sorcery & magic

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Poniatowski
Posts: 21
Joined: Wed Dec 17, 2014 8:17 pm
Location: Western PA USA

sorcery & magic

Post by Poniatowski » Fri Mar 01, 2019 12:37 pm

I was kicking this around..... actually for dang near 20 years now... I have never been able to successfully create a minion or agent deck that effectively uses sorcery/spells or magic..... I absolutely LOVE this aspect of the game, but I have never been able to make a good one.... I prefer, if possible to use the sorcery cards... for undead, etc....

Thoughts?

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CDavis7M
Posts: 250
Joined: Fri Jul 20, 2018 3:10 am
Location: California

Re: sorcery & magic

Post by CDavis7M » Fri Mar 01, 2019 5:59 pm

I'm not familiar with the sorcery/magic cards myself, but most of them are just boosts or utility cards. Many are useful in combat. And while many of them require a CC, it doesn't apply to a Ringwraith. It seems like you could easily sprinkle a few of these cards into a minion deck using the RW for combat, or even influence.

As far as undead, there seems to be a brutal hazard strategy you can build around Shadow Out of Dark, which lets a shadow-magic agent (ie, Elerina, Firiel, and Taladhan) tap at a non-freehold/non-Haven to allow undead hazards to be played at the site. AND the undead do not count against the hazard limit. This doesn't actually use the sorcery/magic cards, but still a neat idea. Inner Cunning and Nobody's Friend can help get the agents in position.

You can also boost undead easily. Chill Douser (+1 strike and prowess to undead for the rest of the turn), Plague of Wights (+1 prowess, double strikes with Doors of Night), Moon is Dead (+1 strike and prowess). Revealed to all watchers can let you draw more cards for a wombo-combo. Again, the creatures don't count against the hazard limit. Wow.

Also, Pale Dream Maker and Endless Whispers are corruption for a character wounded by undead. They both require a Sage to tap to remove them (I'm not sure how this interacts with the -3 for not-tapping rules). And Endless Whispers prevents untapping, so you can play it on their sage.

So many other good undead cards too. Playability is good. Sleepless Malice helps with Ruins and Lairs.

If you can't tell, I've been working on an undead+agent hazard deck.

dirhaval
Posts: 613
Joined: Tue Feb 06, 2007 5:39 am

Re: sorcery & magic

Post by dirhaval » Sat Mar 09, 2019 3:37 am

For Shadow-magic:
I made a deck starting with Lt. Dol Guldur, Taladhan, Old-Troll, and Orc Brawler; I think. Ringwraith was Indur. The goal was
was to move in the Under-deeps to get Ancient Black-Axe, Iron Shield of Old, and finally The Balrog. The RW will CvCC on the surface
and get a faction. Indur can control a 5-mind 2 MP character. I used Well Preserved for healing, Deeper Shadow for hazard limit. I think I used WHCTK to bring in another shadow-mage. No More Nonsense give the Lt 5 DI to control Open to the Summons Taladhan. Thus, No More Nonsense helps; you can test a gold ring to get Trifling Ring to have two sorcerers in the same company. The leader allows I'll Be At Your Heels. Ancient Black Axe is a nice +2 direct influence. Necklace of Girion +3 DI against Men + Old Treasure +1 DI = +4 on Lt. of Dol Guldur can control 8 mind Open to the Summons Grimburgoth. Add No More Nonsense to play I'll Be At Your Heels and Orders from Lugburz to give that Man sorcerer +2 to corruption checks!

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