633-Dwar

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dirhaval
Posts: 549
Joined: Tue Feb 06, 2007 5:39 am

633-Dwar

Post by dirhaval » Tue Oct 01, 2013 5:42 pm

The Third has been brought to Udun to unleash his hounds on the West.

Dwar is to store Always Black Horses for later use, play orc factions in Mordor,
and subdue Rohan. Wolf allies, Scara-hai, and sorcery events will do this.

Dwar will move in Black Rider mode to either influence factions Gaurhir cannot play
or raid into Gap of Isen for a surprise attack. Scara-hai will play wolf allies and poison
to invade Gondor to either kill horse allies, leaders, or draw them to distant
regions such as Anfalas and Old Pukel-Land. There will be much CvCC.
Durthang will be made into a healing site for orcs and wolf allies.




The hazard deck is filled with creatures inhabiting the White Mountains. Demons, Pukel-men,
boars, and elves are included. Hazard events are about disease, agents with Cunning Foes, and
harming allies.

What I like about this Deck
This deck is a synergy of wolf allies, movement, and sorcery. You can have certain combos
in hand for specific turn strategies.

What I do not like about this Deck
The companies seem weak due to low influence. There is no warlord event used or other boosters
to add higher prowess minions. Also, no inherit sorcerer starts the game.
Attachments
633-Dwar_05-Vermin.pdf
updated file after game
(269.85 KiB) Downloaded 5 times

dirhaval
Posts: 549
Joined: Tue Feb 06, 2007 5:39 am

Re: 633-Dwar

Post by dirhaval » Wed Jan 17, 2018 12:25 am

The deck file is updated in the first thread.

Not much changed. It was agonizing how to handle the losing of a magic-user.
Miruimor went to Scatha and Lieutenant of Dol Guldur came from The Mouth.

So many changes could be made with the companies, but no composition is wholly satisfying.
Ring of Flame will be in the deck. It does not make sense to use it elsewhere. Unless Ren
gets sorcery and Dwar gets shadow-magic. Then, Dwar will get Feagwath too.

Let's stick with sorcery for Dwar. I wanted to have Gorfaur stay in Mordor influencing factions.
But that leaves Gaurhir to wear the mind ring, but his prowess is too low to stay unwounded.
The practice game had Haeldwyn roll for 20 strikes. Miriumor rolled just as many. Therefore,
Gaurhir cannot wear the mind ring, and I want another character to use Sorcery without the magic ring.
The only solution was to have Gorfaur have the mind ring controlling Haeldwyn with the Magic Ring of Weals.
Gaurhir is to have Wolf and a -2 modified mind Bulrakaur. Gorfaur has Orders From Lugburz and I'll Be At Your Heels
to give Haeldwyn zero CPs. Gorfaur's 10 mind will keep safe from the mind ring.

If Haeldwyn is under GI, then he must control Bulrakaur that has Heels. That leaves the Man with 0 CP with trifling ring.
Then Gorfaur has the mind ring and ByRW Word for 12 DI controlling Gaurhir, Wolf, and Virsh.
Haeldwyn has room for Orc-Grunt. That is another option, but forces Gorfaur to have ByRW Word when the companies are
rearranged.

Haeldwyn with By RW Word and no trifling ring has 7 DI to control Bulrakaur and Virsh. It is tough to decide.

In any case, no sorcerer starts the game. I hope to draw a Stolen Knowledge event or a gold ring early.


I would like to switch Miriumor with Haeldwyn, but that Dunadan is not allowed with trolls. That switch will allow
the second option of companies: Gorfaur w/ Gaurhir and Miriumor w/ Bulrakaur.


Oh, Oathbreaker is included with The Dwimorberg. The minion decks have 32 shadow magic, 34 sorcery, and 34 spirit magic cards. A clean 100.

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