LotR 22 - Mirkwood 16

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Mirkwood again, this time with a Lore mono deck from 2 core sets.

Time: 4:37.

Initial draw:

  1. Forest Snare
  2. Hennamarth Riversong
  3. Self Preservation
  4. Lore of Imladris
  5. Dark Knowledge
  6. Gleowine

No mulligan.

Round 1

  1. Resource: 3, draw Daughter of the Nimrodel.
  2. Planning: Exhaust Beravor, draw Henamarth Riversong & Gandalf, play Henamarth Riversong, Necromancer's Reach is next, will sacrifice Henamarth this round and keep it.
  3. Quest: Glorfindel and Denethor, net +1 P on Flies and Spiders. Draw Necromancer's Reach, each take 1 D. Henamarth eliminated.
  4. Travel: Old Forest Road, ready Glorfindel.
  5. Encounter: Forest Spider.
  6. Combat: Glorfindel defends, Shadow none, Glorindel +2 D.
  7. Refresh: Threat 31.

Time: 4:49.

Round 2

  1. Resource: 5, draw Daughter of the Nimrodel.
  2. Planning: Play Lore of Imladris and Henamarth Riversong. Henamarth finds next encounter Dol Goldur Orcs, put on bottom of deck. Draw Ungoliant's Spawn. Crap. I don't have enough Resource to play Forest Snare. At least with nobody committed to quest, no loss of will. FWIW.
  3. Quest: none. Threat 34.
  4. Travel: none.
  5. Encounter: Ungoliant's Spawn.
  6. Combat: Denethor defends against Ungoliant, Shadow none, net +3 D, Denethor is 3 D, dead. Glorfindel defends, Shadow Hummerhorn, 1 D on every character which kills Henamarth, +2 D on Glorfindel. Beravor does net 1 D on Forest Spider.
  7. Refresh: 35.

Time: 5:01.

Round 3

  1. Resource: 4, draw Beorn's Hospitality.
  2. Planning: Forest Snare on Ungoliant's Spawn.
  3. Quest: none.
  4. Travel: none.
  5. Encounter: none.
  6. Combat: Beravor defends, Shadow none, no effect. Glorfindel attacks net +2 D on Forest Spider.
  7. Refresh: 36.

Time: 5:04.

Round 4

  1. Resource: 3, draw Forest Snare.
  2. Planning: none.
  3. Quest: none, draw King Spider. OFFS. Exhaust Glorfindel.
  4. Travel: none.
  5. Encounter: engage King Spider, play Forest Snare.
  6. Combat: Beravor defends against Forest Spider, Shadow discard attachment, boohoo, don't have none.
  7. Refresh: 37.

Time: 5:09.

Round 5

  1. Resource: 2, draw Beorn's Hospitality.
  2. Planning: Play Gleowine.
  3. Quest: Gleowine, draw King Spider. Dang. Exhaust Glorfindel. This is probably the game here.
  4. Travel: none.
  5. Encounter: King Spider.
  6. Combat: Beravor defends Forest Spider, Shadow none, no damage. King Spider is undefended, Shadow none, net +3 D on either Beravor or Glorfindel, choose Beravor.
  7. Refresh: 38.

Time: 5:14.

Round 6

  1. Resource: 2, draw Secret Paths.
  2. Planning: none.
  3. Quest: none, draw Forest Gate.
  4. Travel: none.
  5. Encounter: all in.
  6. Combat: Glorfindel is dead.
  7. Refresh: Threat 39.

Time: 5:16.

AAR

Lore seems to me to be as hard as Tactics to play mono deck. This is my second play of it, and it's as bad a loss as my first IIRC. Lore really suffers from lack of resources and combat. With a location-heavy encounter play, it could probably quest to victory pretty well. Had this been a Tactics deck I almost surely would have won it by now with so many enemies and so few locations.

Score:

  • Rounds: -60
  • Heros: -30
  • Victory Points: 0
  • Damage: -
  • Threat: 39

Total: -129.

Time: 5:22.


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