Separate ARDA decks for wizards and dragons?

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kyh5
Posts: 14
Joined: Tue Dec 23, 2014 12:05 am

If I mix wizards and dragons cards together, I'm thinking that a lot of the dragons specific hazards and resources may end up being idle cards in hand if certain MP cards are not in play.

1x unique + 3x non-unique for Wizards is already a giant stack of cards, and Dragon card synergies are bound to get lost in there....

Would it make sense to have two separate ARDA decks? One for Wizards + non-dragon specific Dragons cards, and another heavy Dragons-set ARDA deck?
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Darksatin
Posts: 621
Joined: Tue Jan 16, 2007 6:14 pm
Location: Chalon sur Saône, France

It is better to make regional or scenario Arda decks.
For example, if you make an Eriador Arda deck, you do not need to put many cards from "The Dragons" (only Scorba could be in play).
It will be not the same thing if you make a "Dragonhunt" scenario Arda deck (with resources mainly playable in north-east regions).
kyh5
Posts: 14
Joined: Tue Dec 23, 2014 12:05 am

Thanks! Where can I find a list of suggested regions and their related sites?

I found this handy map, but it doesn't have an "Eriador" outline, for example.

http://www.meccg.net/netherlands/meccg/ ... _card1.pdf
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Darksatin
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Joined: Tue Jan 16, 2007 6:14 pm
Location: Chalon sur Saône, France

From the Dreamcard rules :

Eriador:
Angmar, Arthedain, Cardolan, Dunland, Enedwaith, High Pass, Hollin, Lindon, Númeriador, Redhorn Gate, Rhudaur, The Shire

But, for playability, if you want, you can add some other regions : Forochel, Gundabad, Elven Shores, Eriadoran Coast...
kyh5
Posts: 14
Joined: Tue Dec 23, 2014 12:05 am

Thanks! Copy pasting the rest of the regions here for others. I suspect some of these may be new sites from the Dreamcard expansions.

From this source.
http://www.councilofelrond.org/forum/vi ... =32&t=1298

4. List of regions per Territory (and Sub-territories)

• The Northern Waste: Dor Bendor, Dragon Gap, East Bay of Forochel, Ekkaia, Everdalf, Forochel, Forovirkain, Gondalf, Grey Mountains, Hûb Uichel, Illuin (see below), Lindalf,

Lhûgdalf, Rast Losnaeth, Minheldolath, Narthalf, Talath Oiohelka, Talath Uichel, Thorenaer, Withered Heath
Illuin: Azjan, Barl Syrnac, Dyr, Helkëar, Mur Fostisyr, Ukal Sêj

• Eriador: Angmar, Arthedain, Cardolan, Dunland, Enedwaith, High Pass, Hollin, Lindon, Misty Mountains (Northern & Southern Spur), Númeriador, Old Forest, Redhorn Gate, Rhudaur, The Shire

• Wilderland: Anduin Vales, Brown Lands, Dagorlad, Dorwinion, Eorstan, Fangorn, Grey Mountains, Grey Mountain Narrows, Gundabad, Iron Hills, Mirkwood (see below), Northern Rhovanion, Sea of Rhûn, Southern Rhovanion, Wold & Foothills

Mirkwood: Heart of Mirkwood, Southern Mirkwood, Western Mirkwood, Woodland Realm

• Greater Gondor: Andrast, Gap of Isen, Gondor (see below), Harondor, Old Pûkel-land,Old Pûkel Gap, Rohan

Gondor: Anfalas, Anórien, Belfalas, Ithilien, Lamedon, Lebennin, Mouths of the Anduin

• Mordor: Chelkar, Ered Lithui, Gorgoroth, Horse Plains, Imlad Morgul, Khand, Nuriag, Nurn, Udûn

• The Sundering Seas: Andrast Coast, Bay of Belfalas, Bay of Drel, Bay of Felaya, Coast of Harad, Elven Shores, Eriadorian Coast, Hyarnustar Coast, Kurryan Bay, Mardruak Cape, Methran Cape, The Sundering Seas, West Bay of Forochel

• The Great Central Plains: Chey Sart, Ered Harmal, Forrhûn, Harrhûn, Heb Aaraan, Lotan, Kykurian Kyn, Nûrad, Orgothraath, Relmether, Taur Rómen

• The Sun-lands: Arysis, Bay of Tulwang, Bellakar (see below), Bozisha-Miraz, Dune Sea, Erim Póa, Harnendor (see below), Harshandatt, Isfahan, Lûrmsakun, Mirror of Fire, Né Tava, Siakan, Sirayn (see below), Suza Sumar, Seznebab, Tulwang, Zajantak

Harnendor: Chelkar, Harondor, Hazuran, Hyarmenfalas, Pezarsan
Bellakar: Bellazen, Felaya, Kes Arik, Mardruak
Sirayn: Chennacatt, Isra, Kirmlesra

• Bay of Ormal: Ammu Baj, Bulchyades, Chy, Clyan, East Bay of Ormal, Ered Ormal, Harshandatt, Kirmlesra, Kythor, Lyneria, Olyas Kriis, Ormal Shores, Sakal an-Khâr, Sára Bask, West Bay of Ormal, Zhûrgor

• The Uttersouth: Ardor (see below), Bosiri, Dominion of the Seven (see below), Sakal-an-Khâr, Shores of Maquatostoth, Straight of Tumag, Tumag, Yellow Mountains, Zurghôr

Ardor: Drenad, Dûshera, Gan, Geshaan, Koronandë, Koros Bay, Hathor, Mûlambur, Mûmakan, Mûmakan Coasts, Tâliran, Tantûrak, Tuktan, Ûsakan, Ûsakan Bay
Dominion of the Seven: Cleft of Goats, Curinshiban, Drêl, Elorna, Hyarn, Mag, Mirëdor, Pel, Pel Bight, Yellow Mountains – Western Spur
Kjeld
Posts: 307
Joined: Thu Mar 22, 2012 5:40 pm

A themed ARDA deck definitely helps when combining multiple sets, but the theme doesn't just have to apply to the MP deck and the geographical area of play. Theme can also apply to the hazard portion. For example, I've played several times with a deck that sticks almost entirely to orcs, trolls, men, and nazgul hazards and their associated buffs and helper cards. You can imagine an ARDA hazard deck constructed around wolves, animals, awakened plants and spiders, or similarly one focused on drakes and dragons. Generally, it's a good idea to coordinate to some extent between the hazard and resource themes -- drakes and dragons wouldn't see a huge amount of play in a greater gondor/coastal themed game, for example. But if you have a game focused on hoard items and Wilderland factions, then drakes and dragons makes a lot of sense (and you should add in the appropriate anti-dragon resource events). One note: in dragon-hunt games, you might consider a rule that lets players start a major non-unique, non-hoard item in addition to their two minor items -- it might help companies survive against the generally very nasty drakes and dragons.
kyh5
Posts: 14
Joined: Tue Dec 23, 2014 12:05 am

Thanks, you guys are wonderful as usual!
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