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The Current State of Secrecy

by on February 5, 2014


The newest preview article for the second Adventure Pack in the Ring-maker cycle, The Three Trials, has the LOTR LCG community buzzing with discussion of one little keyword: Secrecy. Since Secrecy was introduced in the Dwarrowdelf cycle, it has usually been written off as a nice idea in theory, but one that didn’t receive enough development to recommend itself over other deck types. For a long time, in fact, most players assumed that Secrecy had simply been left behind and would never again see the light of day. However, this is clearly not the case, as the developers have stated that Secrecy will make a comeback in the Ring-maker cycle, and the latest preview has confirmed this in a big way. Thus, now seems like a good time to revisit the existing Secrecy cards, taking a fresh look at them given the current state of the card pool and what might come in the near future.

Before I get into the nuts and bolts of the existing cards, I’d like to take a moment to provide a general assessment of Secrecy, as it exists now. While many players have kept the Secrecy cards tucked away in the dusty and forgotten nooks of their collection, others have continued to use and experiment with Secrecy decks (Beorn’s Keep It Secret, Keep It Safe deck is a good example). In fact, the tendency to completely dismiss Secrecy as unplayable or worthless has always been a bit misguided. On the other hand, the fundamental critique that Secrecy perhaps doesn’t provide enough benefits to elevate this deck type to the heights of the more powerful builds is generally accurate.

More damning, however, is the fact that successful Secrecy decks currently are confined to a limited set of hero line-ups. Spirit Glorfindel is pretty much a given (in fact, he may be the strongest Secrecy card of them all!), while the new Black Riders Hobbits are nearly essential. Speaking of the latter, The Black Riders probably did more than any other expansion to truly put Secrecy back on the table, which serves as a nice segue to what the Ring-maker cycle will be doing. Returning to the original point though, Secrecy either needs the addition of more low-threat heroes (5-6 threat), or cards that provide enough of a benefit to running 1 or 2 hero decks that the disadvantages and trouble are worth the effort. With all that said, let’s move onto the existing Secrecy card pool.

Note: Below I’ve created a “power ranking” of Secrecy cards, ranking the eight existing cards with the Secrecy keyword in order from least powerful to most powerful. Note that there are other cards that do not have the Secrecy keyword specifically, but are “Secrecy friendly”. I have chosen to exclude those cards from this list, but they may show up on another list quite soon. For those new players unfamiliar with Secrecy, it provides a cost discount to players equal to the number next to the keyword, but only if a player’s threat is 20 or lower.

#8 – Dunedain Wanderer

This is currently the only ally with the Secrecy keyword, but Dunedain Wander is unfortunately a bit disappointing. While hisdunedain wanderer stats (1 willpower, 2 attack, 2 defense, 2 hit points) are decent enough, the cost of 5 is absurd. Obviously, this is an ally whose place can only be justified when you are able to take advantage of the Secrecy discount (3 in this case), which bumps him down to a cost of 2. At this level, you are getting a relatively strong ally for only 2 resources, and his high printed cost can be used to bring other expensive allies into play using A Very Good Tale. However, what happens if Dunedain Wander finally decides to show up in your hand only once your threat inevitably rises above 20? You’re stuck with an ally that isn’t worth the price at that point and a dead card in your hand. One of the primary critiques of Secrecy is that the initial costs of the cards are artificially inflated, and thus the Secrecy discounts merely get you close to the actual value of the card in the first place. Instead, Secrecy cards should have effects that are worth paying the non-Secrecy cost for, with the discount being a mere bonus. This is what would make Secrecy truly powerful and attractive to players: giving them cheaper access to already powerful cards (which is exactly what Leaf Brooch, spoiled in the linked FFG article,  is doing).

* Non-Secrecy Suitability: Dreadful

#7 – Needful to Know

At first glance, I was attracted to this card for its potential to bring some much-needed threat reduction to the Lore sphere. needful to knowFor 2 cost in a non-Secrecy setting, you can roll the dice and attempt to lower your threat. Unfortunately, there’s a risk attached, as first you must raise your threat by 1, and then there’s a chance that the top card of the encounter deck has no threat at all. Even if it does have a threat of 2 (which is about average), you’re only getting a net threat reduction of 1 for the cost of 2 resources. Thus, while I have tried out Needful to Know in several decks, it usually always ends up being deemed surplus to requirements. If you can get the Secrecy 2 discount, then you are able to play this card for nothing at all, which does make the deal sweeter, but the inherent limitations remain. With scrying through Denethor, Henamarth Riversong, and Rumour from the Earth, you can set up this card to be more effective and consistent, and so I don’t think this card is completely useless by any means, especially since it provides its own scrying, if nothing else. Still, there’s more reliable threat reduction available if you’re willing to dip into Spirit, and thus I rate some of the other Secrecy cards a bit higher than this one.

* Non-Secrecy Suitability: Medium

#6 – Out of Sight

Out of Sight is essentially the Spirit version of Thicket of Spears, preventing all enemies engaged with you from attacking you for out of sighta phase. On the plus side, it doesn’t have the mono-sphere restriction of Thicket of Spears, and if you can get the Secrecy discount, which knocks the cost down to 2,  it’s cheaper as well. When playing Secrecy, your threat should be low enough to avoid most foes, but Out of Sight provides a nice solution to nullifying those pesky enemies that do have a shockingly low engagement cost. However, despite these strengths, the big problem with Out of Sight is that its cost becomes so incredibly inflated outside of Secrecy (a cost of 5) that it becomes incredibly unlikely that you will ever use it in an actual game play situation. If you are running an all-Hobbit Secrecy deck, you can use Hobbit-sense instead to accomplish the same goal, even if you creep outside of the Secrecy threshold (although you can’t attack enemies back). In terms of future prospects, it does appear that Noiseless Movement may go a long way towards supplanting Out of Sight as the Secrecy player’s preferred method of avoiding enemies, although Leaf Brooch may add to Out of Sight’s attractiveness, as long as you’re able to keep your threat below 20 (the net cost of Out of Sight would be only 1 at this point).

* Non-Secrecy Suitability: Poor

#5 – Risk Some Light

Risk Some Light is notable in that it is one of the few scrying effects that actually lets you look at more than just the top cardrisk some light of the encounter deck. Not only that, but you then get to move 1 of these cards to the bottom, and put the other two in whatever order you wish. The non-Secrecy cost of 3 is quite justified, then, as I’m a strong believer that encounter deck manipulation cards should be suitably costed to avoid giving the players too easy a time. Thus, with the Secrecy discount of 3, which makes this event essentially free, Risk Some Light becomes quite tempting, as a player doesn’t have to sacrifice any resources that could be used to put essential allies and attachments into play, and can still benefit from control over the encounter deck. The relative worth of Risk Some Light becomes all about how much you value encounter deck manipulation/scrying in general. In a solo game, it might be temping to include less powerful yet more consistent forms of scrying (i.e. Denethor, Henamarth Riverson, Rumour from the Earth) instead, but Risk Some Light is a strong option in multiplayer.

* Non-Secrecy Suitability: Medium

#4 – Timely Aid

This is a card whose non-Secrecy value is quite limited, but is absolutely amazing when your threat is below the magic number. In timely aidfact, Timely Aid is a great example of what Secrecy should do for players, as it gives you a sense of power in being able to drop an expensive ally onto the table for almost nothing. At a cost of 1 (in Secrecy), Timely Aid allows you to search the top 5 cards of your deck. putting 1 ally into play for free. Even putting in a solid 3-cost ally feels quite worthwhile, but using Timely Aid to drop in someone like Gildor, Haldir, or Tactics Beorn for only 1 resource is amazing. Even better, Timely Aid is an action, so you can use it outside of planning to bring an ally into play, which may be helpful if you find yourself suddenly in need of some *ahem* timely aid during combat. On the other hand, the non-Secrecy cost of this card is 4, which means that you’re no better off playing this card to bring in a 4-cost ally than actually just paying the cost of that character. Even worse, if you can only find a 3-cost or lower ally in your top 5 cards, you’re actually losing “money”, as it were. You can avoid this in two ways. First, you can load up your deck with 5 and 6 cost allies to maximize your chances. Second, you can use Imladris Stargazer to make sure that Timely Aid always brings out the ally you want (by checking to make sure that they are in your top 5 cards before you use it). Still, in most cases, Timely Aid is a fantastic Secrecy card, but a miss for non-Secrecy decks.

* Non-Secrecy Suitability: Poor

#3 – O Elbereth! Gilthonial!

O Elbereth! Gilthonial! is a powerful card that is well-designed in that it contains some inherent balancing mechanics. For a non-elberethSecrecy cost of 4 (Secrecy cost of 0), this card allows you to banish an attacking enemy to the bottom of the encounter deck. However, you must raise your threat to match the attacking enemy’s engagement cost, and since the enemy is going to the bottom of the encounter deck, it can always rise again. With these limitations in mind, O Elbereth! Gilthonial! is a strong card that can allow you to avoid the strongest of foes (as long as they are not “immune to player card effects”), and is best used towards the end of a quest, when your threat level has perhaps spiraled out of Secrecy anyway and you likely won’t draw to the bottom of the encounter deck again.. This card can sometimes be controversial, as some might argue that disposing of a troll or Nazgul in this way is a bit cheap, but it is a perfectly legitimate option for non-combat decks that need tricksy ways of handling big boss fights. This effect is definitely worth 4 resources, and I have used it quite a few times outside of Secrecy.

* Non-Secrecy Suitability: High

#2 – Out of the Wild

This may seem like a strange choice for the #2 spot, but this card grows on you. At first glance, the power to look at the top 5 out of the wildcards of the encounter deck, and move 1 non-objective card (worth no victory points) to the victory display seems a bit underwhelming. However, this is truly a powerful effect, especially if you play it wisely. Removing a card to the victory display means that it will not show up again for the rest of the game, no matter how many times you cycle through an encounter deck. You may be able to cancel a nasty treachery once, but when it’s reshuffled into the encounter deck, all bets are off. Similarly, you may manage to defeat that nasty foe (or maybe it gets discarded as a shadow card), but it can still come back to haunt you later. By contrast, Out of the Wild allows you to selectively remove the nastiest cards from the encounter deck permanently, lowering the probability that you might draw those particular enemies, treacheries, and locations during staging. Granted, I’ve played Out of the Wild before and been faced with 5 cards that were all fairly harmless and what felt like a wasted play, but against the more difficult quests, removing cards like Southron Support will always feel worthwhile. The non-Secrecy cost of 3 is a bit expensive, but the discounted price of 1 is a bargain you should take. Overall, while the impact of a card like Out of the Wild is always difficult to measure, this is a card that can subtly lead you on the path to victory.

* Non-Secrecy Suitability: Medium

#1 – Resourceful

This attachment earns the top spot for two main reasons. First, it provides powerful resource generation for any sphere, since resourcefulit is neutral. Second, this card can be used successfully by non-Secrecy decks. By almost any measure, Steward of Gondor seems like a better card than Resourceful, as it provides 2 extra resources per turn for an initial cost of 2. By contrast, Resourceful, when paid for outside of Secrecy conditions, yields only 1 extra resource per turn for an initial cost of 4. Still, it’s important to remember that not all resources are created the same when you’re running dual or tri sphere decks, and this is where Resourceful can really come into its own. Imagine that you’re running 2 Spirit heroes and 1 Lore hero. The 2 Spirit heroes can save up the 4 resources for Resourceful in just a couple of turns, allowing it to be played on the Lore hero. This one play seemingly puts you in a hole in terms of overall net resources, but may be a wise strategic move in allowing you to essentially double the amount of Lore resources you are generating for the rest of the game, while the 2 Spirit heroes will be able to quickly replenish their own stock. Also, it’s important to consider that only 1 player can run Steward of Gondor in multiplayer, and Resourceful provides a handy way for other players to get in on the cash game. Obviously, with the actual Secrecy discount, the cost of 1 makes Resourceful an absolute no-brainer. Resource generation is imperative for many Secrecy decks in allowing players to quickly get out the allies and attachments they will need to be successful, and is absolutely essential for decks that use only 1 or 2 heroes.

* Non-Secrecy Suitability: Medium-to-high

That concludes our look at the current Secrecy cards, but there will surely be more discussion here at TftC soon as the Voice of Isengard and the Ring-maker cycle approach. What are your thoughts on the Secrecy cards? How would you rank them?

  1. Karlson permalink

    I wholeheartedly agree that Resourceful is hands down the best Secrecy card available as of now. If you can manage to have this as an opening draw and into play on turn one then it can be very powerful. During one quest in which I had a couple Hobbits and Glorfindel, I actually drew two Resourceful cards in my opening hand and put them into immediately. From then on, I was really pumping out the cards thanks to all the additional income. Outside of Secrecy, I doubt I would ever use Resourceful because, at the cost of 4, it seems like it would take a round or two too many to make the purchase worth it, and as we all know, each round is pivotal for resource optimization.

    Even though I love the artwork on O Elbereth! Gilthonial!, I have never liked the card’s effect and don’t think I’ve used it. I do see its potential, but I don’t like that you must raise your threat to match the enemy you just got attacked by. I would like it a lot better and perhaps even use it if it acted as a Feint then carried out the rest of the action; however, it requires you to be attacked as well as raise your threat.

    I didn’t realized before now that nearly half of all the available Secrecy cards are encounter deck scrying actions. I must admit that this is one play style that I don’t necessarily steer clear from but don’t engage in all that much. I suppose I like to keep it tense and not know what’s lurking behind the next field, crumbled wall, or forest glen.

    I do believe it’s safe to say that what Secrecy needs most is a few more allies, and on that note I think they should be Hobbits because our current Hobbit allies available are quite slim and uninteresting (except good ole’ Farmer Maggot, of course!)

    I have one question for you. How often do you dabble with single or double hero decks? I have never played once with either and don’t really know how the mechanics differ. I’m assuming that resource generation can be a very real problem so do you give yourself an immediate handicap (like easy mode?) I don’t have all that much interest in breaking out of the natural three hero decks but am curious about this alternative format.

    And as always, great blog post!

    • TalesfromtheCards permalink

      I’ve dabbled in two hero decks, but haven’t delved too deep into that realm. The problem is that you give up resource generation and initial action advantage, and so you spend a lot of time trying to make up for those disadvantages rather than building up the power level of your deck. In return, the only thing you really get is lower threat and access to secrecy cards, many of which are designed to just get you to the level of a three hero deck! Don’t get me wrong, two hero decks can work, it just feels like a lot of effort for little gain, and now you can do secrecy with three heroes, thanks to the Hobbits.

      My best use of Elbereth was to get rid of one of the trolls in We Must Away, Ere Break of Day to win the game. A cheap move perhaps, but satisfying at the time.

      • Yea, I think Resourceful, and now Leaf Brooch, are designed to overcome the obstacle of generating few resources from only having 2 heroes.

        The one 3-hero secrecy deck I did worked just fine without Resourceful, but I can definitely see needing it and/or Leaf Brooch with only 2 heroes. It seems to me that they are purposefully trying to make secrecy decks be 2-hero decks rather than having 3 weak heroes. Outside of Hobbits, there just aren’t enough options for creating 3-hero secrecy decks.

  2. Great read. If you find the time, I’d love to read an article on the opposite: non-secrecy cards that work well in secrecy decks. Taking Initiative and Unseen Strike are the first to come to mind, but I’m sure there are others that I’ve overlooked.

    Thanks for the constant insight!

    • TalesfromtheCards permalink

      Thanks! Great idea, and I’m definitely planning on doing a similar article in the near future.

  3. Typo:

    “By contrast, Resourceful, when paid for outside of Secrecy conditions, yields only 1 extra resource per turn for an initial cost of 1.”

    The cost should be listed as 4.


    Anyway, I find it interesting that everyone complains about O Elbereth! Gilthonial! raising your threat. Here’s the deal though: why are you letting enemies engage and attack you if their threat is higher than yours? Keep them in the staging area. Kill them off with Dunhere or something. This card is best used for the few enemies that get through due to their low engagement and that you don’t have the attack strength to deal with. I do agree, however, that needing to wait until after the enemy attacks you sucks. After all, very few secrecy-viable heroes have decent defensive stats.

    I think one of the things that I’d like to see most is a secrecy-viable hero (or 2 or 3) with Ranged. This would put Great Yew Bow and Hands Upon the Bow to great use, since most enemies will not engage and it’s safer to deal with them in the staging area.


    I have built a secrecy deck recently, though it kinda cheats. I use Spirit Pippin in it, and I allow myself to use his ability despite only having 2 Hobbits.

    It has Dunhere, Spirit Pippin, and Merry. There’s a butt load of threat reduction (Good Meal + The Galadhrim’s Greeting = Awesome), which keeps enemies in the staging area for Dunhere to pick off (buffed by some Spears of the Mark). If anything has really low engagement (or my threat starts to rise too high), I just use Pippin to put the enemy back in the staging area.

    It works pretty well, though it definitely has weaknesses:
    – Low starting willpower
    – My main questers (at least in early game) and potential blockers (if I NEED to block) only have 2 HP, meaning they are often picked off by treacheries, other damage-dealing “When Revealed” effects, and a large portion of enemies.
    – Even most of the questing allies have low HP and tend to die. This may be able to be remedied, though.
    – Doesn’t have access to the majority of the secrecy cards.

    If you’re willing to cheat with Pippin, like single-player, and want to try secrecy, here’s my deck list:

    Hero (3)
    Dunhere (Core) x1
    Pippin (EaAD) x1
    Merry (TBR) x1

    Ally (16)
    Silvan Refugee (TDF) x3
    Ethir Swordsman (TSF) x3
    Arwen Undomiel (TWitW) x3
    Northern Tracker (Core) x3
    Knights of the Swan (TSF) x2
    Gandalf (Core) x2

    Attachment (18)
    Ancient Mathom (AJtR) x3
    Unexpected Courage (Core) x3
    Map of Earnil (AoO) x3
    Dagger of Westernesse (TBR) x3
    Spear of the Mark (TMV) x3
    Good Meal (TRG) x3

    Event (18)
    A Test of Will (Core) x3
    Dwarven Tomb (Core) x3
    Elrond’s Counsel (TWitW) x3
    The Galadhrim’s Greeting (Core) x3
    Quick Strike (Core) x3
    Foe-hammer (OHaUH) x3

    • TalesfromtheCards permalink

      I’ll say it again, but it’s a shame that Pippin was restricted to Hobbit-only decks. He would’ve made a perfect component for this type of deck. The thing about Elbereth is that, in my opinion, it’s not something you use often throughout a game against small piddly enemies. It’s a trump card you keep in your back pocket to take out those really nasty boss-type foes that get to grips with you towards the end of a scenario.

  4. Landroval permalink

    I just kind of feel that secrecy decks work much better in multi-player, and i do think the majority of games are played pure solo.

    So successful secrecy is always kind of difficult to pull off in many games.

    That said, the more mechanics in the game there is the better (IMO), and cards like resourceful, gilthoniel and the various lore tricks can add unique twists to the player deck.

    • TalesfromtheCards permalink

      Interesting, because I think many players view secrecy as a solo type of build, where you can keep enemies in the staging area for awhile, but you’re right that a lot of the secrecy cards would be nice to use in a multiplayer setting.

      • I can see it either way. Solo becomes touch just because it’s hard to keep the staging area clear of enemies and you’re generally too weak to take many enemies on. But the secrecy can work better solo if you can generate enough willpower to skip by everything.

        On the other hand, if you build the secrecy deck to purely be a questing deck, which is easily possible especially since most secrecy cards are Lore or Spirit which have weaker combat, it can handle most of the willpower and let the other deck(s) handle the combat without them needing sentinel/ranged because the secrecy deck can hide behind a rock.

  5. Neil permalink

    With regards Hobbit based secrecy decks, Good Meal beats the pants off of Leaf Brooch. Preventing engagements can happen in other ways too, that are probably better value for money. The only real problem with secrecy at the moment is the ‘battle’ and ‘siege’ key words. They require you leave enemies in the staging area, and those key words make it almost impossible for a secrecy decks to quest as much as they need.

    • TalesfromtheCards permalink

      Good Meal is awesome for Hobbit secrecy, so I back you fully on that score. Pairing Leaf Brooch with Good Meal is another way to get The Galadhrim’s Greeting for free, and probably more likely than getting 3 copies of Leaf Brooch into play!

      • Neil permalink

        Yeah good point. I should’ve said in the previous post that ‘Secrecy’ requires you leave enemies in the staging area, generally speaking, and good secrecy teams generally struggle to muster the attack and defense needed to beat adventure stages with those battle and siege keywords.

  6. Thaddeus permalink

    I keep wanting to make a Lore deck that specializes in encounter deck manipulation, but it’s never quite come together. Dreams of using Risk some Light to mess with the deck and then a one-two punch of Needful to Know and Ravens of the Mountain to make the encounter deck work for me. The deck has never quite come together in the way I want, though.
    The only secrecy deck I’ve made that is consistently useful is my Outlands deck with Hirluin and Theodred (although Theodred might get dumped for Sam). Resourceful and Timely Aid are the only Secrecy cards it uses, though. And it means playing Outlands. 😛

    • TalesfromtheCards permalink

      I know what you mean. The ultimate encounter deck manipulation deck seems tempting, but ultimately you just have to focus on other things in solo play. It is a possibility for multiplayer though.

      I won’t hold the Outlands against you 😉

  7. I’ve really enjoyed messing around with secrecy so far. It might not be the best, but it is certainly fun. Using O! Elbereth Gilthonial! (Ahem, correcting punctuation… tut tut FFG) is really thematic against a Nazgul, and incredibly powerful. 🙂
    It the scrying combined from Risk some Light and Out of the Wilds was good; and I made a deck which accidentally cycled really well; it turns out it is possible to put the entire encounter deck in the victory point display. In fact I believe you could build an engine based around this card – but while it would be fun to construct I doubt it would be to fun to play after the first game or so (as evidenced by accidentally having the idea, then not implementing it) 🙂

    • TalesfromtheCards permalink

      Wow, what cards did you use as your main cycling engine?

  8. Nusse permalink

    thanks so much for this great article once more. Now, for the sake of discussion, i think you’re underestimating the value of Timely Aid even in a non-secrecy deck. It’s one of the very few cards (Stand & Fight, Sneak Attack, Emery, Caldara) that lets you play an Ally as an action. What’s more, you get to play that Ally not from your hand or discard, you get to draw and choose from 10% of your deck. Combine those two factors and i think it’s worth the extra 1 or 2 resource you pay for a 2-cost ally.
    The Leadership sphere usually has more problems with card draw than obtaining resources, so i see Timely Aid as a way to convert the latter into the former. During any action window.

    So… well, provided you can generate resources, i think it’s a very useful card, even outside of secrecy decks.

    • TalesfromtheCards permalink

      Discussion is the best part! You make some good points about Timely Aid, especially framing it as a form of card draw for Leadership.I just picture myself getting pissed after dropping 4 resources and only having a lowly Snowbourn Scout to show for it! Overall, A Very Good Tale is a much better card, in my opinion, to accomplish similar goals. Still, you could use both and I can see the value. It might be worth playing around with a bit to see where it gets me. Some cards just have to be played extensively to get a real judge on their value, and this might be one.

      • Nusse permalink

        I agree that A Very Good Tale is a much, much better card. In my opinion, it’s easily one of the top cards in the whole game. Still, Timely Aid has its uses, but i must say i’ve usually been lucky enough to not have to put a Snowbourn Scout into play 🙂
        I use it in a non-secret full Leadership deck that’s heavy on resources and costly allies from all spheres (Northern Tracker, Gildor, Faramir…) but can’t draw that fast. If necessary, I can speed up Timely Aid with a Good Meal on Frodo, too.
        Most of all, i use it in an Eagles deck with Theodred as the only Leadership hero, but it’s enough to be played on turn 2 and more often than not, it’s worth it.

  9. Mndela permalink

    When only are 5 cards in the encounter deck and you know which are 2 or 3 by Denethor (he sent them to bottom), you can use Out of the Wild. Good idea. Jeje.

  10. Mndela permalink

    and twice if you have the Scroll of Isildur. In that case, Out of Wild is good even paying

  11. Mndela permalink

    My rank:
    1. Resourceful: amazing, powerful. Even paying when you play trisphere and your hand claim more resources about one sphere.
    2. Some Risk Light. Even paying. And playing alone is better than multiplayer. You know the encounter cards for the nexts rounds. You have 2 rounds (or 3) to ready your arm.
    3. Timely Aid. Always is good a little bit aid. 🙂
    4. Neeful to know. Great combo with Some Risk Light. You know when play needful to know to get the most threat reduction.
    Now the other secrecy cards i never use:
    5. Out of the Wild: good, but…, ejem, paying 1 resource? Only is good if encounter card has 5 cards and you know which are (maybe by denethor), but…, at the end of encounter card sure you are not in secrecy. It must be a very nasty card to pay 3 resources to get it aside.
    6. Dunedain Warderer: i play him with vilya, goodtales, but never thinking in secrecy technic
    7. Out of Sight: i haven’t never played secrecy with spirit.
    8. O Elbereth Gil…: ídem.

    • TalesfromtheCards permalink

      I agree that Out of the Wild can be quite dependent on quest. Against some quests, it’s kind of a dud, as you’ll end up removing cards that are bad, but not terrible. It really shines against those quests that have a few definite cards that you are trying to avoid.

  12. sweetnesswhachacha permalink

    Yeah I would agree the biggest problem with secrecy is there really is no reward for handicapping yourself. What you can save in secrecy costs you could make up for with a third hero. I would agree with you mostly on this list.

    Thanks again!

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