MECCG decks found in a dumpster - worth keeping?
Posted: Thu Aug 18, 2022 5:16 pm
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Edit: Updated decks below
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I found these two MECCG decks in a dumpster. What do you think of them? Worth keeping or should I put them back where I found them?
I'm kidding. I'm the one that put them there. Isn't "found in a dumpster" codeword for "I made a crappy thing but please validate me" ? These two decks are sort of a pair and my goal was to make them using only NON-FIXED and NON-RARE cards from The Wizards and The Dragons. The idea was to use trash cards that I would be willing to part with. So I could either throw the deck in the dumpster or give it away. I wasn't completely successful since there are a few uncommons that are not complete trash, though I did not include Orcrist or Orc Lieutenant or cards like those. The Burgling deck includes 6 non-trash uncommons: Balin, Oin, Sam, Durin's Axe, Blue Mountain Dwarves, and Goldberry. The Rohan deck also has 6 non-trash uncommons: Legolas, Ioreth, Scroll, Great Shield, Ringlore, and Dead Marshes. That's it.
These were built with a preference for commons and preference for Dragons Uncommons (2 per sheet) over The WIzards Uncommons. Basically, these are decks that I would not mind throwing in the dumpster. And so I would also not mind giving them away. They are used to play a 1-deck game with 15MP required to Call the Council before the deck exhausts.
Hard Constraints: 20 resource + 20 hazard card decks using only NON-FIXED and NON-RARE cards from The Wizards and The Dragons.
Goals: Minimize the amount of uncommons. Prefer the Dragons set over the Wizards set. Incorporate as many fundamental MECCG concepts as possible: company composition using GI and DI, organization phase events, long-events, strike sequence events, corruption and check causing events, CC helping events, River, Call of Home, Ring Test, "caravanning" multiple items at a site, avoidance, hazard reduction. Prefer novelty hazard events over basic strike/prowess boosters. Incorporate a few card combos. And no duplicate cards.
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I did some play testing and the decks did work though everyone kept dying or being corrupted despite the hazards being trash commons. But first, notes on the decks.
Both decks have 70 Cards: 5 starting characters and 2 minor items, 3 additional characters, 10 sites, 10 regions, 20 resources, 20 hazards.
===SAM LEARNS TO BURGLE===
Balin takes Sam to the Grey Mountains to burgle dragon's lairs, just like Uncle Bilbo. Balin controls Oin, Sam bears the cloak. Pippin controls Dori and bears Miruvor. Using Mirovor reduces corruption and potentially lets the dwarves survive long enough return to Lorien to play Fellowship. The starting company moves to Zarak Dum in Angmar (easier automatic-attack, fewer regions) or potentially straight to Ovir Hollow in the Grey Mountains (maybe if you play secret passage). There is sufficient GI for Gloin to come into play at his homesite and eventually play Blue Mountain Dwarves. Gloin and any new characters played with him can attempt to meet Goldberry (the only uncommon TW/TD ally also playable at an uncommon site). The deck includes a few ways to get past the automatic attacks (Burglary, Fast Asleep, Halfling Stealth) and a few general combat resources (concealment, risky blow, Fellowship, weapons). Once past the automatic attack, you have ways to play multiple items (bounty of the hoard, thror's map, thorough search). A Short Rest can be used between Ovir Hollow and Gondmaeglom in Grey Mtns. Hopefully you get a weapon or two and then off to Gold Hill for the Shield. If you get the Shield first, it's possible to just get it first and use it to tackle the autos.
The hazards are drakes and animals. The key cards are Worm's Stench (boost Crebain and Carrion Birds), Dragon's Blood (force a body check), and Dragon's Terror (rolling is fun and it taps characters). There is also a Cave Worm in this deck that was missing when I took the picture.
===RINGS FOR ROHAN===
In an alternate timeline, Eomer and Eowyn stumble into the Council of Elrond and are instructed to bring Legolas to investigate the area around Isengard for traces of a magic ring. Legolas controls Eowyn. I have Hama with the Starglass and Ioreth with the Herbs but this can be moved around. Star Glass can cancel the undead at Dead Marshes (Scroll), Amon Hen (Ringlore), and Gladden Fields (Gold Ring). The first turn probably involve a trip to Lorien since someone will be wounded and need healing. Once there, the deck includes Fair Travels in the Borderland and Anduin River (for Dead Marshes) to reduce the hazard limit. For combat, Lapse of Will is surprisingly strong and escape can be coupled with Ioreth's effect and the Herbs or Warm Now be Heart. There is enough GI for Imrahil to come in at Dol Amroth and play the Knights. He can also move to Pelargir to influence the Lebenninese. The Dwarven Ring can be played using Ringlore if that comes first or you can try to use Scroll with a test. There is a backup Gold Ring. Halbarad is your backup Sage. Bomber is even there if you want to risk corruption with the Dwarven ring.
The hazards are Orcs and Wolves. Key cards include Host of Bats (1 extra orc hazard, and gives an extra body check at -1), Left Behind (with Orc Warband, Orc Guard, or Dire Wolves + Wolf-Riders), and Worn and Famished (play before you need to heal anyway, or when you can use Healing Herbs to untap the key character).
===PLAY TEST===
Gloin came in early and played Blue Mtn Dwarves. The company got stuck at Zarak Dum. Eventually play Magical Harp but Pippin and Balin were eliminated. Sam, Dori, and Oin return to Rivendell to play Fellowship with Gloin joining. On the way to Gold Hill Sam is eliminated and they lose Fellowship. Next turn no hazards and Dori takes the hit to let Gloin and Oin play Enruned Shield and Durin’s Axe using Bounty of the Hoard. Rohan calls the Council and on the last turn they move to Gondmaeglom but are tapped out. Both Gloin and Dori corrupt at the Council. FINAL MPs: Blue Mtn Faction (3), Dwarven Axe (4), Oin (1), creature kills (3).
Imrahil also came in early and played Knights of Dol Amroth. The starting company moved to Lorien to draw cards. They then blindly moved to Gladden Fields. No luck drawing a ring that turn but the next turn they play a Precious Gold Ring. Imrahil moves to Pelargir and plays the Men of Lebennin. The main company moves to Glittering Caves to play Great-Shield of Rohan but are tapped out. Tapped out again and Eowyn dies. Next turn they have in hand the Dwarven Ring, Scroll, Test, and Ringlore. Ioreth tests Legolas’s ring and its the Dwarven Ring. Legolas plays Great Shield and the Council is called. Legolas corrupts with both the Ring and Shield at the Council. FINAL MPs: Dol Amroth (3), Lebennin (2), Imrahil (2), kill (2).
Conclusion: they work.
Edit: Updated decks below
========================
I found these two MECCG decks in a dumpster. What do you think of them? Worth keeping or should I put them back where I found them?
I'm kidding. I'm the one that put them there. Isn't "found in a dumpster" codeword for "I made a crappy thing but please validate me" ? These two decks are sort of a pair and my goal was to make them using only NON-FIXED and NON-RARE cards from The Wizards and The Dragons. The idea was to use trash cards that I would be willing to part with. So I could either throw the deck in the dumpster or give it away. I wasn't completely successful since there are a few uncommons that are not complete trash, though I did not include Orcrist or Orc Lieutenant or cards like those. The Burgling deck includes 6 non-trash uncommons: Balin, Oin, Sam, Durin's Axe, Blue Mountain Dwarves, and Goldberry. The Rohan deck also has 6 non-trash uncommons: Legolas, Ioreth, Scroll, Great Shield, Ringlore, and Dead Marshes. That's it.
These were built with a preference for commons and preference for Dragons Uncommons (2 per sheet) over The WIzards Uncommons. Basically, these are decks that I would not mind throwing in the dumpster. And so I would also not mind giving them away. They are used to play a 1-deck game with 15MP required to Call the Council before the deck exhausts.
Hard Constraints: 20 resource + 20 hazard card decks using only NON-FIXED and NON-RARE cards from The Wizards and The Dragons.
Goals: Minimize the amount of uncommons. Prefer the Dragons set over the Wizards set. Incorporate as many fundamental MECCG concepts as possible: company composition using GI and DI, organization phase events, long-events, strike sequence events, corruption and check causing events, CC helping events, River, Call of Home, Ring Test, "caravanning" multiple items at a site, avoidance, hazard reduction. Prefer novelty hazard events over basic strike/prowess boosters. Incorporate a few card combos. And no duplicate cards.
----------
I did some play testing and the decks did work though everyone kept dying or being corrupted despite the hazards being trash commons. But first, notes on the decks.
Both decks have 70 Cards: 5 starting characters and 2 minor items, 3 additional characters, 10 sites, 10 regions, 20 resources, 20 hazards.
===SAM LEARNS TO BURGLE===
Balin takes Sam to the Grey Mountains to burgle dragon's lairs, just like Uncle Bilbo. Balin controls Oin, Sam bears the cloak. Pippin controls Dori and bears Miruvor. Using Mirovor reduces corruption and potentially lets the dwarves survive long enough return to Lorien to play Fellowship. The starting company moves to Zarak Dum in Angmar (easier automatic-attack, fewer regions) or potentially straight to Ovir Hollow in the Grey Mountains (maybe if you play secret passage). There is sufficient GI for Gloin to come into play at his homesite and eventually play Blue Mountain Dwarves. Gloin and any new characters played with him can attempt to meet Goldberry (the only uncommon TW/TD ally also playable at an uncommon site). The deck includes a few ways to get past the automatic attacks (Burglary, Fast Asleep, Halfling Stealth) and a few general combat resources (concealment, risky blow, Fellowship, weapons). Once past the automatic attack, you have ways to play multiple items (bounty of the hoard, thror's map, thorough search). A Short Rest can be used between Ovir Hollow and Gondmaeglom in Grey Mtns. Hopefully you get a weapon or two and then off to Gold Hill for the Shield. If you get the Shield first, it's possible to just get it first and use it to tackle the autos.
The hazards are drakes and animals. The key cards are Worm's Stench (boost Crebain and Carrion Birds), Dragon's Blood (force a body check), and Dragon's Terror (rolling is fun and it taps characters). There is also a Cave Worm in this deck that was missing when I took the picture.
===RINGS FOR ROHAN===
In an alternate timeline, Eomer and Eowyn stumble into the Council of Elrond and are instructed to bring Legolas to investigate the area around Isengard for traces of a magic ring. Legolas controls Eowyn. I have Hama with the Starglass and Ioreth with the Herbs but this can be moved around. Star Glass can cancel the undead at Dead Marshes (Scroll), Amon Hen (Ringlore), and Gladden Fields (Gold Ring). The first turn probably involve a trip to Lorien since someone will be wounded and need healing. Once there, the deck includes Fair Travels in the Borderland and Anduin River (for Dead Marshes) to reduce the hazard limit. For combat, Lapse of Will is surprisingly strong and escape can be coupled with Ioreth's effect and the Herbs or Warm Now be Heart. There is enough GI for Imrahil to come in at Dol Amroth and play the Knights. He can also move to Pelargir to influence the Lebenninese. The Dwarven Ring can be played using Ringlore if that comes first or you can try to use Scroll with a test. There is a backup Gold Ring. Halbarad is your backup Sage. Bomber is even there if you want to risk corruption with the Dwarven ring.
The hazards are Orcs and Wolves. Key cards include Host of Bats (1 extra orc hazard, and gives an extra body check at -1), Left Behind (with Orc Warband, Orc Guard, or Dire Wolves + Wolf-Riders), and Worn and Famished (play before you need to heal anyway, or when you can use Healing Herbs to untap the key character).
===PLAY TEST===
Gloin came in early and played Blue Mtn Dwarves. The company got stuck at Zarak Dum. Eventually play Magical Harp but Pippin and Balin were eliminated. Sam, Dori, and Oin return to Rivendell to play Fellowship with Gloin joining. On the way to Gold Hill Sam is eliminated and they lose Fellowship. Next turn no hazards and Dori takes the hit to let Gloin and Oin play Enruned Shield and Durin’s Axe using Bounty of the Hoard. Rohan calls the Council and on the last turn they move to Gondmaeglom but are tapped out. Both Gloin and Dori corrupt at the Council. FINAL MPs: Blue Mtn Faction (3), Dwarven Axe (4), Oin (1), creature kills (3).
Imrahil also came in early and played Knights of Dol Amroth. The starting company moved to Lorien to draw cards. They then blindly moved to Gladden Fields. No luck drawing a ring that turn but the next turn they play a Precious Gold Ring. Imrahil moves to Pelargir and plays the Men of Lebennin. The main company moves to Glittering Caves to play Great-Shield of Rohan but are tapped out. Tapped out again and Eowyn dies. Next turn they have in hand the Dwarven Ring, Scroll, Test, and Ringlore. Ioreth tests Legolas’s ring and its the Dwarven Ring. Legolas plays Great Shield and the Council is called. Legolas corrupts with both the Ring and Shield at the Council. FINAL MPs: Dol Amroth (3), Lebennin (2), Imrahil (2), kill (2).
Conclusion: they work.