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Card Spotlight: Lore Glorfindel

by on September 30, 2014

glorfindel7

Today marks a momentous occasion. For far too long, heroes have been hiding from the spotlight, reluctant to have their place in the card pool called into question. However, heroes, perhaps more than anyone, need to justify their place and can’t simply rest on their resource-generating laurels. The first hero to experience the unrelenting glare of the spotlight will be one of the original Core Set heroes, one that has suffered the terrible fate of being completely overshadowed by his more illustrious double. I speak of course of Glorfindel. This all-healing, all-questing, all-fighting hero extraordinaire of yesteryear has been gathering dust for far too long now and will be brought into the light. Will he wither under the glare and confirm his place as a washed up has-been? Or will he storm back into relevance with a vengeance? Tell me, Glorfindel, how many lights do you see?

Madred,_four_lights

 

From a pure theme perspective, it’s hard not to be a fan of Glorfindel. This ancient Elf gave his life to kill a Balrog before Gandalf made it cool, returned to Middle-earth after his death to face evil once more. sent the Witch-king fleeing as he made an epic prophecy, and fought off the Nazgul at the Ford of Bruinen like it was just a pleasant stroll through the park. Unfortunately, Glorfindel has received the shortest shrift in adaptations of any Lord of the Rings character, with perhaps the exception of Tom Bombadil. He was replaced by Legolas in the Ralph Bakshi animated film, which actually makes some sense in that Glorfindel was actually replaced by Legolas in the Fellowship as Tolkien revised the story. However, Peter Jackson then rather notoriously took out Glorfindel to make room for Arwen. Fortunately, the designers of The Lord of the Rings: The Card Game are rather respectful of the lore and do not brook such changes. Thus, the Core Set itself featured Glorfindel in a prominent place, choosing him as one of the 12 original heroes of the game.

Glorfindel

Things were going great for Lore Glorfindel (or just Glorfindel, as he was known back then) in those days. He had a high threat cost to show that he was an epic hero on the scale of an Aragorn, along with 3 willpower, 3 attack, and 5 hit points. These were, and still are, amazing stats for a hero, making him one of the best attackers and questers in the game. He also had a useful ability, providing consistent access to healing when not much was available in that area. I also always rather enjoyed the art on the card, with the light and subtle white aura around Glorfindel showing the mighty Elven Spirit within, one that had indeed seen Valinor. Even as the card pool grew, Glorfindel still had a persistent place in player decks…that is until this jerk came along to ruin everything.

Just look at that smug face

Just look at that smug face.

Suddenly, Glorfindel now had to be referred to as Lore Glorfindel and he soon found himself thrown unceremoniously back into the box. The Spirit version provided all the same stats as the original for only 5 threat. In fact, Spirit Glorfindel instantly became the hero with the lowest threat in the game, and this has remained the case until the present. Sure, he was saddled with an actual penalty instead of an ability, but this was instantly undercut by the inclusion of Light of Valinor. Now, Lore Glorfindel seems to only remain as a cautionary tale about the peril of superior doubles.

However, the time has come to take a reasoned and objective look at Lore Glorfindel once more. Is he truly as hopeless as most of the player base would have you believe? First, let’s take a look at his stat line, which is still as impressive as ever. 3 willpower and 3 attack are now fairly common among heroes, but to have both in a single card is still remarkable. With some action advantage available, Lore Glorfindel can provide a solid basis for questing and attack each round. Even without readying, you can safely commit Lore Glorfindel to questing from the very first round without worrying about pesky threat increases if Light of Valinor is nowhere to be found.  Still, the Spirit version seems like the clear choice, as he does all of the same things in terms of stat contribution while clocking in at only 5 threat, meaning that even if you have to take a few threat gains here and there, you’re still doing better than you would if you used Lore Glorfindel. The only reason to use Lore Glorfindel would be if you were not planning on using Spirit at all, which means we need to consider how Lore Glorfindel fares against other Lore heroes more so than how he compares to his twin, which is a fairly one-sided competition.

Glorfindel is only one of three heroes in the Lore sphere with three attack. This is important to note as the Lore sphere is traditionally not strong in attack, at least when it comes to heroes, and Glorfindel provides some teeth. This is especially important for mono-Lore decks, and this is one reason why I used Lore Glorfindel in one of my mono-Lore builds for a long time, even after he had long been derided as useless. However, the recent addition of the hero version of Haldir, who also has 3 attack but a starting threat of only 9, calls Glorfindel’s place into question. Fortunately, he does still have the the three willpower, and again he is in exulted company here, with only Elrond having a similar questing power in Lore. When you put the two together, you have a hero with strong stats in a sphere that doesn’t necessarily feature heroes with impressive stat lines. While building an ally army is one way to win, there also is something to be said for strong heroes that can start the game on a solid footing. Of course, this all comes at the price of a high starting threat of 12, which is definitely the primary weakness of this particular hero. This high threat is so important in a negative sense because it limits the deck building possibilities. However, we still don’t have a complete picture yet, because Glorfindel’s healing power still remains to be discussed.

At the cost of 1 resource, Glorfindel can heal 1 damage on any 1 character. This represents one of his main roles in The Fellowship of the Ring, which was to help diagnose and aid Frodo after he was wounded by the Morgul knife. Indeed, his touch was said to ease Frodo’s pain and give him calm, although it couldn’t quite cure him fully. In a game that features some extremely powerful effects, let’s just say that Glorfindel’s healing ability is quite restrained in comparison. Not only does it only heal 1 damage, it is actually restricted to one use per round. Generally, I find these type of restrictions to be more appropriate for effects that don’t have any clear natural limit or that can be easily broken (I’m looking at you, Legacy of Durin), but since each point of healing requires one resource, it would probably have been appropriate to have a higher limit (or even no limit at all). Still, healing could potentially be very powerful, as it could take the sting out of combat completely under the right circumstances, so the restriction does make some kind of logical sense.

The problem is that the card pool has changed so dramatically since the Core Set in terms of healing. Looking back at the original card pool, there were actually four separate effects that provided healing: Daughter of the Nimrodel, Lore of Imladris, Beorn’s Hospitality, and Self Preservation. All were stronger than Glorfindel’s healing, but all were fairly expensive and/or limited. Daughter of the Nimrodel provided more effective healing (two points instead of one), but cost three to put into play and could only be applied to heroes. Often, those three resources could be better spent elsewhere. Lore of Imladris was relatively cheap but was a one-time use event. When trying to justify making room in a deck for healing, it’s really hard to make a case if that healing is disposable rather than repeatable. Beorn’s Hospitality is powerful but has always been way too expensive. Finally, Self Preservation is great because it provides strong healing to one hero, but it is also expensive and is tied to one character. It was the Warden of Healing, released as part of The Long Dark Adventure Pack, that did more than any other card to render Glorfindel’s healing power obsolete. This cheap ally costs only two, rather than the three of Daughter of the Nimrodel, and can heal one point from two separate characters. Even better, once the initial cost is paid, you don’t have to keep paying for healing as you would with Glorfindel.

med_warden-of-healing-tld

This consistent resource outlay for Glorfindel’s ability is perhaps his second major weakness, just behind the threat cost, and it is especially damning in a sphere that features some expensive cards. Spending a resource for healing is often too high a cost when other vital cards need to be played. Still, it’s worth fully exploring Glorfindel’s healing to see if there is any rehabilitation possible. First, Elrond actually makes an amazing partner for Lore Glorfindel, as the lord of Rivendell adds an extra point to any healing effect. This means that Glorfindel can actually heal two points of damage with one resource. I find this to be a far better deal, and it actually makes Glorfindel’s effect much more meaningful. While you could argue that Warden of the Healing can do the same thing with Elrond in play (and on two different characters!), hero abilities have a few natural advantages over effects that are found on other cards. First, hero abilities start in play, meaning that you don’t have to worry about drawing a certain card to use them. This means that Glorfindel provides consistent and reliable healing from the very first turn. Another advantage is that hero abilities don’t take up any space in your deck. Often, healing can be a bit of an expendable effect: useful enough to include, at least against certain quest, but not essential enough to beat out other effects for space. Having healing on a hero solves this problem. Taking these advantages into account, it’s important to realize that Glorfindel is still the only hero around with outright healing powers (Elrond is a healing “enhancer”). Of course, the counter-argument is whether or not you want to use the advantages of a hero ability for healing when it could instead go towards something like card draw or resource generation. Still, Glorfindel and Elrond indeed form a potent duo…until you consider their starting threat of 25. There are very few viable hero choices left for the third hero if you want a starting threat that is at all reasonable, and the natural choice of Spirit Glorfindel is sadly not possible in this scenario. Your best bet would be one of the 6-cost Hobbits, which would start you out at 31. With the powerful Glorfindel and Elrond around, however, this just might work (perhaps a mono-Lore Glorfindel, Elrond, Pippin?). Fortunately, Elrond’s support affects the whole board in multiplayer, so if another player is using Elrond, then Lore Glorfindel immediately becomes more useful. Then again, chances are that another player will be using that terrible Spirit version…

As for other uses for Glorfindel’s healing, he makes an obvious partner for abilities that feed off of damage. Therefore, he forms a natural team with Gloin. While Self Preservation is still the main driver of the Coin Gloin engine, especially since Glorfindel can heal only 1 damage, Glorfindel still can provide some help in that department until Self Preservation shows up. More importantly, the introduction of the Silvan trait as a viable deck type has really hammered home for me the possibility of using hit points and healing as an alternative to simply buffing defenders. For example, healing all the damage a defender takes so that they can defend again the next turn is pretty much the same as boosting that character’s defense so that they never take damage in the first place (assuming they have enough hit points to survive the attack of course!). With this in mind, you could use Glorfindel as part of a general defense strategy using characters with high hit points and low defense. Unfortunately, the once per round limit means that this probably would need the help of other healing effects to truly work, but using allies for this purpose together with Glorfindel’s assistance could free up heroes from defense for other purposes. Glorfindel’s healing also can help with certain shadow effects that boost enemy attack or lower character defense. If a defender already has damage, and a shadow effect of this type is revealed, you could use Glorfindel’s ability after the shadow effect is revealed but before damage is calculated to heal one damage and potentially prevent destruction. Finally, Glorfindel can provide specific support against scenarios that feature archery or direct damage. For example, when The Druadan Forest came out, I found Glorfindel invaluable in dealing with all the archery in that scenario in multiplayer games. This could also be true for other quests, and if future scenarios rain down tons of direct damage, then Lore Glorfindel should surely be remembered as an option.

So with the interrogation almost complete, we seem no closer to a final answer to the definitive question. There seem to be some fairly hefty arguments against Lore Glorfindel, which seem to underline the point that he should be ground up for glue and spare parts.  For one, his threat cost of 12 is too high. This is especially damning considering the low threat cost of 5 of his Spirit counterpart, who has all the same stats. The other main point against Lore Glorfindel is that his ability is too expensive and limited, and it is also arguably less essential than other hero abilities. These are some fairly damning accusations. On the other hand, Glorfindel is a real powerhouse for the Lore sphere in terms of stats and really shines in mono-Lore. In fact, if it wasn’t for my extensive experience with mono-Lore, I might be more down on Lore Glorfindel. He also includes healing in a deck all on his own, without the need for other cards. This healing can form a powerful partnership with Elrond. Finally, and this item hasn’t been mentioned yet, Glorfindel can make use of the “Glorfindel toys”, such as Light of Valinor and Asfaloth. He actually has in-sphere access to Asfaloth, which makes him not only a healer but a strong provider of location control as well with only one other card. With this in mind, and despite the substantial arguments against Lore Glorfindel, I simply can’t dismiss him as a “coaster”. He may be severely diminished in value and beset by better alternatives, but he can’t be accused of having no value at all. Try him out in a deck and see, Lore Glorfindel can still bring the goods.

Verdict: Gem

There…are…four…lights…

p.s. If you don’t get my Star Trek references, watch this video and do yourself a favor and watch the TNG episode, “Chain of Command”.

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47 Comments
  1. Phew, that was close! I was worried about him being declared a coaster and I wouldn’t scroll down to spoil the verdict. This was a great read. You mention he pairs well with Elrond and Gloin – who do you pair him with when you are playing mono lore?

    • TalesfromtheCards permalink

      Probably Mirlonde makes the best sense for Elrond and Glorfindel, although I could see an argument for Lore Pippin too.

  2. DC06675 permalink

    As time goes on I sincerely wish the designers had thought a bit about the spirit version of Glorfindel. I would rank him as the single biggest mistake so far in the game as he is the one hero that shows up time and again in deck lists (and with the increasing importance of spirit/treachery cancellations it is harder and harder to leave spirit out). Obviously everyone can choose to do what they want since it isn’t a competitive game, but I just wonder how much the difficulty of quests are designed around the existence of spirit glorfindel. (Note: As for the card actually being discussed, I like him a lot – when the spirit version isn’t being played :/).

    • TalesfromtheCards permalink

      Yeah, unfortunately the Dwarrowdelf cycle had a few overpowered/broken moments. A few tweaks to make Spirit Glorfindel a bit less powerful would have gone a long way. I still use Spirfindel a lot, despite my complaints, since he is the perfect solution for so many decks, but that is exactly the problem.

      • Yeah, Spirit Glorfindel is really strong but the real problem are the attachments. Just make Light of Valinor restricted!

        Then if even more is needed, make Asfaloth restricted for non-Lore Heroes. Balance achieved!

        • Thaddeus Papke permalink

          I don’t know. I don’t generally pour a ton of attachments on Spirit Glorfindel. Light of Valinor, of course, but Asfaloth is less crucial and only gets included if I’m using him with Lore. Rivendell Blade is nice to have on him, but getting it on Legolas is a much higher priority.

        • In my opinion, making Light of Valinor Lore instead of Spirit would actually be a generally more restricting change. It means you NEED to ALSO have Lore in the deck, which limits the number of decks he can be useful in. It also helps people realize that the card can be used on someone besides Glorfindel and since there are 2 Noldor and 2 Silvan heroes in Lore, all with 2+ willpower, it’d fit there nicely.

          • Thaddeus Papke permalink

            Balance-wise I think you’re correct (and clearly what they were going for with Asfaloth), but thematically I think it’s a better fit for Spirit (although, the same could probably be said of Asfaloth too.)

            • Yea. If Asfaloth, definitely one of the most powerful location control cards can somehow make it into Lore, I don’t see why a “readying” ability for questing can’t. Obviously, its ability fits better in Spirit, but other than Glorfindel (and soon Galadriel), there are no Noldor or Silvan heroes in Spirit.

              So, it balances nicer, and in some ways it fits better.

              • TalesfromtheCards permalink

                I would’ve even preferred if they keep Light of Valinor as-is, but have Glorfindel’s threat raise be keyed to simply committing to the quest. That way, you get the nice questing without exhaustion, but still have to make the tough choice about whether to raise your threat each turn or not. Taking away that tough choice was the big mistake, in my opinion, as those are what make the game really interesting.

  3. Ian permalink

    Good read for sure, but I can’t help to think that you are suffering a bit from beer goggles here.

    I’ve always thought that his “well roundedness” was to his detriment- quite frankly you were paying for his stats that, without action advantage, you weren’t going to be using. He could quest or attack in a round and, while he has the versatility to do either, he could only do one and with a high starting threat there is often little time to get yourself settled early. Also, his 5 hit points are particularly useful with the archery keyword, but you’d rarely be defending with one of your rare 3A characters, so that is largely wasted.

    While you make some good points- especially regarding Elrond synergy and mono-Lore viability, I was somewhat surprised that you rated the card “Gem” rather than “Coaster”. Sure he may have his uses, but I just can’t see him fitting any particular niche that can’t be done more *efficiently* with other cards.

    YMMV 🙂

    • DC06675 permalink

      He is a good hero though, even if others can do things better. Most coaster cards can be thematic, but generally they aren’t particularly good. A quest where he would particularly useful would be Journey to Rhosgobel. Those treacheries are terrible and are good at pecking away at your health.

      • Ian permalink

        “even if others can do things better’

        That’s kinda my point though… It’s unlikely that you’d be able to remove all the healing from your deck by playing Lore Glorfindel- it’s more of a stop gap until you get your mainstream cards out. If it was free and once per round then it would be totally viable, but spending resources to keep characters alive really just puts you further behind the eight ball, especially in a sphere that has access to so much card draw…

        From the way the article is written, it’s kinda a “mono-Lore” angle, which is fine, but I still think the starting threat is too much with no action advantage available to Lore. At least you get Asfolath in sphere I guess… To be fair, the whole Lore sphere is probably a little weaker than the others across the board so I might be being overly harsh…

        • DC06675 permalink

          I would definitely agree that Lore is probably the weakest of the spheres. With that said, however, I think it has some of the most interesting cards in the game. Mono-lore is great for support though and you could have as low of a threat as 23 if you use Glorfindel, Pippin and Mirlonde which isn’t bad.

        • Jeff permalink

          I have to disagree, I have a deck with Glorfindel Bilbo and Elrond with a threat of 34 and so far have beaten the first four quests in AtS. I don’t always need his healing abilities because I have other healers but in an emergency its great to have. Also to note all other healing in LotR (except Lore of Imlardis and Beorns Hospitality) requires a character to exhaust but Glorfindel’s does not.

          • Thaddeus Papke permalink

            Except for Lembas, which actually *readies* a character. 😛

    • TalesfromtheCards permalink

      I believe the correct term is “lore goggles” 🙂 . I certainly suffer from those a bit, and my experience actually playing mono-Lore extensively helped me to realize that Lore Glorfindel still had use. The action advantage issue is real and perhaps the biggest weakness of Lore. Fortunately, Lembas has come along to help with that a bit. I definitely hear the argument about being well-rounded sometimes being a detriment and generally I’m not a fan of heroes with “wasted stats” for that reasons, especially if readying is not easily available, but the flexibility of questing or attack for Lore Glorfindel can actually be helpful. At the end of the day, Lore Glorfindel is not the best hero around or the most powerful, but to me a coaster rating didn’t seem appropriate. That would mean he has little to no use in a deck, which goes directly against my experience where I’ve used him against some fairly tough scenarios and he held his own.

    • Thaddeus Papke permalink

      I love the high hitpoints, on both versions. With his other good stats and weak defense you should never use him to defend, but it’s nice to have a way of absorbing a chunk of damage from an undefended attack or treachery or archery. For example, a couple of nights ago I was playing Return to Mirkwood and the “Gollum’s Bite” treachery was revealed (the player guarding Gollum deals one of their heroes four damage). Fortunately, I was the one Guarding Gollum at the time as my Glorfindel was the only hero on the table that could take four damage and not die.

  4. Thaddeus Papke permalink

    I’d peg Mirlonde as the natural third to team up with Glorfindel and Elrond. That’s a starting threat of 30 and another elf (even if she’s Silvan, rather than Noldor).

    • TalesfromtheCards permalink

      Man, I can’t believe I completely blanked on Mirlonde in writing this article!

  5. Don’t forget about Mirlonde as an ideal choice (5 threat!) for the third hero of a mono-lore deck.

    • Ian permalink

      You guys are both right about Mirlonde being a good match for the two big elves. 30 starting threat is workable for sure, but getting some decent bodies out will be pretty important still early game

    • Thaddeus Papke permalink

      Just last week I gave a copy of the core set to some friends and as they looked through the cards one of them came upon Glorfindel and was like “Wow, look at him! He’s got good stats and such a cool ability!”
      I wasn’t really sure how to respond to that. The enthusiasm for poor neglected Lore Glorifindel was nice to see… but honestly even back in the Core set/Mirkwood days, I generally didn’t feel like he pulled his weight. And now… “over-shadowed” is definitely the term.

    • TalesfromtheCards permalink

      Yeah, forgetting about Mirlonde was definitely a tired brain moment. This is even more egregious in that I plan on sharing a deck with Lore Glorfindel soon and it actually includes Mirlonde.

  6. Glowwyrm permalink

    Can’t believe you didn’t mention Lembas! 🙂 Makes him even better than he was, and the designers are slowly creeping some action advantage into Lore (Wingfoot’s coming, too bad it won’t work with him). Always have a soft spot for Lore Glorfindel from the Core Set Days, and he’s still a great Mono-Lore option. If it weren’t for that other guy…

    • TalesfromtheCards permalink

      Lembas is perhaps the best thing to come out for Lore Glorfindel in quite awhile, so I perhaps should have mentioned it. I’m going to be sharing a deck with Lore Glorfindel hopefully soon and it actually includes Lembas as an important component. With Erebor Hammersmith recycling it, he can get some quality action advantage during a game.

      • Now I want to make a Leadership/Lore deck called “Gloin and Glorfindel Share a Meal”. Cram and Lembas, with Master of the Forge to find them and Erebor Hammersmith to recycle them!

        • Thaddeus Papke permalink

          Just call them “Master of the Kitchen” and “Erebor Sous-Chef”.

  7. Nusse permalink

    Lorefindel, Elrond, Vilya have tons of synergy. Basically it’s a configuration that doesn’t have any glaring weakness: card draw? Mithrandir’s advice and Treasure Hunter! Location management? Asfaloth! Vilya gives Elrond access to the spirit sphere and all the readying effects and threat reduction that go with it, and helps playing those expensive allies, so that’s your resource acceleration. That deck relies on a lot of attachments, but masters of the forge are here to help. And Erebor Hammersmiths to recycle Lembas and the occasional scroll of Isildur.

    All that for a starting threat of 30 which is very reasonable, and when it’s not there’s always the possibility of playing Advance warning.With most decks you know there’s always one or two weaknesses. This one is an exception – i always feel like there’s a solution to everything.

    • Nusse permalink

      meant Mirlonde, not Vilya, sorry….

    • TalesfromtheCards permalink

      I couldn’t agree more! I think it would surprise a lot of people just how good mono-Lore can actually be, even against fairly tough quests.

      • Nusse permalink

        I’ve had far less difficulties building mono-Lore decks than any other mono-sphere. I’ve tried at least 3 mono-Lore which were very different and viable, and i can’t say i have found that same flexibility with the other spheres.

        BTW, Lorfindel goes along nicely with Loragorn too. You might start with a high threat but with a reset button (besides you get two heroes with 5 life points, something i’ve learnt to like A LOT).

      • Thaddeus Papke permalink

        I love making mono-Lore decks, but they usually fall heavily into the “support” category. I can manipulate the encounter deck, lower threat in the staging area, give people cards and/or healing, etc, but I’m generally pretty weak when it actually comes to actually questing or combat. 😛
        Which mostly means that my lore decks tend to work best for three or four person games.

  8. Owen Edwards permalink

    He’s certainly no Coaster – he was my key quester in my wife and my run through the Core Set and Shadows of Mirkwood. Aside from JtR (where we had completely different decks), I ran Lorefindel/Legolas/Denethor and my wife ran Aragorn/Theodred/Eowyn. We only changed our decks as card were “historically” released (except in two specific cases), and in that kind of format, and with Theodred sending Lorefindel money to pay for flexible healing (along with Lore of Imladris), he was absolutely vital.

  9. MPK permalink

    What are your thoughts on Lore Aragorn vs Lore Glorfindel? They have the same starting threat, while Aragorn is more versatile (though less good at questing). And then Aragorn has an amazing ability and quite a good pool of dedicated attachments.

    When would you make the case for including Lore Glorfindel in a deck over Aragorn?

    • TalesfromtheCards permalink

      In a general sense, it’s pretty clear that Lore Aragorn is the better hero. If it’s a straight up competition for a spot, then I’ll probably always take Aragorn, as that ability is so useful. However, Aragorn is pretty popular so Glorfindel makes a good Lore replacement in multiplayer if another player is using one of the versions of Aragorn. Also, as I mentioned in the article, I find Glorfindel great for mono-Lore where his 3 willpower can be crucial. The difference between 3 and 2 willpower may not sound like much, but it’s actually a huge difference, especially in the starting game. Finally, rather than comparing the two, I find that the Lore versions of Aragorn and Glrofindel make a great team, as long as you slot in a low threat hero for the third spot.

  10. Great ST reference (one of my favorite episodes, and one that could only work with an actor like Stewart).

    • TalesfromtheCards permalink

      Such a good episode. Definitely in my top 10 of TNG, although it’s so hard to choose.

  11. Ty Snouffer permalink

    Very much enjoining your blog and deckbuilding articles in particular. My approach is to take a good starting deck from smart guys like you and then modify it.

    Is there a particular approach or frame of mind that you might use to update a deck you built previously with new cards that have come out since you initially built it?

    Or am I overthinking it . . . ?

    • OssderOssmane permalink

      Well, generally try to replace cards that tend to sit in your hand unused. If your deck ran well so far, try to stay in the same sphere/similar cost. Probably also card type. Take a look at what kind of effect you’re losing and what you’re gaining, and see if that makes sense with the direction you want your deck to go.

      As for Lorefindel, I think what hurts him is that his best support card (Light of Valinor) is in spirit, and the only spirit elf so far is …Glorfindel. So Galadriel should be good, her ring helps smooth resources, she can stall the threat gain, and get that crucial readying out. Maybe combo with Celeborn?

    • TalesfromtheCards permalink

      As Ossder mentioned, for me it’s all a matter of getting rid of dead weight and thinking about weaknesses I want to shore up. Then, if I’m looking at new cards that came out, I’m trying to think about if they address any of the needs of my deck better than the cards that are already there. For allies, there are really a few things to think about: the effects they provide, the cost-to-power ratio (how strong is the ally for the cost), and the overall stat line.

      Thanks for the kind words, by the way. I’m glad you enjoy the site!

      • dragonwarriorfan permalink

        Just re-read this after getting Treason. Thoughts on an Aggro Lore deck with Glorfindel/Elrond/Treebeard? Synergy is great but that starting threat could be a deal breaker.

        • TalesfromtheCards permalink

          Sounds intriguing. The starting threat would be really rough, especially without any easy means of reducing threat. Maybe if paired with another deck that could help keep threat down?

          • Dr. Biddix permalink

            I’m going to build and give it a shot. I’m a pure solo player, so you might be right on the need for a partner deck. You would have very few turns to power through without threat reduction, but I suppose you could add that with the spirit access Vilya gives you. Here’s what I have so far – one core set.

            **Heroes** (starting threat: 38)
            Elrond (*Shadow and Flame*)
            Glorfindel (*Core Set*)
            Treebeard (*The Treason of Saruman*)
            **Allies** (18)
            2x Erebor Hammersmith (*Core Set*)
            2x Gildor Inglorion (*The Hills of Emyn Muil*)
            2x Gléowine (*Core Set*)
            2x Haldir of Lórien (*A Journey to Rhosgobel*)
            1x Henamarth Riversong (*Core Set*)
            2x Master of the Forge (*Shadow and Flame*)
            2x Quickbeam (*The Treason of Saruman*)
            2x Wandering Ent (*Celebrimbor’s Secret*)
            3x Gandalf (*Core Set*)
            **Attachments** (22)
            2x Light of Valinor (*Foundations of Stone*)
            3x A Burning Brand (*Conflict at the Carrock*)
            3x Asfaloth (*Foundations of Stone*)
            2x Elf-stone (*The Black Riders*)
            2x Ent Draught (*The Treason of Saruman*)
            3x Lembas(*Trouble in Tharbad*)
            2x Protector of Lórien (*Core Set*)
            2x Self Preservation (*Core Set*)
            3x Vilya (*Shadow and Flame*)
            **Events** (10)
            3x Elrond’s Counsel (*The Watcher in the Water*)
            2x The Galadhrim’s Greeting (*Core Set*)
            3x Daeron’s Runes (*Foundations of Stone*)
            2x Entmoot (*The Treason of Saruman*)

            • Thaddeus Papke permalink

              With a starting threat that high, I suspect you’ll likely get swamped with enemies or threat out against most quests.

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