- Resolve the strike against your weapon bearer first. If they die the next character can use the weapon.
- Play your allies with your wizard to prevent them from being influenced away.
- Place a card on-guard for each of your opponent's company to draw more cards.
- 12 MP cards is a good baseline when building a 30/30 card deck.
- Decide where to play your MPs while building your deck.
- Decide your dice-rolling risk threshold before you play so that you only reassess during the game.
- 2D6 roughly have: 90% chance of a 4, 80% chance of a 5, 70% chance of a 6, and 60% chance of a 7, but only 40% chance of an 8, less than 30% chance of a 9, less than 20% chance of a 10, and less than 10% chance of an 11.
will happen if you avoid tapping in support.
- When rolling against your opponent (CvCC and agent attacks), your chance to beat them is 66% if up by 2 and 34% if down by 1.
- For METW get starter decks but for MELE get boosters (outdated at this point).
Maxims of MECCG for new players
Please share your Maxims of MECCG for new players:
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- Posts: 252
- Joined: Sun Feb 19, 2012 4:49 am
Solid list!
I wish I could compile something so well. Oh well, I will get started.
Minimum deck size, my dude. (be it 25/25 for a 1 deck or 30/30 for a 2-deck game). Yeah but ...I don't care. Yeah, I know, but .... I don't care. Make it minimum. Period.
Repeat after me: I will play MPs every turn. (If you can't or your aren't, go back to the drawing board.
Hazard creature minimum is 12. I usually shoot for 15 or 16.
I tend to favor 2 character companies or fellowships. Hazard limits of 2 can be very frustrating. Kill the cards that let him increase that limit.
Your primary strategy is your deck resource build. Use your sideboard for hazard modification as early as you can.
That's about all this old brain can recall. And, of course, I probably ended up ignoring or forgetting about half of those while playing.
I wish I could compile something so well. Oh well, I will get started.
Minimum deck size, my dude. (be it 25/25 for a 1 deck or 30/30 for a 2-deck game). Yeah but ...I don't care. Yeah, I know, but .... I don't care. Make it minimum. Period.
Repeat after me: I will play MPs every turn. (If you can't or your aren't, go back to the drawing board.
Hazard creature minimum is 12. I usually shoot for 15 or 16.
I tend to favor 2 character companies or fellowships. Hazard limits of 2 can be very frustrating. Kill the cards that let him increase that limit.
Your primary strategy is your deck resource build. Use your sideboard for hazard modification as early as you can.
That's about all this old brain can recall. And, of course, I probably ended up ignoring or forgetting about half of those while playing.
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- Posts: 4
- Joined: Sun Aug 24, 2014 4:05 pm
My maxims:
1. Have fun!
2. Resource and hazard portions of your deck should go hand-in-hand.
3. Smooth card flow so that you have the right cards at the right moment - and deny that to your oppponent.
4. Make your deck flexible, have backup if Plan A blows.
5. Be prepared to counter One Ring deck.
6. Each moving company should contain 1 ranger at the very least.
7. Card with less MP that can be played in relative safety is better (game result-wise) than 6 MP needing two other cards to be played BUT please also see point 1.
8. Keep in mind the "discard when a play deck is exhausted".
9. For tournaments, do not plan anything that could not be pulled out before turn 4, the game may end then (like raiding the Bag End for Red Book, Kill all But not the Halflings)
1. Have fun!
2. Resource and hazard portions of your deck should go hand-in-hand.
3. Smooth card flow so that you have the right cards at the right moment - and deny that to your oppponent.
4. Make your deck flexible, have backup if Plan A blows.
5. Be prepared to counter One Ring deck.
6. Each moving company should contain 1 ranger at the very least.
7. Card with less MP that can be played in relative safety is better (game result-wise) than 6 MP needing two other cards to be played BUT please also see point 1.
8. Keep in mind the "discard when a play deck is exhausted".
9. For tournaments, do not plan anything that could not be pulled out before turn 4, the game may end then (like raiding the Bag End for Red Book, Kill all But not the Halflings)
Here's another:
One of the best powers of Longbottom-leaf is that you can plan to get one card for your strategy AND a card to counter your opponent's hazards. Having something like Promptings of Wisdom in the sideboard is obvious. But you might also have something like Old Thrush for a Dragon At Home, Withdrawn to Mordor against agents, or even something basic like Dark Quarrels or Gates.
One of the best powers of Longbottom-leaf is that you can plan to get one card for your strategy AND a card to counter your opponent's hazards. Having something like Promptings of Wisdom in the sideboard is obvious. But you might also have something like Old Thrush for a Dragon At Home, Withdrawn to Mordor against agents, or even something basic like Dark Quarrels or Gates.
- Konrad Klar
- Rules Wizard
- Posts: 4449
- Joined: Sun Feb 04, 2007 9:35 am
- Location: Wałbrzych, Poland
Something similar:
Resolve the strike against controller of ally first. If he will die, the ally will be discarded and will avoid a risk of elimination.
We will not speak of such things even in the morning of the Shire.
Yes, have fun.
If you get into an argument on the rules, think about you choosing the worse
case for yourself. Then talk about it to learn about game mechanics.
Then play the same game again with the other option.
Or you can say to your opponent: you are allowed to cancel automatic-attacks; I cannot.
let us see how this works. Is this the way the game should be played? Or has
too much changed to disallowed cancelling automatic-attacks. Experiment.
If you get into an argument on the rules, think about you choosing the worse
case for yourself. Then talk about it to learn about game mechanics.
Then play the same game again with the other option.
Or you can say to your opponent: you are allowed to cancel automatic-attacks; I cannot.
let us see how this works. Is this the way the game should be played? Or has
too much changed to disallowed cancelling automatic-attacks. Experiment.
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- Posts: 165
- Joined: Wed Oct 02, 2013 12:09 pm
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- Posts: 165
- Joined: Wed Oct 02, 2013 12:09 pm
Thanks especially for the tip about the wizard controlling agents - didn't know this. Makes me want to play Gandalf + Shadofax even more!CDavis7M wrote: ↑Tue Jun 14, 2022 11:09 pm Please share your Maxims of MECCG for new players:Of course, these are not universal truths. Just guidelines that can be followed in many situations.
- Resolve the strike against your weapon bearer first. If they die the next character can use the weapon.
- Play your allies with your wizard to prevent them from being influenced away.
- Place a card on-guard for each of your opponent's company to draw more cards.
- 12 MP cards is a good baseline when building a 30/30 card deck.
- Decide where to play your MPs while building your deck.
- Decide your dice-rolling risk threshold before you play so that you only reassess during the game.
- 2D6 roughly have: 90% chance of a 4, 80% chance of a 5, 70% chance of a 6, and 60% chance of a 7, but only 40% chance of an 8, less than 30% chance of a 9, less than 20% chance of a 10, and less than 10% chance of an 11.
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will happen if you avoid tapping in support.
- When rolling against your opponent (CvCC and agent attacks), your chance to beat them is 66% if up by 2 and 34% if down by 1.
- For METW get starter decks but for MELE get boosters (outdated at this point).
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- Posts: 186
- Joined: Sat Jul 23, 2016 5:55 pm
- Contact:
If you can't play it this turn or the next, discard it. There's no sense in a "good" card clogging up your hand and keeping you from getting things you can actually use.
Middle Earth and other CCG unboxings, booster openings, and guides: https://www.youtube.com/c/TheCCGCollector
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- Posts: 186
- Joined: Sat Jul 23, 2016 5:55 pm
- Contact:
Here's an obvious one I discovered the other day: When resolving the hazard phase for multiple companies, resolve the moving ones first. If you start by resolving the hazards for your character squatting at a haven, all you've done is give your opponent a chance to play two hazard long-events on you for free.
Middle Earth and other CCG unboxings, booster openings, and guides: https://www.youtube.com/c/TheCCGCollector
- Konrad Klar
- Rules Wizard
- Posts: 4449
- Joined: Sun Feb 04, 2007 9:35 am
- Location: Wałbrzych, Poland
Or make just opposite, if after long-event phase you have considerably less cards in hand than your hand size. After M/H phase of a sitting company, you will have a hand refilled (and your opponent too). You do not draw for movement, but your opponent does not draw too. And there is a chance that a card that he could play against the sitting company is a card that he will draw in M/H phase of a moving company or after reconciling of hand.CCG Collector wrote: ↑Fri Dec 20, 2024 3:01 pm Here's an obvious one I discovered the other day: [...]
We will not speak of such things even in the morning of the Shire.