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MECCG: Sample Fallen Wizard Deck
Copyright Nigel
Buckle ©2001
Edited by Nicholas H.M. Caldwell for The Guild Companion
This article details a fallen wizard deck
designed specifically against hero or another Fallen Wizard opponent, although
the resource portion could be used against a minion with some modification to
the hazards and sideboard.
When I see a deck list on the Internet or
in a magazine, it is not always obvious how the deck should be played or why
certain cards have been included (or excluded), so I will also explain how the
deck is supposed to work. I have not included a site deck, as you should
probably always include all the site cards you own. However this deck will use
sites mainly in Arthedain, Cardolan, Rhudaur and The Shire, along with Lorien
and the Blue Mountain Dwarf Hold and a few item sites further away, such as the
Glittering Caves or the Ruined Watchtower or Himring, etc.
Character Draft
Bilbo
Fatty Bolger
Folco Boffin
Frodo
Glóin
Gulla
Merry
Robin Smallburrow
Sam Gamgee
Threlin
Minor Items
Cram
Horn of Anor
Starting Stage Cards (3 SP)
Gandalf's Friend
Wizard's Myrmidon
Wizard's Trove
With an ideal starting company being:
Bilbo (with Gandalf's Friend) controlling
Fatty Bolger (with Cram)
Sam Gamgee
Merry (with Wizard's Myrmidon and Horn of Anor)
Gulla
Split into two companies, the hobbits in
one, Gulla in the other, the unused dwarven characters from the draft should be
added to the deck and used to create a second company (along with the wizard).
The Wizard's Trove is for storing the White Tree, which happens later on in the
game. (You need to bring it in from the sideboard and also play a Sapling of
the White Tree first.)
The idea is to use sneakin' (sic) and
stealth to avoid creature attacks on your company of hobbits, and use the other
cancellers to avoid automatic attacks. Don't forget the automatic cancelling
ability of Fatty Bolger. The second company (initially just Gulla) either waits
at the White Towers for additional characters, or is moved to draw cards.
Character Pool
Fallen Gandalf (x3), plus some characters
from Draft
Resources
(30)
A Nice Place to Hide x2
Awaiting the Call
Chambers in the Royal Court x2
Concealment
Dark Tryst x2
Earth of Galadriel's Orchard
Give Welcome to the Unexpected
Guarded Haven
Halfling Strength x2
Hillmen
Keys to the White Towers
Longbottom Leaf x2
Mistress Lobelia
Noble Hound x2
Rangers of the North
Ready to His Will x2
Sapling of the White Tree x2
Sneakin' x2
Stealth
Tom Bombadil
Torque of Hues
Use the company of hobbits to collect MP
cards while waiting for Gandalf to make an appearance. If Bag End is used keep
a character there at all costs – the idea of the deck is to turn Bag End into a
Wizardhaven and play Mallorn there (so it untaps), then the other Bag End
specific resources (Hobbits and Red Book) can be played and Mistress Lobelia can
retrieve them from the discard pile.
Gandalf's ability to untap at the end of
the organisation phase means you can usually tap him to sideboard a card, or
even do it twice if you don't intend to use him for that turn (so being tapped
is not a problem). Ideally you play Gandalf at Bag End, another reason to avoid
discarding Bag End.
A
Nice Place to Hide & Concealment: Both staple
attack cancellers – sideboard in the second Concealment with Longbottom Leaf or
by tapping Gandalf.
Awaiting
the Call: This version is superior to the hero
Await the Advent of Allies, as it remains as long as the character does not
move (even if you play resources that tap the site). The limitation is you must
play this card on a character not at a Wizardhaven. The aim is to play this on
a dwarf at the Blue Mountain Dwarf Hold, then turn it into a haven with
Chambers in the Royal Court, and then you do not have to discard it. Ideally
you want this on Threlin as he has enough DI against dwarves to control Gulla,
but any dwarf will do. All this character then does is influence the Blue
Mountain Dwarves (after you sideboard them into the deck).
Chambers
in the Royal Court: Play one on the Blue Mountain Dwarf Hold (you leave a
dwarf there to keep the site in play), and one on Bag End – again you leave a
character there to keep the site in play.
Dark
Tryst: Awesome card, one of the best in the game,
used to draw cards – play it at any appropriate time
Earth
of Galadriel's Orchard: Crucial for playing Mallorn
(which then allows you to untap Bag End and play Hobbits and the Red Book and
Bill once you've sideboarded them in).
Give Welcome to the Unexpected: Great card
in this deck as there are a number of unique 1MP cards that suddenly become
worth 2MPs (Hillmen, Mistress Lobelia,
Bill, Hobbits).
Guarded
Haven: Play on one of the sites you've played
Chambers on.
Halfling
Strength: Staple hobbit support card.
Hillmen: You can visit their site with Tom Bombadil.
Keys
to the White Towers: Playable at Barrow Downs –
another site you can visit with Tom Bombadil.
Longbottom
Leaf: Essential to sideboard in two of the many
cards needed.
Mistress
Lobelia: Mainly in the deck to prevent your
opponent playing Lobelia Sackville-Baggins, but you can use her ability to pull
appropriate resources out of the discard pile.
Noble
Hound: They are good protection for your hobbits,
even if they don't last long.
Rangers
of the North: Another faction within Tom Bombadil's
movement area.
Ready
to His Will: Used to cancel an assassin or slayer
(and create an ally).
Sapling
of the White Tree: Only one is really needed, two
are in the deck to increase the chance of drawing it early, and also to have a
backup if one gets 'lost' in some way (such as with Great Secrets Buried There
- see the hazard deck for examples on how to ensure your opponent loses items).
Do not use the Wizard's Trove to store a sapling – you must discard the sapling
and use the Wizard's Trove to play the White Tree.
Sneakin'
& Stealth: Both essential to protect the
company of 4 hobbits – sideboard in the second Stealth with Gandalf or
Longbottom Leaf.
Tom
Bombadil: A great ally for this deck, with his
ability and prowess his company has little to fear, and he's a sage, so you can
use him for Marvels Told or even to fulfil the sage requirement for playing the
White Tree.
Torque
of Hues: Perfect complement to the hobbits, with
this item in play you have a concealment effect you can use each turn.
Hazards (30) * indicates Creatures & ˝ Creatures
*Ambusher x2
*Indűr Dawndeath
*Mouth of Sauron
*My Precious
*Pirates x2
*Sellswords Between Charters x3
*Thief x3
*Űvatha the Horseman
Foolish Words x3
Great Secrets Buried There x3
Rank upon Rank x3
Revealed to all Watchers
Rolled Down to the Sea
Times are Evil x2
Worn and Famished x3
The hazards are designed to prevent your
opponent gaining MPs from items - many of the creatures are intended to hit a
Border-hold/Free-Hold strategy (and remove the few items that sort of strategy
uses), the non-creature cards complement the creatures.
Ambusher: A good general hazard creature, especially with Rank Upon Rank in
play, borderlands are a frequently travelled region, so this creature sees a
high frequency of play.
Indűr
Dawndeath: Play as a permanent event, either to
access the sideboard, or as another way to force the discard of an item.
Mouth
of Sauron: A staple hazard card – reuse a
non-creature hazard.
My
Precious: Token anti-one ring card, play this agent
face-up to defend Mount Doom and prevent your opponent playing Gollum.
Pirates:
With these creatures you are risking giving up MP
points, best played when Rank Upon Rank is in play and/or you can play them
keyed to coastal seas.
Sellswords
Between Charters: Strong creature covering
Border-holds and Shadow-holds, even more effective with Rank Upon Rank in play.
Thief: A good creature for stealing items – but only worth playing if the
company has an item to discard.
Űvatha
the Horseman: Play as a permanent event, either to
access the sideboard, or to recycle a creature (such as the Mouth of Sauron).
An
Unexpected Outpost: Use to recycle a hazard that is
being effective, or to sideboard a hazard card.
Foolish
Words: A staple hazard card – every deck needs at
least one faction.
Great
Secrets Buried There: Those items you can't discard
bury in the under deeps.
Rank
upon Rank: Vital enhancer card to make the 'men'
hazard creatures a force to be feared.
Revealed
To All Watchers: A staple card that seems to make
it into all my decks – this card gives you significant card advantage, just
make sure you don't shuffle your draw pile after you've put the resources back
in the order you've chosen (unless of course the resources were useless at this
point in the game). I cannot understand why this card is not used more
frequently.
Rolled
Down to the Sea: Anti-ring card, and getting a look
at your opponent's hand is helpful too.
Times
are Evil: An under-used anti influence card, be
wary of it back-firing on you, as it will affect you on the turn after you play
it (it's a long event). Probably the best use of this is as an on-guard card when
your opponent is at a Border or Free-hold, reveal it in response to an
influence attempt against a faction. Note this card can be duplicated on a
given turn, so if you suspect your opponent is going to influence a big faction
(visits the Southron Oasis for example) you can play one during the movement
hazard phase, and another on-guard, for a cumulative –6 to the attempt. Its
effect can be combined with Foolish Words too.
Worn
and Famished: As your resource deck is designed to
mainly use Border and Free-holds, this card fits into the deck quite well, just
be aware of its effects if your companies are at the affected sites or intend
to move there.
Sideboard
Some of the sideboard cards should be
played each game either directly from the sideboard or bought into the deck
(using Long Bottom Leaf or by tapping Gandalf). Others are there for the second
deck cycle, or as support cards against particular hazard or resource
strategies.
A Friend or Three
A Malady Without Healing x2
Await the Onset
Balin
Bill the Pony
Blue Mountain Dwarves
Chambers in the Royal Court
Concealment
Drowning Seas
Grey Embassy
Guarded Haven
Hobbit-lore
Hobbits
Legacy of Smiths
Mallorn
Marvels Told x2
Mischief in a Mean Way
Náin
Red Book of Westmarch
Spells Born of Discord
Spying out the Land x2
Stealth
Taladhan
The White Tree
Twilight
Voices of Malice
Wizard's Trove
To be bought into the deck:
The
White Tree, Mallorn, Hobbits (once Mallorn is in
play), Red Book (once Mallorn is in
play), Stealth, Concealment, Grey
Embassy (once Gandalf is in play),
Guarded Haven (once you have Chambers of the Royal Court in play), Mischief in a Mean Way (once you
have enough stage cards), Await the
Onset (once you have most of the requirements for this card in play, and
think you can fulfil the remaining fairly quickly), Hobbit Lore & Spying Out the Land (once you have Gandalf in
play), Blue Mountain Dwarves (once
you have Chambers of the Royal Court in play on the Blue Mountain Dwarf Hold).
The
Malady surprise
Spells Born of Discord and the two Malady
without Healing are there as a little surprise for your opponents' companies if
they are operating in the same area as your deck. Sideboard in these three
cards, play the Spells Born of Discord and then Gandalf can cast the Malady
without Healings, hopefully to remove vital characters – just make sure Gandalf
has little or no sources of corruption, as the check of –5 is rather high.
The other cards are there if the need
arises, the resource events to counteract certain hazard decks, the items and
factions if you need more points in either of those areas.
As with most fallen wizard decks you need
to be familiar with both the hero and minion resources and sites, and also you
need to practice playing the deck, especially against Fallen Wizard opponents.
Often Fallen Wizard decks appear to be doing poorly, with the majority of
marshalling points only worth 1 point each – then a couple of key stage cards
are played and suddenly your marshalling point count increases radically.
Anti-one ring strategy is mainly to use the
hobbits (popular with one-ring decks). Should your opponent be playing a
different type of one-ring deck then you may have problems as those decks
rarely visit border/free holds. In this case you probably need to bring in the
Malady part of the deck fairly quickly and use your Gandalf to influence your
opponent's characters (especially those bearing rings or the Scroll of Isildur)
and cast Malady without Healing on characters with the lowest body. Certainly
you will want to get My Precious in play and hit your opponent with Rolled Down
to the Sea to discard a ring and then repeat this by recycling the Rolled with
the Mouth of Sauron. Don't overlook Taladhan too, he can move fairly quickly to
Mount Doom to force another item discard. Also you can play the Sellswords
Between Charters at Mount Doom so you might want to hold them in reserve for
that purpose. Similarly unless your opponent is avoiding wilderness on the
final move to Mount Doom, it's worth throwing Pirates at the company and hope a
low roll forces an item discard – it doesn't really matter at that stage of the
game if you give your opponent kill points, if the ring is destroyed you're
going to lose 7-0 anyway.
Fallen Wizard Sideboard
Anarin
Nimloth
Elwen
Chill Them with Fear x2
Twisted Tales x2
Will not Come Down
Your Welcome Is Doubtful x2
This is a slightly unusual anti-fallen
wizard sideboard – the idea is to get the Elf agents into play and use the
support cards to remove your opponent's factions or characters/allies. Often
Fallen Wizard decks will squat companies at sites, especially wizardhavens –
Elf agents can move to wizardhavens. This strategy is quite slow, you have to
get the cards from the sideboard into the deck and then move the agent.
Probably the best bet is to halve the hazard limit to sideboard at the earliest
opportunity to get the agents into the deck, once you have them in play then
sideboard in the support cards.
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