![]() This is the reason why Eowyn is, for me, pretty much an auto-include in any deck I construct. Questing – Without high willpower, or other acceptable ways of dealing with what is in the staging area, there is little hope to find consistent success with any deck you make. But while they are good at all of those, they do not excel at any of them so – although they are arguably the best sphere to use if running mono-sphere – they definitely benefit from pairing with one of the other spheres. They are reasonably good at questing, attacking, and defending which makes them a jack-of-all-trades sort of sphere in the Core Set. What Leadership can offer – This sphere provides ways to generate resources, making it a great partner for any sphere. Spirit and Lore make a fun deck to run, but not one that will progress quickly through piles of enemies that appear. This sphere, like Lore, isn’t so great at attacking but is also not great at defending. There are allies that can help to burn through locations, both active and those clogged in the staging area and is my must-have sphere in any solo deck. ![]() What Spirit can offer – This sphere really shines at questing, and also offers good ways to reduce your threat track and to cancel the nastier effects that an encounter deck reveals. This sphere isn’t very good with damage dealing, making it a sensible partner with Tactics. Like the Tactics sphere, this one really shines in a 2-player game because it brings a lot of ways to dig into your decks for needed cards and ways to reduce what the encounter deck has thrown at you. What Lore can offer – This sphere provides ways to heal damage, draw cards, and some mitigation of threat in the staging area. This sphere is very weak at questing, though, so it will need the other hero or two to be strong in that area. This is a fantastic sphere if you are playing with another person, and when paired with the right sphere it is also quite feasible for solo play. What Tactics can offer – This sphere excels at dealing damage, taking hits, and influencing enemy attacks. Yes, there are ways to gain extra resources, but in general you’ll get a lot better mileage when running only two spheres. That means anything costing 3 or more resources is either going to require you to play nothing for a good chunk of the game or they will simply sit and clog up your hand. Those resources can be used only to pay for cards in their sphere or to pay for the only neutral card in the Core Set. ![]() Consider this: each turn you gain one resource on every hero. Why? Because resources in this game are going to come at a premium price if you have each hero belonging to a unique sphere. At best, you will max out at using three of the spheres however, I would definitely encourage avoiding even making a deck using three spheres. This is one of the more important questions to consider. This isn’t a way to build that One Deck to Rule Them All which can win every quest out there, but rather how to build the foundation for a successful deck. ![]() So without any more ado, I will dive right into the topic that many of you are probably really curious to know: how to construct a deck that is capable of faring well against many quests. I don’t know much of the cardpool that is out there in current meta play, I just know the cards in this core set really well after building dozens of decks and running through Journey Down the Anduin more times than I care to share. I’m not five years into playing and looking back on things. Why listen to me when I am a beginner, too? Because I love to deckbuild, and I am at a starting level of this game like you. Before you even consider purchasing more content for the game, you’ll likely want to get familiar with how the game plays AND how to construct a deck in order to combat the scenarios you’ll encounter. Deck construction is a key component to the game, and even the Core Set itself will encourage you to explore this path with the small selection of cards in the pool. In a game that already has so much additional content out there, it can feel overwhelming to know how to begin and, even, how to get started with learning the game. Welcome to what is the third post in a semi-planned series of posts outlining some beginner-level strategies to help you get started in the Lord of the Rings: Living Card Game. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |