[Balrog; vs. hero/fw] The Flame Visits

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Zarathustra
Posts: 1968
Joined: Wed Aug 06, 2003 9:07 pm
Location: NY

[Balrog; vs. hero/fw] The Flame Visits

Post by Zarathustra » Tue Aug 30, 2005 9:56 pm

Second plug for my 'hole-y' taxonomy list.

This deck uses The Balrog in Flame of Udun mode to crunch your opponent's companies.  The idea is to use the troll company to gain enough MPs to use proper region movement with Big Red.

Start:

Umaguar
Buthrakaur
2 Mountain Maggot

Gangways
Orders

Resources:

2 Voices of Malice
3 Dark Tryst
3 Forced March
2 Threats
3 Flame of Udun
3 Out He Sprang
2 Weigh All Things to a Nicety
3 A More Evil Hour

1 Stinker
1 Nasty Slimy Thing

1 Ancient Black Axe
2 Iron Shield of Old
1 Whip of Many Thongs
1 Stabbing Tongue of Fire

1 Orcs of Moria
1 Orcs of Gundabad

Key Sideboard Cards:

1 Voices of Malice
2 Angband Revisited
1 Tempest of Fire
1 People Diminished
2 Crowned with Storm
1 Eddy in Fate's Tide
3 Scourge of Fire
1 Terror Heralds Doom
1-2 Leg it Double Quick
1-2 Bold Thrust
1 The Arkenstone (vs. Dwarves)
1 Scroll of Isildur (vs. Dunk Decks)
Lotsa characters

Play Tips:

This deck is a heck of a lot of fun to play.  Get the Hog moving as soon as possible.  He starts at the Under-Gates, bounces off of Moria with Forced March and goes straight for an opponent's company.  A More Evil Hour helps to get there, and it is helpful in exhausting quickly because it plays out so fast.  Use Crowned with Storm and Scourge of Fire to maximize damage.  If your opponent gets a big faction out, you can send it back to his hand with Tempest or People Diminished.

Elf-Lords suck.  Though, if they're not Chilled and you have both weapons, you can take them down (13 vs. 19 with a +2 to the bc).  Maia can be laughed off, as can most other creatures.  Consider switching out one or two Threats for Bold Thrusts.  I'm not sure what the best arangement is yet.  Karmi might be able to help: I ripped this deck from one he played against my KUtM deck once on GCCG.

The deck requires some jiggering if you want to make it work with the 2-mind house rule.

MP Breakdown:

Character: 10
Ally: 3
Item: 10
Faction: 6
Misc: 0-5
Kill: ??
Total: 34 + ??

Like a Malady deck, this deck wins by dealing crushing blows to your opponent's MPs more than by racking in lots of MPs itself.

Zarathustra
Posts: 1968
Joined: Wed Aug 06, 2003 9:07 pm
Location: NY

Post by Zarathustra » Tue Aug 30, 2005 10:02 pm

BTW, this can probably be adjusted to play vs. other minions by adding in three Prone to Violence.

In that case, the cards to take out would be (I think) Threats, a faction, and an ally (you choose how cheezy you want to keep the MP part of the deck...).

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karmi
Posts: 116
Joined: Fri Nov 28, 2003 2:54 am
Location: Turku, Finland

Post by karmi » Thu Sep 01, 2005 6:53 am

Yep, I played this type of deck at Finnish nats a few years ago. I think the main difference was that I had 3 Angband Revisiteds straight in - you can always sb twice with them during the org phase if nothing else, and they help vs. double Rivers. Also, nothing is sweeter than burning down (Tempest, People Diminished) your opponent's newly acquired faction, then untapping for a maximum effect (Scourge, Whip, Tongue) in cvcc.

I had Seek without Success agent roadblock hazard to go with this deck to send my opponents companies back into the inferno  :twisted:

Zarathustra
Posts: 1968
Joined: Wed Aug 06, 2003 9:07 pm
Location: NY

Post by Zarathustra » Thu Sep 01, 2005 1:20 pm

What would you take out to fit the Angband straight in?

Threats, maybe?

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karmi
Posts: 116
Joined: Fri Nov 28, 2003 2:54 am
Location: Turku, Finland

Post by karmi » Thu Sep 01, 2005 1:51 pm

Threats, and Nasty Slimy can go to sb.

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