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623-Felagrog-DragonPlay

Posted: Mon Sep 30, 2013 11:17 pm
by dirhaval
The Balrog of Moria is not content with his domain. He knows a fellow servant of Morgoth has his
eye on the world. This servant will someday assault Moria. Yes, Felagrog could delay the onslaught
for a while, but eventually he will fall.
Felagrog has felt a Power become awaken. It might be this One Ring. If this One Ring is found,
then the realm of the Demon will surely end. Felagrog will marshall his minions across
the Under-Deeps to prepare to raid...Mordor from below. Why not have the ring delivered to you if found?

Felagrog will secure many weapons, troll allies, orc factions east of Mordor, and some mission cards to
prepare for assault on Mordor for the Power Deck. (Really. Moria is already taken. There is not much else to do for this player).
He knows threats are near. A half-troll is to to his west, Durlach to the north, and Dragons to the east. At the start of the Power Decks, Felagrog will head under Mordor and surface for battle - influencing factions away from Sauron and CvCC. If some stupid dwarf decides to retake
Moria either from above or below, then that race is doom to fail. One company will be dispatched to handle him.

Flame of Udun and Great Shadow are the fanu for this Fate Deck. The other two fanu are for the Power Deck.
First influence with Strangling Coils, then sit at Mount Doom with Master of Dread and Fear. King of the Mountain.
.

Why I like this Deck

This player will move around much of the MECCG under-deep sites playing balrog allies, and weapons. Those two 9-mind
trolls will get much action. Three trolls in one company with a prowess of 9!


Why I do not like this Deck

I need to find a purpose for this player. I am having Aradagor playing the "Raid Dwarfhold" set at Drowning Deeps, and the Demons
are doing the same at Rusted-Deeps. Durlach will use factions to raid Angmar in the Power Deck.


I am in favor of rebuilding Moria to start Fate. Then the Dwarf-lord needs to mine Mithril successfully and other ore cards to "win"
a slot.

Re: 623-Felagrog

Posted: Thu Oct 03, 2013 10:33 pm
by dirhaval
sorry for not posting the file.

Re: 623-Felagrog

Posted: Thu Nov 20, 2014 2:37 am
by dirhaval
I updated the file with a turn analysis. Here is the text for it.
[Updated on 04-05-2015]

FIRST DECK
Until Felagrog comes into play you want to play as many items as possible. Start at Under-Gates so to draw cards when moving to Moria. Move to play Maker’s Map or a major item in the mountains. Then move to Under-Grottos(6) for Iron-Shield.
When the avatar is played tap him to access the sideboard.
Turn 4 tap avatar to shuffle Descent Through Fire.
Turn 5 tap avatar to shuffle Caverns Unchoked. Untap with avatar card to tap depositing 5 resources from the sideboard into the discard pile.
Turn 6 tap avatar to shuffle Roots of the Earth for the playdeck. Deposit six mode resources – no tapping needed.
Turn 7 Great Shadow is played. Move the avatar and Umagaur to Under-Galleries to play Descent Through Fire. There should be at least +5 to move. Therefore, the company may move to Under-Courts then to Under-Galleries. At the end of the turn shuffle a Great Fissure from the discard pile using Great Shadow and shuffle the event into the playdeck.
Turn 8 tap to deposit five resource from the sideboard, then move avatar’s company to Mines of Angûrath. Untap with avatar card. A sage or avatar must tap to enter the site. Play Caverns Unchoked at this dwarf-hold. If Cavarns Unchoked is not in hand then move directly instead to Limestone Caverns. Shuffle Darkness Wielded using Great Shadow.
Turn 9 Move to Limestone Caverns to play Roots of the Earth to make it a darkhaven. Shuffle Maker’s Map using Great Shadow.
Turn 10 tap to shuffle Flame of Udûn; all move to Under-Gates.
Buthrakaur’s company should have +4 to move (Map, plumb, Miner). Move to Under-Vaults and Cobalt-Deeps to play major items. Move to Under-Gates for healing before for traveling straight to The Wind Throne to play Maker’s Map.
Your companies may be isolated from much of the Under-deeps at the end of the first deck, but that is your goal. When the second deck begins, you have untapped sites.


SECOND DECK
Turn 11-13 will have Felagrog at Gates. He will keep Great Shadow in play until its abilities are no longer needed by Turn 13 or if a weapon of his is drawn. While at a darkhaven squatting before moving to play the items, tap to shuffle Great Shadow and send both Scourge of Fire events to the playdeck. Felagrog will play Flame of Udûn so to move to Under-Leas and Under-Grottos playing the balrog weapons. Great Shadow will then be taken to hand. Either discard the fana or keep it in hand for six turns. Turn 13 has Felagrog tapping to shuffle another copy of Great Shadow into the playdeck. Will you draw it by then? You can use Weigh All Things to a Nicety to shuffle the other Great Shadow. You just need to have the avatar as a Great Shadow during the END phase once before the second exhaustion so to fetch Troll-Chief.
After playing the items, send Felagrog to Moria for healing or to the surface if he is tapped or fails under-deep movement rolls. On the surface, discard a tapped A More Evil Hour and use Out He Sprang to CvCC a weak wizard using Crowned with Storm on Turn 17. If that event is not in hand, then use Prone to Violence to CvCC one of Dwar’s or Hoarmûrath’s companies so to weaken it for your future Mordor invasion. Evil turns on Evil. About 25 MPs should be earned by this player at this time for four region movement or at least 17 MPs for three-region movement. Try to combat Radagast near in Anduin Vales or Thráin.
He returns to Moria for healing if wounded or engages in combat the following turn. If Felagrog moved to a non-surface site for his first combat, then he must return to a surface site the following turn for combat.
Turn 16 shuffle Breach the Hold. Turn 18 shuffle Invade Their Domain. At the end of Turn 19 shuffle Troll-Chief using Great Shadow. Turn 20 shuffle Lord and Usurper by tapping the avatar and use Great Shadow to shuffle Darkness Wielded; move to Gates and play Great Shadow. At the end of Turn 20 this player has three mission resources in hand (BtH, ItD, LaU).
If possible once A New Domain is depositing into the discard pile after using a Game Point from the Warlord Phase commencement, play Great Shadow on Turn 18 so to have another turn using that fana to shuffle A New Domain. Else A New Domain must be drawn early in the third deck to play. Failure requires to drawn the resource during the Power Deck, which may a while forcing the player to put three copies in the play deck.
Umagaur moves to Goblin-Gate to play the faction. Next, he moves to play Orcs of Moria. Then moves to find A Few Recruits at Dimrill Dale and Ost-en-edhil. Be careful. Umagaur must be at the Under-Gates starting on Turn 20 and cannot be at the same site as Flame of Udûn.
Buthrakaur’s goal is to tap Cobalt-Deeps and Wind-Deeps for resources before the avatar taps Under-Leas for his item. Turn 13 he move northeast to Cobalt-Deeps to play a major item [UG-UL(4), UL-WD(5+1), WD-CD(5+2)]. Next, move to Wind-Deeps [UG-UL(4), UL-WD(5+1)]. Felagrog might have Under-leas tapped at this time so move Felagrog’s company after Buthrakaur’s movement. Move back to Gates for two turns healing. If another major item is needed, then move to Gem-Deeps. Afterwards, move to Sulfur-Deeps to play Cave Troll and/or Blasting Fire if either are in hand. Then move east for CvCC for one turn.
Buthrakaur must join Umagaur’s company before the second deck exhausting to transfer weapons to Umagaur. This will likely be Turn 20. His company should have +6 to move.

Third Deck:
Buthrakaur should move for two more CvCC if possible. Then he moves to Mines of Angûrath to help play Lord and Usurper.
Felagrog and Umagaur move to Limestone Caverns on Turn 21 to play Breach the Hold. Turn 22 is healing at Limestone Caverns discarding wounded minions and picking-up others. Turn 23 they move to Mines of Angûrath to play Invade Their Domain. Turn 24 has Felagrog
waiting at Mines of Angûrath for reinforcements. Councils then end.

Re: 623-Felagrog

Posted: Sun Nov 23, 2014 3:37 am
by dirhaval
While making Durlach's deck I decided to change Felagrog's deck. Nothing major.

Changes include removing Descent Through Fire, Tempest of Fire and People's Diminished for Breach the Hold and Invade the Domain.
Those last two events will be played on Mines of Angurath in the third deck.
Two copies of A Few Recruits were included to give this player four factions, which will move
in the under-deeps towards Udun and Nurn for battle during the Councils.

Re: 623-Felagrog

Posted: Wed Nov 26, 2014 6:32 am
by dirhaval
This is a fun deck to make.

[OLD text; ignore. Kept here for historical purposes. Talk to Oin about deletion.]

FIRST DECK
Until Felagrog comes into play you want to play as many items as possible. Start at Under-Gates so to draw cards when moving to Moria. Move to play Maker’s Map or a major item in the mountains. Then move to Under-Grottos(6) for Iron-Shield.
When the avatar is played tap him to access the sideboard.
Turn 4 tap him to grab Descent Through Fire.
Turn 5 tap to grab Caverns Unchoked. Untap with avatar card to tap grabbing 5 resources from the sideboard.
Turn 6 grab Roots of the Earth.
Turn 7 move the avatar and Umagaur to Under-Galleries to play Descent Through Fire. There should be at least +5 to move. Therefore, the company may move to Under-Courts then to Under-Galleries.
Turn 8 tap to grab three resource from the sideboard, then move them to Mines of Angûrath. Untap with avatar card. A sage or avatar must tap. Enter the site and play Caverns Unchoked.
Turn 9 tap to grab Maker’s Map from sideboard. Untap with avatar card, then move to Limestone Caverns to play Roots of the Earth to make it a darkhaven.
Turn 10 tap to grab Flame of Udûn; all move to Under-Gates.
Buthrakaur’s company should have +4 to move (Map, plumb, Miner). Move to Under-Vaults and Cobalt-Deeps to play major items. Move to Under-Gates for traveling straight to The Wind Throne to play Maker’s Map.
Your companies may be isolated from much of the Under-deeps at the end of the first deck, but that is your goal. When the second deck begins, you have untapped sites.

SECOND DECK
Turn 11-13 will have Felagrog at Gates. He will keep Great Shadow in play for its abilities are no longer needed. Felagrog will play Flame of Udûn so to move to Under-Leas and Under-Grottos playing the balrog weapons. While at a darkhaven squatting before moving to play the items, tap to grab Crowned with Storm and send both Scourge of Fire events to the playdeck. After playing the items, send Felagrog to Moria for healing or to the surface if he is tapped or fails under-deep movement rolls. On the surface, discard a tapped A More Evil Hour and use Out He Sprang to CvCC a weak wizard using Crowned with Storm. If that event is not in hand, then use Prone to Violence to CvCC one of Dwar’s or Hoarmurath’s companies so to weaken it for your future Mordor invasion. Evil turns on Evil. He should have another turn for CvCC. Turn 16 grab Great Shadow. Turn 18 grab Breach the Hold. Turn 20 grab Invade Their Domain. Move to Moria on Turn 20 and play Great Shadow.
Umagaur moves to Goblin-Gate to play the faction. Next, he moves to play Orcs of Moria. Then moves to find A Few Recruits at Dimrill Dale and Ost-en-edhil. Be careful. Umagaur must be at the Under-Gates starting on Turn 21 and cannot be at the same site as Flame of Udûn.
Buthrakaur will move to Gates after moving from Wind-Throne so to transfer weapons to Umagaur. His company should have +6 to move. He stays at Gates for two turns healing. The goal is to tap Cobalt-Deeps and Wind-Deeps for resources before the avatar taps Under-Leas for his items. Turn 13 he move northeast to Cobalt-Deeps to play a major item [UG-UL(4), UL-WD(5+1), WD-CD(5+2)]. Next, move to Wind-Deeps [UG-UL(4), UL-WD(5+1)]. Move back to Gates for healing. If another major item is needed, then move to Gem-Deeps. Afterwards, move to Sulfur-Deeps to play Cave Troll and/or Blasting Fire. Move east for CvCC for one or two turns so the deck exhausts refreshing the sites.

Third Deck
Buthrakaur should move Gates at this time with a Blasting Fire to transfer to the other company. His presence at Moria to start this deck will scare any invader away. He should move for one more CvCC if possible. Then he moves to Limestone Caverns or Gates for healing.
Turn 21 is the chance for Great Troll to be played, so to take a strike from each event attack.
Felagrog and Umagaur move to Limestone Caverns on Turn 22 to play Breach the Hold. Turn 23 is healing at Limestone Caverns discarding wounded minions and picking-up others. Turn 24 they move to Mines of Angûrath to play Invade Their Domain. Councils end. Turn 25 will move seven minions to Mines of Angûrath to play Lord and Usurper and A New Domain.
Swift Onset should be in play by the third deck.
Turn 20 move all factions to Moria.
Turn 21 move all factions to Under-Gates.
Turn 22 move all factions to Sulfur-Deeps.
Turn 23 move all factions to Under-Courts.
Turn 24 move Recruits and Orcs of Moria to Galleries.
Turn 24 move Recruits and Goblins of Goblin-Gate to Mines of Angûrath.
Turn 25 move factions to surface and combat at will

Re: 623-Felagrog-DragonPlay

Posted: Sun Apr 05, 2015 6:30 pm
by dirhaval
I made some updates to the deck and summary after starting Felagrog's Power Deck.
I removed Going Ever Under Dark for Second in Command, and replaced Power Built By Waiting for another Great Troll ally.

The summary removes two CvCCs on the surface by the balrog to make room to play Lord and Usurper.
The attack sequences with all those attacks were improved. The first two decks saw little change. I also
incorporated some exact uses of Great Shadows shuffling ability too. If this player has Darkness Wielded
in hand when the invasion happens, then this player will surely have a Power Deck. Who will stop him?

Felagrog's power deck will be the easiest to make since he is close to 50 MPs. Can you imagine Frodo and Sam
reaching Mount Doom only to find a balrog waiting for guests to pay a ring tax? Such a strategy for this player
does allow the One Ring bearer to move to Moria from Rivendell during the Power Decks.

Re: 623-Felagrog-DragonPlay

Posted: Tue Jan 31, 2017 1:55 am
by dirhaval
The updated deck file is in the first thread.


Changes from Deck Version-2 after the practice game up to the Warlord Phase.

A Few Recruits switched for the Ered Hamal orc faction.
Orcs from Ered Ormal added from Prone to Violence.
Goblins of Goblin-Gate switched for Orcs of the Uldona Spine.
The factions change will make it easier to bring factions to Mordor.
Great Troll ally replaced by Abomination Nursed in Darkness. The troll ally will be discarded
when Flame of Udun is played late in the Avatar Deck.
Second in Command replaced by another copy of Ancient Secrets. The third leader will be
discarded when the other companies are joined for the mission events.
Two copies of Angband Revisited added replacing a Great Shadow and Crown with Storm.

Re: 623-Felagrog-DragonPlay

Posted: Thu Dec 28, 2017 10:57 pm
by dirhaval
Here is the update to the deck of Felagrog. Some changes were made.

First, I think I am using a bit more balrog-specific characters to avoid
discarding items due to body checks.

Second, I moved the tapping of sites south. Now, all the sites south of
Under-leas are the domain of this player - each will be tapped. The Iron Pit
replaces an Angband Revisted; it will be played on Mines of Angurath.

Third, hazards were about the same. From the Pits of Angband removed
for the Power decks. Scatha of course crips this deck and use of Prowess of Might.
Changes made with the dragon manifestations added 7 body hazards so to use
that event. Great Secret Buried There removed. Now, just 3 dragon creatures
are included, but Black Crows may bring one back to hand.

Some changes to resources were made. One blasting fire removed for Miner's Pick.
A Great Troll replaced by Abomination Nursed in Darkness. One copy of Maker's Map
replaced by Crystals of Bilak-Khald. This does lower the overall move bonus by one,but
Map is hard to play in the Under-deeps (needs Information). A New Domain added replacing
Piercing All Shadows.

He's For Lugburz x2 added replacing Scourge of Fire x2. Kori is now used by Lord Thrain.
Play both hazard events to capture the beard.

Lessons Learned from game: play Orcs of Moria late into the game, use Umagaur
for faction building, and roll better.

The impetus of moving the sites south is from introducing Stalk the Halls with Throkmaw.
I want to use each dragon mode x2. Throkmaw drew the unlucky straw. He will tap
Cobalt-Deeps, Rusted-Deeps, and Ruins of Kheledhizidn. Ardagor now will head west
tapping both "Ruin" sites under Blue Mountains. Durlach gets the rest of the Under-deeps.
Durlach using The Under-roads aids Throkmaw moving too.

Re: 623-Felagrog-DragonPlay

Posted: Wed Jan 11, 2023 12:07 am
by dirhaval
Not much has changed; may be that is a bad thing?

Still in Wilderland Division opposing Lord Thrain.

Added new card Troll-guard and found a place for Thing Stolen.
Major items be hard to play; 4 orc factions are included.

Great Shadow and Flame of Udun are the fanu for the Avatar deck.
May take it slow playing resources and use Terror Heralds Doom
to influence away other players' resources. If there is feedback,
then Scourge of Fire can visit the next turn.

Hazard deck is changed a little.

Durlach is last of minions to show an updated deck.