Deck 15 : Ithryn Luin

To fulfill a scenario a player has to meet all deck building requirements during the whole game, and additionally the winning requirements for a certain scenario at the end of a game. There are 16 wizard scenarios and 6 ringwraith scenarios...

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Fangorn
Ex Council Member
Posts: 362
Joined: Sat Jan 31, 2009 10:57 pm
Location: Nantes, France

By posting this deck I played at Lure 2021, I'm now almost up to date !

Deck requirements :
- Only Pallando or Alatar may be used as a Wizard
- As characters, only Adrazar, Annalena, Arinmir, Beretar, Folco Boffin, Fram Framson, Galva, Haldalam, Peath, Vôteli, Vygavril and Wacho may be used.

Winning requirements :
- Men factions with at least 9-easy/11-medium/14-difficult Marshalling Points must be in play
- These factions must be playable in regions adjacent to the eastern end of the map.
- 2-easy/3-medium/3-difficult "Stolen Knowledge" cards must be in play (or have been stored).


Character Pool

Starting Company
Beretar + Elf-stone
Annalena
Adrazar
Peath
Voteli
+ Cram

In deck
Galva
Haldalam
Arinmir
Vygavril

Not in deck
Wacho


Wizards Characters

none


Resources

Men of Dorwinion

Dark Numbers
Dark Numbers
Dark Numbers
Knowledge of the Enemy
Knowledge of the Enemy
Knowledge of the Enemy

Noble Steed
Noble Steed

Necklace of Girion
Torque of Hues

Saw Further and Deeper
Saw Further and Deeper
Saw Further and Deeper

Concealment
Concealment
Concealment
Dark Quarrels
Dark Quarrels
Dark Quarrels
Trickery
Trickery
Trickery

Marvels Told

Longbottom Leaf
Longbottom Leaf
Longbottom Leaf
Smoke Rings
Smoke Rings
Smoke Rings


Hazards

Adunaphel
Akhorahil
Dwar of Waw
Hoarmurath of Dir
Indur Dawndeath
Khamul the Easterling
Ren the Unclean
Uvatha the Horseman
The Witch-king
Mouth of Sauron

Fell Beast
Morgul-horse

Cave-drake
Cave-drake
Cave-drake

Dror
Elwen
Lobelia
My Precious
Nimloth
Pon-ora-Pon
Woffung
Wormtongue

Good Sense Revolts
Good Sense Revolts
Nobody's Friend
Nobody's Friend

An Unexpected Outpost
An Unexpected Outpost
Stormcrow


Sideboard

Alatar
Easterlings
Variags of Khand
Nurniags
Roac the Raven
Lordly Presence
Lordly Presence
Lordly Presence
Tempering Friendship
New Friendship
Hour of Need
Await the Advent of Allies
More Sense than You
Rhûn
Many Turns and Doublings
Escape
Marvels Told
Withdrawn to Mordor

Great Need or Purpose
Never Seen Him
Pilfer Anything Unwatched
Pilfer Anything Unwatched
Twisted Tales
Twisted Tales
Will Not Come Down
Will Not Come Down
Your Welcome is Doubtful
Your Welcome is Doubtful
Short Legs are Slow
The Roving Eye


Sites

Shrel-kain => Men of Dorwinion, Noble Steed
Easterling Camp => Easterlings, Noble Steed
Nurniag Camp => Nurniags, Dark Numbers, Knowledge of the Enemy
Variag Camp => Variags of Khand, Noble Steed
Dale => Roac the Raven
The Lonely Mountain => Necklace of Girion
Sarn Goriwing => Torque of Hues, Dark Numbers, Knowledge of the Enemy
Buhr Widu => Torque of Hues, Noble Steed, Dark Numbers
Raider-hold => Torque of Hues, Noble Steed, Dark Numbers


Starting company

Start with characters not specific to an eastern faction, and with full range of skills.
Beretar and Peath are, if not very strong, the strongest characters, but brutal force is not needed.
Scouts are Annalena and Adrazar (Wacho as back-up), mandatory to avoid attacks and to play Dark Numbers.
Rangers are Beretar, Peath and Voteli, as defense against Rivers.
Sages are Annalena and Voteli, as defense with Marvels Told. Nightmare hazard against this deck is Mordor to Arms.
Diplomats are Peath and almost Adrazar to recruit factions.

With Beretar controlling Annalena with Elf-stone, starting company requires 15 GI.
Peath bears Healing Herbs for future healing.

Galva, Haldalam, Arinmir and Vygavril are going to deck.
No Wizard is straight in deck, Alatar being in sideboard for end-game.
Strategy is indeed to play without Wizard, and so with Saw Further and Deeper.


Play tips

Eat Cram by leaving Rivendell to jump to Sarn Goriwing.
Sarn Goriwing is indeed the base camp during most of the game, because all Stolen Knowledges can be played there.
Even Annalena and Adrazar may handle the weak automatic-attack untappped, in order to play Dark Numbers.
Knowledge of the Enemy is very easy to play, during end-of-turn phase or organization phase.

Be careful to keep your scouts alive, they are the most important characters.
If wounded, go to Lorien to heal and store the Stolen Knowledge.
With maximum avoidance thanks to Concealment, Dark Quarrels and Trickery, it should not happen during most games.
If not enough, sideboard Many Turns and Doublings and/or Escape.

Torque of Hues is an other way to avoid attack, play it if possible on a non-scout.
Play it at Sarn Goriwing only if you don't intend to go there anymore, otherwise at Buhr Widu.
There play additionally Noble Steeds (or at Shrel-kain).

Second part of the game will focus on factions.
Necklace of Girion is a nice thematic item giving +3 DI to attempts.
It replaces the Horn of Anor I decided not to use in starting company.
Only Men of Dorwinion is straight in deck, because very easy to play.

Thanks to Saw Further and Deeper, bring diplomats at their faction site.
Await the Advent of Allies in sideboard is helpful if opponent plays an heavy influence destruction strategy.
Galva is played only if Men of Dorwinion has not been already played.
Haldalam is played only if Easterlings is in hand or at least already sideboarded.

For Variags of Khand it's a bit different, because home site of Arinmir isn't Variag Camp.
She has to try to travel there. It's a huge risk because she can't heal there.
There's a second chance with Vygavril, less risky because there's only one Wilderness, but less efficient to recruit.
Otherwise you may attempt at distance with Roac the Raven.
Last way is to travel with the main company safely thanks to Rhûn.

Protect your lonely diplomat character with More Sense than You. Thus hazard creature like Assassin fizzles !
Sideboard the Lordly Presences to make influence attempts automatic with corresponding character, or almost automatic with other diplomats.
Discard diplomat character when after his/her faction was influenced, in order to save GI for others and defense against Muster Disperses.
With Men of Dorwinion, Easterlings and Variags of Khand in play, scenario is successfully medium.

Afterwards, go to the difficult goal, which is very difficult : influence Nurniags.
The "easier" way is going to Nurniag Camp with Alatar from Edhellond.
Take care about the automatic-attack because it isn't detainment.
Because Alatar isn't diplomat, attempt with a Tempering Friendship.
I prefer Tempering Friendship in the deck instead of Muster, the latter being not usable by the characters in other siutations.

As a side note, I never succeeded to influence Nurniags !
Otherwise, deck is very efficient and most of the games ended with a medium scenario and a MP victory.


Hazard strategy

Hazard part is an heavy agent theme.
I choose agents carefully due to the 36-mind limit.
I focused on diplomats to destroy opponent's scenario by influencing a key character, ally or faction.

Hope to draw quickly the agent effective against opponent :
- Dror vs Dwarves
- Lobelia vs Hobbits
- Nimloth vs Elves
- Elwen vs Return to the King (Arwen)
- My Precious vs Gollum's Fate
- Pon-ora-Pon vs Heirs of Yavanna
- Woffung vs Alliance of Free People
- Wormtongue vs Rohirrim
Vs RotK I hesitated with Surion vs Aragorn at Minas Tirith, or even Firiel as a big surprise at Vale of Erech.

Play agent at his/her home site or closer to opponent with Nobody's Friend.
Play if possible Never Seen Him to allow him/her more speed.
Good Sense Revolts boosts influence or influences an opponent if he uses max GI.

Use the appropriate card in the sideboard :
- Pilfer Anything Unwatched against a character at distance
- Your Welcome is Doubtful against a character or ally
- Twisted Tales against a faction
- Will Not Come Down against on opponent saving lots of GI

During one game Dror came into play at Dale thanks to Nobody's Friend, and moved nearby to Lonely Mountain.
Afterwards thanks to Your Welcome is Doubtful, Dror automatically influenced (+27 DI) Thorin King Under the Mountain !


Agent theme is completed by a Nazgul theme, thus Great Need or Purpose is a very thematic card, with agent effect and Nazgul drawing.
Let opponent focus on Khamul, it doesn't matter because I don't use his ability.
Nazgul are here to sideboard or even attack with Fell Beast or Morgul-horse.

The biggest surprise is attacking with Nazgul at Border-holds thanks to local agents, because this rule is almost unknown.
Thus during one game, Wormtongue allowed 2 Nazgul attacks at Dunharrow !
It could be the same with Woffung at Dale, Lake-town or Shrel-kain, and with Pon-ora-Pon at Druadan Forest or Wose Passage-hold.

Cave-drake are here for loopholes in deck (ruins and wilderness).

Additionally, Stormcrow suits well because your Wizard will appear only very late in the game (if ever).

It was very fun to play with agents (and Nazgul) because the first time for me and I never faces opponent playing with.


MP overview (expected / max)

Characters : 7 / 11
Items : 4 / 6
Factions : 11 / 16
Allies : 1 / 3
Miscellanous : 2 / 6
Kill : 0 / 1
=-=-=-=-=-=-=-=-=-=-=-=-=-=
Total : 25 / 43
Hrum, Hoom ! Do not be hasty, that is my motto.
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