[Fallen Saruman] Hanging around the Gap

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Bandobras Took
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[Fallen Saruman] Hanging around the Gap

Post by Bandobras Took » Wed Apr 27, 2005 9:54 pm

Given that I've never actually owned a set of White Hand before (and have only recently acquired one), I thought I'd try to make a FW deck with something thematic (given my other decks, theme superceding competitiveness seems to be my style of play). Tell me what you think.

Starting Company:

Wormtongue w/Open to the Summons and Wizard's Myrmidon
Theoden w/Thrall of the Voice and Horn of Anor
Erkenbrand
Eomer
Eowyn

Also start with Many-coloured Robes (assuming that the UE is in effect)

Wormtongue should have Theoden and Eowyn as his followers.

Other Characters:
Perchen
Peath
Shamas
Gamling the Old
Pon-ora-Pon
Lugdush
Ugluk
Mauhur
Ufthak


Wizard:
Fallen Saruman

Allies:
Shadowfax
Lindion the Oronin

Factions:
Riders of Rohan
Ents of Fangorn
Woses of Old Pukel Land

Items:
Palantir of Osgiliath (to be played at the Stones)
Red Arrow
Torque of Hues
2 x Sword of Gondolin
2 x Hauberk of Bright Mail

Stage Resources:
The Forge-Master
Saruman's Machinery
Bad Company
The Fortress of Isen
Gatherer of Loyalties
Keys of Orthanc
A Strident Spawn

Events:
Promptings of Wisdom
First of the Order
2 x Far Sight
2 x Ruse
2 x Concealment
2 x Swift Strokes
Lordly Presence

Important Sideboard Card:
The White Hand

Play Notes:

Wormtongue should be able to have Theoden and Eowyn as followers right off the bat. If Saruman is in play, Far Sight should be used to bring him the Palantir of Osgiliath. Saruman will then sit at Isengard and cancel one hazard permanent-event per turn. Use the Many Coloured Robes to give him a +2 to Corruption checks every turn (unofficial errata says tap the Robes, not Saruman). Rack up stage points like crazy; no hazard event should last longer than a turn, so you don't need to worry that much. In the meantime, Wormtongue should carry the Red Arrow for a spectacular 10 DI against his company, letting him control Theoden, Eomer, and Eowyn. If Erkenbrand gets Forge-Master, you've got a nice, big party for approximately 5 points of influence. Theoden with a Lordly Presence (if you know you're going to try for a faction, get Lordly Presence from the discard pile instead of First of the Order) and Horn of Anor should be able to influence your three factions. The orcs should hang around with Saruman, helping with a corruption and eventually helping him move with the Palantir, if you're so inclined.

The priorities on Far Sight for items should be:
Keys of Orthanc
Palantir of Osgiliath (if Saruman is in play)
Red Arrow

If you've already got these out, take whatever item suits your fancy and your opponent's hazard deck.

There's a slight possibility that Eowyn will bounce, but she's thematic anyway (if Nazgul are attacking Rohan, your problems are probably much larger than Eowyn bouncing), and Wormtongue ought to be able to influence her back at the drop of a hat if your opponent gets her first.

Questions? Comments? Smart remarks?

Gaereth Barethson
Posts: 41
Joined: Mon Feb 28, 2005 9:48 pm
Location: Québec, Canada

Post by Gaereth Barethson » Fri May 27, 2005 2:53 am

Cool deck! I built a similar one, which is very fun to play!

First of all, I think that your starting company is illegal because you have 16 GI (if I counted correctly) and fallen Saruman only have 15 GI :( .

You should also put Lordly Presence and First of the Order in the sideboard. Then, when Saruman comes into play, tap him to put those cards in the discard pile to return them in your hand at need with Many-coloured Robes.

Some cards that you might consider to play:

Dunlending (Saruman had them on his side... not the same story with the Ents of Fangorn :wink: )
Great Shield of Rohan
Noble Steed (Rohirrims rides horses)
Forewarned is Forearmed (Assassins realy hurts starting company)
Great Patron
Legacy of Smiths

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

Post by karmi » Fri May 27, 2005 6:20 am

Gaereth Barethson wrote:First of all, I think that your starting company is illegal because you have 16 GI (if I counted correctly) and fallen Saruman only have 15 GI :( .
All Fallen-wizards have 20 GI until they come into play.

Gaereth Barethson
Posts: 41
Joined: Mon Feb 28, 2005 9:48 pm
Location: Québec, Canada

Post by Gaereth Barethson » Sat May 28, 2005 6:05 am

Really! That's cool! But I never saw that in The White Hand rules insert.

I have to be more familiar with the rules since I did a come back to the game recently. I quit before the relese of The Balrog, but fortunately I kept all my old cards :) .

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