[fallen; Alatar] A Bright and Happy Day for The Great Hunt

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Zarathustra
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Location: NY

[fallen; Alatar] A Bright and Happy Day for The Great Hunt

Post by Zarathustra » Mon Jun 07, 2004 7:31 pm

This fallen alatar deck relies on GoM-based environment boosters to have high prowess for a killer Great Hunt. There's a few tricks involved, which I'll elaborate on after the deck list:

Starting Company:

Surion (with Thrall and Squire of the Hunt),
Beretar (with either Cram or Paste),
Faramir,
Forlong, and either
Eomer or Hama (with Black Arrow)

Deck Characters:

3 Fallen Alatar
Fram Framson
Eowyn
Eomer or Hama (whichever didnt go into starting company)

Resources:

2 GoM
2 Star of High Hope
2 Sun
2 Cock Crows
1 Crown of Flowers

2 Longbottom Leaf
1 We Have Come to Kill
1 Smoke Rings
2 Crept Along Cleverly
2 Dark Tryst
1 Bold Thrust
1 Risky Blow

1 Orcrist
1 Wormsbane
2 Sapling of the White Tree
1 Glamdring

1 Tom Bombadil

1 Great Patron
1 Gatherer of Loyalties
1 Wizard's Trove
1 Huntsman's Garb
1 Join the Hunt

Hazards:

Up to you, but be sure to include some dragons (especially a manifestation or two of Aggy), 3 Parsimony of Seclusion (for the trick...), no DoN, 3 Twilight.

Sideboard:

Key resources include:

1 The Great Hunt
1 Mischief
1 Orome's Warders
1 The White Tree
1 Risky Blow
1 True Fana
1 The Hunt
1 Earcaraxe Roused
1 Scorba Roused
1 Helm of Her Secrecy
1 Wizard's Flame
1 Marvels Told (Tom can play this once you get him)
1 Regiment of Black Crows (vs hero/fw, so you can cvcc them)
1 Wizard's Riverhorses (to drop all the Nazgul before you Great Hunt)
1 Old Thrush (this might to better in the deck even, as it can be played vs Earcaraxe ahunt or a rain-drake)

How to play it:

Basically, you just want to play everything in your hand as soon as possible. If you have a chance to play it, do. This deck needs to cycle quickly in order to get out The Great Hunt. Key stuff to do with the sideboard:

1) tap Alatar to send 5 down when he first comes into play: The Hunt, Risky Blow, True Fana, and both roused dragons. Pull these up with Garb and Parsimonies;
2) Be sure to bring over the Mischief for the Old Forest (or Bree or whatever), the Great Hunt for the last turn, Wizard's Flame to boost your great hunt, The White Tree (if you get a sapling), and the Helm of Her Secrecy (if you keep a boy from Edoras alive until the Great Hunt, you can drop Eowyn in to slay some Nazguls);
3) Use the Smoke Rings either to recycle a long event for the great hunt if you play them all early, or just to bring over one of the many lovely cards from the sideboard to make it more enjoyable.

Keep in mind that long events are played after the org phase and remain until after your next one. This is especially important for the Great Hunt: play as many of the environment boosters as you can the turn before the great hunt, so you'll have them during it.

This deck works well against heroes because it can cvcc them and/or play roused dragons in some of their favored areas. It also works rather well against minions as you can spam ahunts on them and increase their hl by 2 with Parsimony on a manifestation of Aggy. You might even want to send aggy roused to the discard pile instead of scorba, as you can then increase the hl quite easily vs you minion opponent and won't be completely screwed if he plays 3x Bane of the Ithilstone to prevent recycling. Another bonus vs minions is that you tend to stick to the coast(main sites are Old Forest, Isle of the Ulund, Isles of the Dead that Live, Himring, Ruined Signal Tower, and the Stones), which means you're far away and protected against those nasty rws. I've scored as many as 10 kill points with a single Great Hunt, but the potential is much higher: Eowyn could theoretically kill 5 nazgul in a row if you can throw them all in the discard pile right before the great hunt (as long as you keep her untapped, which isnt too hard with Sun, a Risky Blow or two, and a Wizard's Flame), which yields at least 25 MPs! Dont forget that Alatar can basically annihilate an assassin once he has wormsbane, so pull up the (little) hunt with garb for him if you see assassins. Another good creature to hunt is The Mouth with the help of the Old Thrush. Hunting during the org phase allows you to tap to SB first without feeling bad about wasting the power of your beard. All in all, a fun (and quite competetive!) deck.

Enjoy!

MRA
Last edited by Zarathustra on Tue Aug 03, 2004 5:13 pm, edited 1 time in total.

Librarian
Posts: 213
Joined: Sat Dec 14, 2002 2:14 am

Re: A Bright and Happy Day for The Great Hunt

Post by Librarian » Tue Jun 08, 2004 1:17 am

Zarathustra wrote:This deck works well against heroes because it can cvcc them and/or play roused dragons in some of their favored areas.
Just remember that if your opponent is using Elves, Men, and/or Dunadain then your enviroment boosters are useless - as they will get the same bonus.

Remember our game with the Traitors of the Free Peoples? 8)

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

Post by Zarathustra » Tue Jun 08, 2004 7:13 am

Yes, true, though as we also saw in that game, the heroes can still kick minion ass in that case because the minion elves/dunedain kinda suck. Against heroes, cvcc isnt really the main plan; the regiment is in the sideboard "just in case".

BTW, your "Traitors of the Free Peoples" reminded me of the time my Nori with Durin's Axe turned Traitor on a corruption check of 2... I had played Chill them With Fear the turn before, so he attacked my Beorn, Thrain (with KutM!), and Radagast with 3 strikes of 20 prowess... that was not a good game.... :oops: :oops:

MRA

Jambo
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Post by Jambo » Tue Jun 08, 2004 8:22 am

HEheh, now that sounds class. Nori the wildman in full charge with Durin's Axe, hacking a hewing a Dwarven heir and Radagast! :D

Traitor is that double edged sword. I remember playing against Takao recently, and yusing Traitor in a corruption heavy deck with Balance of Things... He danced and swerved my best attempts all game, and then right at the death during the council, my silly "darling buds of May" Elerina went ballistic with the Palantir of Elostirion and Strange Rations. Don't know what they put in these rations recently, but it ain't justice that's for sure.. ;)

Edit: By the way, back on topic, this deck is very impressive to watch in action. Zara timed himself perfectly and happeened to play this versus my Dragons hazard deck. Barring Itanganst surprising him at Himring and making Mark go a paler shade of white, he wracked up the Kill Points later... 10 in all maybe - Uvatha and Smaug? :)

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Konrad Klar
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Post by Konrad Klar » Thu Jun 09, 2005 10:30 pm

Zarathustra wrote: BTW, your "Traitors of the Free Peoples" reminded me of the time my Nori with Durin's Axe turned Traitor on a corruption check of 2... I had played Chill them With Fear the turn before, so he attacked my Beorn, Thrain (with KutM!), and Radagast with 3 strikes of 20 prowess... that was not a good game.... :oops: :oops:

MRA
I am not sure, this is correct.
Traitor's attack is "made against a character in the traitor's company" not against a company. So extra strikes should be applied as -1 modifiers to deffender's prowess.
If traitor's attack would be made against a company then companies at WizardHavens/DarkHavens would be protected from Traitor.
(If one of your companies is at this site, all attacks against it are canceled./Any attack against a minion company at this site is canceled.)
We will not speak of such things even in the morning of the Shire.

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

Post by Zarathustra » Wed Jun 15, 2005 6:14 am

Interesting idea... I'll bring it up with the NetRep team.

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