003-Guidelines to Deck Building
Posted: Wed Jul 24, 2013 5:08 pm
I like to write here my reasons for the peculiarities of the decks.
In the Second Age of MECCG I desired to have most of the cards used in one large, multi-deck game.
Dream cards made this into a reality. Read that sentence again.
First, I like to use as many different MECCG cards as possible. I am tracking these cards
in a spreadsheet including expected visited sites. I expect folks reading this decks
to scratch their heads of why Concealment is not in more decks. I have spent many hours
to move two or more cards to another player.
2-I like to see different strategies too including hazard strategies.
3-Some events/items are not used due to being expected to be played in the Power Decks (i.e. the 16 player game after the councils).
or will be played by fallen-avatars.I have a unique weapon for each Elf-lord to play if corrupted.
Elrond-Aiglos, Galadriel-Sulhelka,Cirdan-Aranuth with Evenstar, Thranduil-Ringil.
4-I did not want to use strategies that one can easily use in a tournament or friendly game.
For example, The last deck posted, Thrain, has him using Mines of Falek-Dim as a Lord-haven. I could of
had him use Agarlond to make Glittering Caves into a dwarf-hold and Deep Mines on Gem-Deeps to make
it a one move to Under-gates. No. I can simply make a deck that does that and plays Mithril or Map to Mithril.
5-I have characters in starting companies not expected to be used later. For example, I have Bladorthin as a starting
elf for Thranduil, but that elf is not used later? I plan on using starting companies to blitz to sites to play resources,
expecting many to killed or corrupted away since I may not tap to remove those hazards. When I was playtesting
Gandalf I ran into problems of discarding characters to play other characters. So might have to change that process.
However, having no good characters later in the game may prove disastrous. Play testing will uncover any flaws.
That is another reason many players have 8+ characters in the play deck. A positive on this many is when the
deck is exhausted unneeded characters will be exchanged for hazards.
6-I am thinking about removing Gollum as a player and having Gandalf's main hazard player to be Necromancer.
Then Radagast will face Azog/Bolg who are at Mount Gundabad. I am debating on if Azog is allied with Felagrog (balrog at Moria)
or with Witchking. Azog will encounter orcs from Thorkmaw. I might have Azog being allied with Witchking and friendly with Felagrog.
Felagrog, Azog, Thorkmaw, and Durlach each can play 2 unique minions with 7+ mind.
7-The only Dwarven Ring being played by the Heroes is DR of Thrar by Thrain. The other six Dwarven Rings will be played by the minions.
So there will not be any duplicated DR in the play decks.
8-Each hero tries to have at least one anti-agent resource.
9-Heros in the Wilderland Division will try to visit Dol Guldur on Turn 8,9, or 10 together to play missions. More heroes means better success.
Radagast-Pass the Doors
Galadriel-Fate of the Ithel-stone
Thranduil-Towers Destroyed
Thrain-at first was to visit Sulfur-Deeps before his deck exhausted, but may not be involved. His gang might move to Moria at this time
after Thrain plays items in the under-deep sites below the Grey Mountains.
Other heroes will also make dangerous trips at this time.
Theoden will invade the north confines of Mordor.
Imrahil will play Raid on Umbar.
Denethor will invade into Mordor to play stolen knowledge
Atani-lord in Rhun will invade Nurn, while
Saruman will visit that Ruins in Nurn, then move to Mount Doom to play Into the Smoking Cone.
I know that this mission can be played at that volcano in Chey Sart, but I like to see the faces
of the black players when this all goes down.
All for now. Now you know some of my reasons for deck building.
In the Second Age of MECCG I desired to have most of the cards used in one large, multi-deck game.
Dream cards made this into a reality. Read that sentence again.
First, I like to use as many different MECCG cards as possible. I am tracking these cards
in a spreadsheet including expected visited sites. I expect folks reading this decks
to scratch their heads of why Concealment is not in more decks. I have spent many hours
to move two or more cards to another player.
2-I like to see different strategies too including hazard strategies.
3-Some events/items are not used due to being expected to be played in the Power Decks (i.e. the 16 player game after the councils).
or will be played by fallen-avatars.I have a unique weapon for each Elf-lord to play if corrupted.
Elrond-Aiglos, Galadriel-Sulhelka,Cirdan-Aranuth with Evenstar, Thranduil-Ringil.
4-I did not want to use strategies that one can easily use in a tournament or friendly game.
For example, The last deck posted, Thrain, has him using Mines of Falek-Dim as a Lord-haven. I could of
had him use Agarlond to make Glittering Caves into a dwarf-hold and Deep Mines on Gem-Deeps to make
it a one move to Under-gates. No. I can simply make a deck that does that and plays Mithril or Map to Mithril.
5-I have characters in starting companies not expected to be used later. For example, I have Bladorthin as a starting
elf for Thranduil, but that elf is not used later? I plan on using starting companies to blitz to sites to play resources,
expecting many to killed or corrupted away since I may not tap to remove those hazards. When I was playtesting
Gandalf I ran into problems of discarding characters to play other characters. So might have to change that process.
However, having no good characters later in the game may prove disastrous. Play testing will uncover any flaws.
That is another reason many players have 8+ characters in the play deck. A positive on this many is when the
deck is exhausted unneeded characters will be exchanged for hazards.
6-I am thinking about removing Gollum as a player and having Gandalf's main hazard player to be Necromancer.
Then Radagast will face Azog/Bolg who are at Mount Gundabad. I am debating on if Azog is allied with Felagrog (balrog at Moria)
or with Witchking. Azog will encounter orcs from Thorkmaw. I might have Azog being allied with Witchking and friendly with Felagrog.
Felagrog, Azog, Thorkmaw, and Durlach each can play 2 unique minions with 7+ mind.
7-The only Dwarven Ring being played by the Heroes is DR of Thrar by Thrain. The other six Dwarven Rings will be played by the minions.
So there will not be any duplicated DR in the play decks.
8-Each hero tries to have at least one anti-agent resource.
9-Heros in the Wilderland Division will try to visit Dol Guldur on Turn 8,9, or 10 together to play missions. More heroes means better success.
Radagast-Pass the Doors
Galadriel-Fate of the Ithel-stone
Thranduil-Towers Destroyed
Thrain-at first was to visit Sulfur-Deeps before his deck exhausted, but may not be involved. His gang might move to Moria at this time
after Thrain plays items in the under-deep sites below the Grey Mountains.
Other heroes will also make dangerous trips at this time.
Theoden will invade the north confines of Mordor.
Imrahil will play Raid on Umbar.
Denethor will invade into Mordor to play stolen knowledge
Atani-lord in Rhun will invade Nurn, while
Saruman will visit that Ruins in Nurn, then move to Mount Doom to play Into the Smoking Cone.
I know that this mission can be played at that volcano in Chey Sart, but I like to see the faces
of the black players when this all goes down.
All for now. Now you know some of my reasons for deck building.