...until all the filth of Saruman is washed away

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rainwalker
Posts: 1
Joined: Sun Aug 04, 2024 6:17 am

Long days and pleasant nights, Middle-Earth fellows!

My brother and I recently discovered MECCG. One day, while chatting about the Middle Earth universe, I came across a person selling decks for this game. I took 4 decks - Alatar, Radagast, Saruman (based on the ring test) and nazgul. As a result, my brother and I spend a lot of time playing the game, and we want to buy even more cards. On the forum I would like to get advice on upgrading existing decks.

Here's an example. We're playing Alathar against Saruman. I repeat, we did not compose the decks (this science is still quite dark for us). My brother constantly whines that I, in the Alatar deck, have many strong dragons that do not allow him to live in peace. But his winning percentage is much higher. Can you help me adequately upgrade/reduce my deck?

Deklists in the file.

Thanks in advance!
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Decklists.docx
Decklists os Alatar, Saruman, Radagast and nazgul
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Konrad Klar
Rules Wizard
Posts: 4475
Joined: Sun Feb 04, 2007 9:35 am
Location: Wałbrzych, Poland

rainwalker wrote: Fri Aug 09, 2024 9:46 pm As a result, my brother and I spend a lot of time playing the game, and we want to buy even more cards.
If limiter is lack of cards then even a composing of legal deck may be a challenge.

Otherwise, for Alatar deck: what is a purpose of Hillmen and Lossoth?
Rest of resources may be played in Gondor or in nearby regions.
There is high probability the the two faction cards will be drawn when your companies will be in Gondor and then the cards will be either useless or they will force one of your companies to take long journey to the northern regions.

Under normal rules a player does not have a limit of cards in Location Deck. He may include one copy of each non-Haven/Darhhaven/Wizardhaven cards and unlimited number of Haven/Darhhaven/Wizardhaven cards (plus unlimited number of Deep Mines for Fallen Wizard player plus one copy of Balrog under-deeps that do not have a version for other players).
We will not speak of such things even in the morning of the Shire.
SuperNovice
Posts: 33
Joined: Thu Apr 06, 2023 9:54 pm

Some observations that may help:
- The minimum deck size is 30 resources/30 hazards. I would recommend cutting down to the that if you can and still have enough points to get to 25 with one pass through the deck.
- Both decks are a bit unfocused. Understandable if cards the limiting factor but can still be tightened up a bit. Konrad touched on this as well. When you're starting, you want to keep it simple. Focus on a single region where all of your sites can be reached in a single turn from any other site. For example, in the Saruman deck, Blue Mountain Dwarf Hold and Bandit-Lair don't really work together. You'll either want to be on the west side of the map or the center - don't try to do both.

As for the decks themselves, both are light on combat cards. Evasion cards like Concealment, Dark Quarrels, and Many Turns and Doublings are readily available and should be good, cheap additions that will help a lot with allowing you to move around without getting walloped every movement phase. You might also think about adding some combat cards like Risky Blow or Block. These are also easily and cheaply available. This might be a good idea for the Saruman deck as it will make him better able to kill the weaker drakes like Land Drake for kill points.

For starting deck design, here's a pdf that I found years ago that still has pretty decent advice on deck building to get you started as well. https://assets.cardgamegeek.com/public/ ... _v.1.1.pdf Some of the links are dead at this point unfortunately but the content of the pdf is still valid.
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