14 | 8 | 3 | 1.0 |
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Discard Pile
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Denison 633
Synopsis
This deck was initially designed to handle the sailing tests of The Dreamchaser cycle, but it has been given some of the more recent cards to handle older Nightmare Quests. This deck features the Noldor trait and is designed to defeat the Nightmare version of The Dread Realm.
Design
The trick to defeat this quest is ridding the board of Sorcery cards in order to get at Daechanar. Many of the Sorcery cards can be discarded with Miner of the Iron Hills and Power of Orthanc. 10 of the 52 encounter cards feature Surge, so when the Lampright is active, Treachery is typically named to keep these Sorcery cards off the board.
Arwen gets Steward to help the Elven Light card draw engine. She gets most of the resources, but sneaking an extra one to Galdor now and then is advised.
Opening Hand
Use Galdor to pitch all cards at setup in order to dig for Gandalf and play him immediately. Gandalf makes sure questing is successful and can get rid of the Reanimated Dead right away. Try not to pitch cancellation cards if possible.
Other Tips
Triggering A Very Good Tale after quest resolution (Gandalf makes a great target here) allows for Miner of the Iron Hills to come in to play and take out any treachery/Condition attachments.
Jubayr serves well against this quest with several shadow cards that help pump out Sorcery cards. Sinister Dungeon turns itself into a shadow card when explored, forces two encounter discards, and activates any Sorcery cards, which Jubayr can and has discarded when defending.
Despite the obvious synergy, To the Sea, to the Sea! was a final cut from the deck in favor of more card draw after never using it in my wins.