LOTR LCG: The Great Wall of Endless Text

Currently, my main gaming focus is on Lord of the Rings the card game. I feel the need to rant and rave about my strategic and mental transgressions and figure it is better to not clog up the forum with it.

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Ziggy/Gazer isn't quite as cool as I thought + Updated Deck Snapshot + Hero Rankings

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Microbadge: 5 Year Geek VeteranMicrobadge: Hanabi fanMicrobadge: Battlestar Galactica fanMicrobadge: The Lord of the Rings: The Card Game fanMicrobadge: LotR:LCG fan - I build Resource Engines!
When Imladris Stargazer came out, I was convinced that I was going to need to print out numerous proxies so that the devastating Ziggy/Gazer combo would fuel all of my decks. Who needs cost predictive Ziggy decks when I could fuel the whole engine with just representation of one sphere that happens to be the sphere that I am going to try to get into all of my decks anyway. What surprised me is that I struggled to build a solid deck around it. My initial pass was pairing the combo with Dunhere, Eowyn, and Gimli. It was ok, but I never really got excited about the deck. With the reveals from Foundations of Stone all out, I was determined to give it another shot. But in the end, I cut the Ziggy/Gazer combo in almost every situation. Hell, I nearly cut Ziggy altogether.
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Mon Jun 25, 2012 2:10 am
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My decks: A Snapshot (June 2012 version)

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Microbadge: 5 Year Geek VeteranMicrobadge: Hanabi fanMicrobadge: Battlestar Galactica fanMicrobadge: The Lord of the Rings: The Card Game fanMicrobadge: LotR:LCG fan - I build Resource Engines!
My decks have changed considerably with The Long Dark and other card announcements. Time to snapshot them. See below for Beravor/Hama abuse, some retro Dain, and the return of Dunhere to the world of high threat.
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Sat Jun 2, 2012 6:22 pm
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The Musts and the Missing

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When deckbuilding, there are certain cards that you always want to include if there is a hero of the corresponding sphere. It is no secret that some cards are more powerful than others, but some just simply have a high usefulness and always seem to be a solid addition to a deck. If you aren't proxying, this can be rather frustrating if you are trying to construct multiple decks. Also, I find it is much more interesting to run different cards, otherwise two different decks can play very similarly because of their card overlap. I've been thinking about this a lot lately in my recent round of deck reshuffling and decided it would be interesting to review the cards that I have found to be "must haves" in a deck.
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Sat Jun 2, 2012 6:00 pm
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Willpower is Really Important!!! (p.s. Secrecy Sucks)

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Yea. Ok. So if you've played any quest other than a Passage Through Mirkwood, you've probably figured out that Willpower is pretty important. So this is certainly not a ground breaking concept. But, as I was thinking about the tangled web that The Long Dark tries to ensnare you in, some math clicked in my head that I already knew but hadn't actually thought about. So let's dive into that and talk about other things that should probably have been painfully obvious to me.
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Mon May 28, 2012 9:51 pm
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The Long Dark - How It Has Changed The Game

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The Long Dark is out and after enough plays it is time to review where this expansion pack has taken the game.
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Mon May 28, 2012 7:28 pm
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Watcher in the Water - How It Has Changed the Game

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The great thing about a living card game is that the game is changing all the time. Every expansion not only presents new player cards that create new combos, but new encounter cards that require new strategies. Both of these items have a significant impact on affecting the value of existing cards and strategies. My intention is to dig into these items and reflect on their impacts moving forward.
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Sun May 6, 2012 8:53 pm
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My decks: A Snapshot

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My decks tend to be rather fluid. Particularly with new cards being revealed and released all the time. These are good as of Watcher in the Water (+Ring Mail from A Long Dark). I primarily play 2 or 3 player games and have constructed two sets of pre-built decks to play with. The first 3 are standard 3 hero high threat decks, the last 3 are secrecy decks. The first 3 have a relatively limited need for proxies with two core sets (3 ziggy, 2 sneak attack, 2 a test of will, and 3 Map-Makers). All but the Zigil Miners could be replaced. The secrecy decks are proxy crazy due to the need/desire for resourceful and threat reducers in all.

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Sat May 5, 2012 7:57 pm
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Secrecy, Uniques, and the Slippery Slope of Proxies

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Early in the Mirkwood cycle on the Journey to Rhosgobel, Haldir of Lorien was featured on the cover. At the time he (er . . uh . . she? stupid elves) was a rather powerful ally. Covering the basic elements of the game nearly as well as a hero (attacking, defending, and questing), (s)he was immediately one of the top allies in the class of Northern Tracker, Beorn, Faramir, and Gandalf. I started putting together a deck that featured him . .er . . her. . . the card!, and then I confronted head on an issue I had only previously danced around: Do I really want 3 of these things in my deck?
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Sat May 5, 2012 7:25 pm
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The Rise and Fall of Lore

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When I initially got my core set, Lore presented some nearly unique capabilities: Card drawing, Healing, deck control, and condition attachment cancellation. Healing in particular was invaluable. Between Necromancer's Reach and general battle attrition, there always seemed to be a use for healing. And when it wasn't there, our heroes always seemed to be doomed by mid game from the accumulated damage. So even from the beginning I viewed Lore as very important, if not indispensable.
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Sat Apr 14, 2012 4:46 pm
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Sauron can deck build too and how Spirit has become the unquestioned king of the spheres

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Somewhere in a dark and evil room, a game designer cloaked in shadows roared in frustration. He had giggled so gleefully at his Redhorn Gate freezing willpower combos. He had laughed maniacally at the invention of Crumbling Ruin, A Foe From Beyond, and especially Sudden Pitfall. These were so much more effective and thematic than the clumsy and forced Rhosgobel direct damage treachery attacks. Plus they avoided the healing powers of those silly Daughters of the Nimrodel. But that stupid player deck lover next door introduced two simple little cards in the core set that foiled his best plans: A Test of Will and Hasty Stroke. Sudden Pitfall was supposed to be the new beginning with 5 simple words "This effect cannot be cancelled". But it like the others all had weaknesses. The players could simply rig their questors to manage most of the risks. The "buddy system" became requisite when Sudden Pitfall was in play, ensuring that there was a less important ally questing as well to be dropped in the hole. The 5 words didn't apply to the shadow effect, so while in theory it could take out a double citadel plated Dain with 3 Dunedain Warnings, one simple little Hasty Stroke or Dunedain Watcher could stop it.

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Sun Apr 8, 2012 4:37 pm
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