The Lord of the Rings: Adventure Card Game - Definitive Edition

The Lord of the Rings: Adventure Card Game - Definitive Edition

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Campaign 2 - Quest 4 - Tower of the Necromancer Guide
By Sccorpy
I personally struggled on this quest for a good couple of days until finally, I managed to complete it. In this guide, I will tell you my strategies for each stage and how I managed to bypass Sauron's minions until clearing the way for the end.

The format will be as such:

Deck List & Strategy

First Location - The Patrols

Second Location - More Minions

Third Location - The Tower (Mouth of Dul Godor)

Final Location - Survive The Wraiths

I will go through each of these parts and go through my way of working through it and hopefully it will help you guys too.
   
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Deck List & Strategy Part 1
The Three Heroes I chose for this quest were as follows:

Arwen
Dain II Ironfoot
Dwalin

The reason for these choices is Quest 4, more than any others, needs a good combination of both Attack and Willpower as well as defence and survivability. Arwen allows us access to the Lore cards, which help us survive as well as the Ally's who have high Will.

Dain and Dwalin give us the Leadership guards that not only give us good Attack but in addition, give us literally all the 'Guard' Ally's forever. That and they themselves combo really nicely with each other. So lets look at their abilities, shall we?

Arwen - 1 ATK - 3 WIL - 9 HP - 9 THRT
(Upkeep: Restore 1 HP To 1 Character)

Very simply put, Arwen is master of your Fate Meter and your Hazard destroyer. Theoretically you should be using her ability almost always on Dwalin, to keep his health at 6 or above, so that he gets his self-buff. She can one-shot Sauron's hazard's as they come and if there isn't anything more tactically pressing, you can always add 3 of her Will to the Fate Meter for bigger pay off's in later rounds.

Dain II Ironfoot - 3 ATK - 1 WIL - 10 HP - 10 THRT
(Grant +1 ATK to other Dwarves if Dain II Ironfoot is not exhausted)

Dain's ability is self explanatory, he buffs every dwarf in your deck and butter yet, he buffs Dwalin. So Dwalin starts off the game with a +2 ATK advantage. He has a lot of HP but be careful, do not use him as your go-to tank. As his ability says as soon as he becomes exhausted all those +1 buffs will go away and sometimes when you need them the most. If you have other Dwarves out in your team, make sure that strategically you use them first if possible. If exhausting Dain is the only viable choice, then that is fair but please make sure of it as his aura buff is so vital to our strategy.

Dwalin - 2 ATK - 1 WIL - 10 HP - 10 THRT
(+1 ATK & +1 WIL if at 6 HP or more)

Here is our MVP, the one and the only Dwalin! He self buffs, he takes other buffs, he's the buffiest guy who ever buffed and he WILL one-shot almost anything. Dwalin alone can take out most of Sauron's threats in one fell swoop but again, as with Dain, don't be tempted to use Guard on him. He's your heavy hitter and should be on the offensive. Let your other Ally's soak up the damage as again, having him at 6 HP or more, is so vital.

Now a quick run down and of the deck list of the cards we'll be using:

ALLY'S

(1 Cost)
Escort From Edoras x2
Greenwood Defender x2
Zigil Miner x2

(2 Cost)
East Road Rider x1
Guard of the Ciradel x1
Helpful Squire x2
Imladris Minstrel x2
Longbeard Mapmaker x1
Rohirrim Lancer x2

(3 Cost)
Erebor Record Keeper x1

(4 Cost)
Erkenbrand x1
Tom Bombadil x1
Guardian of Arnor x1

ATTACHMENTS

(1 Cost)
Forest Snare x2
Self Preservation x1

(2 Cost)
Raven Winged Helm x1

EVENTS

(0 Cost)
Gaining Strength x1

(1 Cost)
Ever Vigilant x1
Mithrandir's Advice x1
Raise The Shire x2

(2 Cost)
Khazad Ai-Menu! x1

(3 Cost)
Houses of Healing x1




Now with that list put there, here's how we utilise it. Your 'Escort From Edoras' act as a free 'Ever Vigilant', when they die, you get to ready one of your characters (by one of them, I mean usually Dwalin). Which is why we only have one 'Ever Vigilant'. With these guys being as weak as they are, you can get them out. Use them as chumps to save damage from your heroes and then you ready your big guys again.

You Greenwood Defenders, Guard of the Citadel, Erkenbrand and Guardian of Anor are your blockers. They all come with Guard for free. Greenwood Defenders only get it on arrival whereas the rest carry it from turn to turn, location to location. You might be thinking that four cost is a lot, but when you realise Guardian not only has guard but also Counter as a 2-0-5. That is great value for 4. Erkenbrand is even better as he's a 2-0-6, but instead of counter, has block instead!

Any opening hand that has Greenwood Defenders or Guard of the Citadel is really a keep. If you don't have them, mulligan whatever you can, most of your hand if you have to. In order to get one of these Guard boys.

Zigil Miner, Longbeard Mapmaker and Erebor Record Keeper are dwarves, so they benefit from Dain's aura buff. Zigil Miner goes from a 1-1-3, into a 2-1-3, for 1. Not only that but thanks to his power. If you play him at the right time, he can use his power (Gain 1 Resource) to just pay for himself. In later rounds, you can use this to get yourself the extra resources to play your more costly cards. Longbeard is a major Arwen buff, especially in the later locations, bringing her from 3 WIL up to 5. Enough to one-shot Location Objectives later (and if you managed to have one of those Escort's still around or an Ever Vigilant, you can use her to do it again!) as his buff lasts for the round. Erebor Record Keeper (1-2-4 but thanks to Dwalin he's now a 2-2-4) is one of your card draw sources as his ability lets you draw an extra card during the upkeep stage and as long as you have him in play (which with the Guard Ally's you have, you should) you can keep drawing cards.

East Road Rider and Helpful Squire are again Objective and Hazard Destroyers. However, do remember that East Road Rider ONLY gets his +1 WIL against Hazards, not Objectives. Hence why he is only a 1 of. Helpful Squire has some very good stats for 2, (2-1-4) and gains +2 WIL against objectives that aren't full. Which with Arwen and other Lore WIll Ally's, he should never be hitting an objective on full anyways. What makes him a 2 of, is simply that 2 ATK. Which can make or break a round depending if you have it or not. That and sheer Willpower!

With Arwen healing every turn, you also have two of the Imladris Minstrel (0-2-3) who restores 1 HP to 1 Character when an enemy has been defeated. Limit: Her Will per round. So she heals for a most of 2 per turn. If you get lucky, with a good set up. You can have both copies of her out and thus are healing for 4 a turn, distributing that as you please. In addition, Self-Preservation is there too. You should either have that on Dain or Dwalin, I normally focus Dwalin with Arwen's healing and then if I get Self-Preservation, on it goes to Dain. So at most, you could be healing 6 HP a turn, again divided as you please.

Rohirrim Lancer's are 2 of, because they are the only ranged ATK that we have. You shouldn't worry too much about the lack of range, since we'll be guarding our way through most of the Quest anyway but this really helps to take out vital low health targets, especially when Sauron decides to put down his 3 ATK 4 HP Orc with Guard... next to the objective enemy, sitting there on 1 HP. Ugh.

Finally to finish off our Ally's, our bomb of the deck, Tom Bombadil himself. Do not use him unless you are certain there is no other way to beat an enemy and even at that, use him ONLY on objective enemies. Don't waste his free kill on any old minion who can just be forced into exhaustion by hitting a mook or such.

For the Attachments and Events, I've yet to mention, then here we go.

There's 1 Gaining Strength as much like the Escorts/Ever Vigilant situation, we have the same with Gaining and the Zigil Miners, so one in there because it is a 0 cost to help with an opening hand if you're lucky enough to draw Erkenbrand. So you can open with Gaining, and then play Erkenbrand straight away.

There’s 1 Mithrandier’s Advice, to net yourself two cards when you might need them most. This is great to use if you find yourself at the end of a round, with 1 Resource left and not much else to do. You can open your options before moving onto the next turn. Even more so if you’re just about to Travel from one location to the next.
Deck List & Strategy Part 2
I’ve chosen to take 2 Raise The Shires as for 1 Resource, you’re getting a Hobbit Ally who can be worth from 1 – 4 Resource(s), a fantastic value and even better if you get the Adventuring Hobbit who compliments Arwen or best, the 2-0-5 Hobbit Bounder with Guard, which is what compliments our deck the most. If it’s not either of them, at least it’s still a body to use and if you get Old Gaffer, you can use him to exhaust one of Suaron’s more troublesome minions… such as an Orc who is 3 ATK – 4 HP with Guard…

Forest Snare as a 2 of, is an absolute MUST. You will more than likely use these very early on but if luck is on your side, these will be crucial in later locations. It effectively completely neuters any minion, no matter how big or small. Allowing you to freely go about your way without worrying about being hit back. In terms of our deck, with our Guard Ally’s, this is both great defence and great survivability.

Our last two kind of go hand in hand, Raven Winged Helm and Khazad-Ai-Menu! These cards are Dwain’s bread and butter, as soon as you get Raven Winged Helm, shove his stubby head into it. Whenever he is attacked, he now has block and now he has +1 ATK whenever he Attacks. Hence why I urge you to always go on the offensive with him. In addition, Khazad-Ai-Menu! Should only be used on Dwalin when there is a BIG objective enemy. Sauron loves to give his guys Block and several buffs to their HP. With this, Dwalin can knock those guys right out of the park immediately. Again, like Arwen and the Mapmaker, if you have an Ever Vigilant or an Escort… Dwalin can do it again!

Now, onto the locations! Let’s Travel!
First Location - Part 1 - First Wave
The first enemies we see are three Dol Guldur Scouts, 2 ATk - 4 HP and with the added effect of adding 1 THRT at the end of turn if they are wounded.

Dealing with these three is quite simple but its dealing with the next patrols that we need to prepare for. In your first hand, keep any 1 Cost or 2 Cost Guard characters. If you have none, you can risk keeping Raise The Shire and mulligan the rest in hopes of getting a solid Guard character so you don't need to rely on RNG. Another good two cards to start off with is one of your 4 Cost Guard characters along with Gathering Strength.

In addition you can just restart and mulligan over and over until you get the perfect hand that suits you. In my game, I mulliganed a couple of cards so my hand was as follows:

Zigil Miner
Gathering Strength
Erkenbrand
Greenwood Defender
Escort of Edoras

I don't imagine everyone will get that lucky. So the idea is to exhaust Sauron's creatures as much as possible, deplete his resources so we're safe to attack and travel. Sauron has all kinds of tricks, Guard characters, cards that exhuast Ally's, he get rid of your events etc. Be weary and careful of those.

Start by throwing down a Guard character, this forces one of his Scouts to attack and exhaust. You can then Guard up that same character again. Greenwood Defender is best for this as he Guards for 2 ATK and only costs 1.

At this point, you're free to hit the last remaining Scout with Dwalin, killing the Scout instantly. Depending on what Sauron puts down next, depends on your next move. If he simply plays a 2-2, a flying, Hazard or event. You're fine to continue. Remember, keep Dain Ready for the moment.

You should have 1-2 Resources left. If you used Greenwood, you have 2 left. If you used Guard of the Citidel, you may only have 1. Depending on your cards in hand, it's entirely up to you what you wish to do next. If you have another 2 Cost Guard of the Citadel, you may want to throw that down. If you have an Ever Vigilant or an Escort, you may want to play him. Or if you have a 4 Cost Guard Character and only one Resource left, you may just want to wait that out.

Ideal scenario is you have an Escort. As with his only 2 HP, he's an ideal target for Sauron. If you play him, you still have Arwen and Dain ready for the moment. If you had a Zigil Miner in hand too, you can also put him down for an extra body and use his power to get that Resource back. Though be careful of Sauron's 'Exhaust Ally' treachery card if you do decide to do this.

So there is one Scout left who should be at 2 or 3 HP. Sauron might buff him with +2 HP or give him block or do both. Not a problem. If he doesn't put down any new enemies, add Arwen's Will to the Fate Meter. If he puts down something particuarly nasty, Guard with the Escort or whichever Ally you have. Or if you do have one resource and a Forest Snare, you can use that to solve the problem.

He might even play the Surge 2-4 character. If he does, he'll go for the Escort. Which is great as now, Dwalin is up and ready again. Depending on Sauron's resources, you want to try and waste his time until he passes. Use Guard on remining Heroes or Ally's. As Sauron at this point should only have around 2 Resources left. Or less. If he does pass and you still have a ready character (which should be Dain) then you can finally kill the last Scout and suffer no crack back as Sauron passed the turn.

This has only been turn 1 and so we don't need to worry about using the 3 fate meter ability yet, we're looking towards the 5 ability (Draw 2 Cards) for the next turn. So simply End Phase and we'll move on to the next patrol wave. If you have to move on to the next turn, that's fine. You can simply Guard up and force the scout to kill itself at the start of turn 2 and then we'll deal with that patrol wave.

See images below for my second run:





As you can see in the last image, killing the Scout was the last thing I did and only did so when Sauron had passed.
First Location - Part 2 - Second Wave
Now these two guys can be tricky simply because they are beefy (2 ATK - 6 HP) and have a nasty ability that can get rid of our weaker Guard Ally's. Not to fear however!

First thing to do is increase your options, you should have Guard up so its safe to again add Arwen's Will to the Fate Meter (If its only been one turn). He'll attack your Guard Character. Then we use the 5 Fate Meter ability to draw 2 cards. If this is turn 2, then as shown in the previous part, Sauron had passed, your Fate Meter should be ready to go so you can draw two cards at the end of turn before anything else even happens.

We'll have 3 or 4 resources at our disposal and should have at least 3 - 5 cards in hand now. A third of our deck so we should have some really nice cards to play about with. From the Deck Strategy you can see no card here is really a bad card. Everything has its uses and even if you draw your your Objective/Hazard Destroyers, they still have good health to Guard with and take the brunt away from your heroes.

The beefy guys will attack whatever Guard characters you have out and if one does, you can guard up with another character to exhaust them. Now the two of them should be on 4 HP a piece theoretically, leaving one to be smacked by Dwalin and taken away.

Meaning you should have a bunch of ready characters to do with as you please, add Arwen's Will to the Fate Meter, if you managed to get out an Imladris Minstrel, you can add her's too or use her as a body blocker. Again, it's all about making smart choices to lessen the damage to your heroes, make ultimate use of your Ally's and keeping a good board state.

I should also say at this point in the game, during this turn, we should end with at least 5+ characters on our side of the field. As stated, since Dwalin took care of the first Beefy Boy, Sauron only has the other left and he should be on 4-5 HP. Enough for us to kill him with a 2 ATK Ally and Dain. Which we should have, as most of our characters will be 2 ATK (Thanks to Dain's buff). But only do this once Sauron has passed. In addition, before you kill the last Beefy Boy, have the Fate Meter be at 6. You'll see why in the next part.

So again, keep letting Sauron play into your hands. Don't worry if he exhaust's Ally's or gets rid of your events. Depending on card draws you could've gotten the Self-Preservation or Raven Winged Helm. Raven Helm on Dwalin or if the strategy calls for it, you can put it on Dain. Self Preservation on Arwen or Dain as well. Between her, the Imladris Minstrel and Self-Preservation, your Heroes should all be close to full for the next patrol.


First Location - Part 3 - Final Wave
Now, if you thought the last two were Beefy Boys, these guys are Gargantuan Boys... 3 ATK - 6 HP and with Counter. Yikes.

They also summon 2-2 Orcs at the end of the turn so if you remember, we said make sure the Fate Meter was at 6 and Sauron had passed with us having one more action to take? Good, because we slam that Fate Meter button which destroys a minion entirely and stops their end of turn effect.

Now we should have a field full of allies and if you got lucky like myself, I managed to get a Raise The Shire and summoned a Hobbit Bounder. I don't expect RNG to be that helpful every time but if you have nothing else to risk, you can go for it. If you have no Guard Ally's at all, then I'd just Defence up with one of your more healthier Ally's instead of risking the RNG.

This means the Garga Boy will have to attack, he will probably kill something unless it has 4 or more HP. But in return he'll take 2 damage, meaning he's in kill range for Dwalin.

So now all we do is run Sauron out of resources. Kill his guys as he summons them, preventing damage to us, if we can build up the Fate Meter once more for the next location and if you're very lucky, we may have a Tom Bombadil in hand for later.

Once you've depleted Sauron's resources, exhausted/killed his minions. You can then prepare a little more if you have the resources to do so. Play Ally's who will be useful if you have the space, add to the Fate Meter where you can. If you have no Guard Ally's, place Guard on characters you can afford to lose or have good survivability but never on your heroes.




Depending, on your characters and the board state. If some beefier Ally's have taken some hits or if your heroes someone got whacked a few times. You can always risk using the 7 Fate Meter ability and go into another turn to heal everyone up but be warned, this will exhaust all your characters and risk losing some if they don't have the HP, or it means giving Sauron an extra bunch of resources at the next location. A good way around this is whatever characters are already at full HP, you can use them to get rid of Sauron's minions and force him again to deplete resources before you use the healing bomb.

If you'd rather not risk that, which I will say is USE THE THREE FATE METER POWER. As I completely forgot to and when I went into the next location, additional Orcs were summoned and no one wants that.

So lets Travel onwards! The road goes on!
Second Location - More Minions
Now, this location can be VERY tricky if the Threat Event of two random Orcs showing up happens. Even worse if on my playthrough, it was the 3 ATK 3 HP Orcs, that have Revenge: Defeat Non-Unique Ally.

So yeah, a good ol' restart had to happen for me, but that's fine. It took several tries, even with this deck to complete this quest but it CAN be completed.

So again, we want to arrive at this location with no additional Orc patrols and a healthy board with one or more Guard Ally's. You will probably lose some at this point just due to the volume of minions Sauron has but this deck is about surviving, not about beating everything.

Your turn one strategy here is Guard up and let Sauron use his minons actions. If you do lose an Ally or two, use your own resources to replace them as you should have a couple of cards in hand. Make sure you have the opportunity to use all your cards or if you can't, then at least get rid of the two Evil Men (3 ATK - 4 HP) as their end of turn effect makes you discard cards from your hand. And we kind of like our cards. This is one of those times where you can Guard with your Heroes if it ensures you have a healthy board state as you will need them for the next location.

If you happen to have Tom (and the resources available) you can use him to get rid of the 2 ATK - 5 HP Counter and Block Minion, or if you have a Forest Snare, you can use that too so you don't need to worry about him. You want to spend this turn on the defence, killing only what is strategic and no more. If you did use Tom, rather than have him attack or guard, you want to add his Will to the Fate Meter, and yes, Arwen too. If you have enough defence, you can get it to 7 on this turn which is what we want. Or if you already had it high enough before travelling then we don't need to worry.

Turn 2 is where the magic happens. Again, be on the defence, make Sauron play into YOUR hands. Guard up tactically, you can even use your heroes this turn to guard if its advantageous enough as I said before, you will need a healthy board state for the next location.

Now, once you have depleted Sauron's resources, exhausted his minions and had him pass the turn. Make sure you use the 7 Fate Meter ability to slip through the window. You can ONLY do this on Turn 2, so its now or never and believe me, this is a much easier route than beating Orcs.

So, through the window we go and onwards we travel!
Third Location - Mouth of Dol Guldur
Now this seems like a mighty task, the Mouth of Dol Guldur has three Objectives, two that have 4 Will which means at the start of each up keep, he gains 2 HP, so every turn he will gain 4 additional HP. The last is a 7 Will Objective which exhausts a random Ally and restores his HP by how much Will that Ally has.

Not to mention on top of all this health, he has 3 ATK along with Stalwart, his companion Snig has 1 ATK - 8 HP and Stealth. Along with them is another Evil Man with 3 ATK - 4 HP.

The objective of this location is ONLY to kill the Mouth of Dol Guldur and despite his health, you can do it in one turn. The Mouth starts off at 12 HP. So there are two ways to do this.

The first, is if you have the event Khazad Ai-Menu! in hand, providing you have Guard Ally's active. You can simply play this straight away. Dwalin goes from 4 ATK straight to 6-7 ATK. Smack the mouth for half his health and then you can use Ever Vigilant or Guard with an Escort (or if one is already out and Sauron kills it) you can then ready Dwalin to smack the Mouth again and he is done.

This first method is strictly if the heart of the cards are absolutely in your favour. Otherwise, we'll have to go for a more strategic method.

The second method, is simply getting rid of the Evil Man first and formost with Dwalin. Let the mouth attack your Guard Ally's if you have them or Guard with other Ally's if you don't. We are then going to use Arwen to wittle down those objectives, if you manage to play the Longbeard Mapmaker, you can use Arwen to get rid of one of the 4 Will Objectives in one go. If not, her and another ally can take care of that. We're not too concerned about the Mouth recovering 1-2 HP a turn, so we can leave the 7 Will objective even if it does exhaust an ally.

Using other allies and cards if we have them to get rid of incoming Sauron Minions, and then we want to at least try and hit the Mouth for at least 4 - 5 Damage (3 ATK from Dain and 1-2 ATK from another source).

Once this is done, we can then move onto turn two. You'll notice a theme here, Guarding is your BEST friend in this quest. So of course, guard up first as remember, the Mouth will get to attack twice. In addition, he will gain 2 HP from his other objective and also heal for 1-2 from his 7 Will objective. You might get lucky and he exhausts a 0 Will Ally so he heals for 0 in that case.

So lets get to work. The Evil Man should be gone in the first turn, so really you just have to contend with whatever Sauron played additionally. Though you want to play defensively, remember the Mouth is the grand prize. The Mouth should be at roughly 10 HP before we start attack him again. With your card draw, you might have gotten the Khazad trump card so now is a perfect time to use that if you did. If not, we stick to our defence plan and repeat what we did last turn. If we have enough ATK to kill the Mouth, do so. If not, use Arwen and possibly another Ally to get rid of the second 4 Will objective. Do as much damage as possible, deplete Sauron's resources and go into the third round.

By this point, the Mouth will only heal for 1-2, and should be well within kill range from Dwalin. Do so straight away, play the round out so Sauron is depleted of resources and his minions exhausted and then the road goes on, ever ever on! Travel Onwards!
Fourth Location - Final Encounter
This location, if you managed to make it this far with a good board state is the easiest encounter of them all. If you managed to survive all previous locations, you should be able to survive this.

There is no big bad to defeat, no hazards or objectives to accomplish the simple thing you have to do here is survive for four rounds with at least one hero remaining. Should be a piece of cake, right?

We're simply utilising all our previous strategies at this location. If you're extremely lucky, you may have Guard Ally's remaining. At this location, you should have your three heroes and at least two (if not more) other Ally's with you. You can attempt it with just your three heroes but it is EXTREMELY risky.

So Guard up and defend, use Dwalin to take out very difficult enemies. If you have Forest Snares, now is the time to use them. Whatever Ally's you have in hand, throw them down and Guard up. At this point, it doesn't matter if your Ally's survive or are killed, what matters is that you have at least ONE hero remaining by the time runs out. Which is completely doable.

Focus your attacks on high attack Minions to take them out before they can hit you, you're not too worried about minions who only have 1 ATK. Anything that has 3+ ATK has to go immediately, then you can deal with the 2 ATK minions and if you can get rid of the minions who only have 1 ATK for free, do so. Just be aware that there are two bigger Wraiths which gain +1 ATK after every time they take an Attack action. They start at 1 ATK - 4 HP but if not dealt with they can quickly become a major problem.

If you travelled here with a healthy board and good health, this is the easiest location to deal with as if you clear out all of Sauron's minions and then force him to use his resources, whatever he throws out next, can be easily taken care of and you just do this for four rounds.

If you travelled here in not so good a board state and with heroes and Ally's on low health, then you'll need to strategise and work out who is expendable, who do you want to keep and who can you feasibly Guard with while at the same time, picking the key cards to use so that Sauron will exhaust all his minions turn after turn and whittle down the numbers slowly.

If you have to Guard with heroes, do it. Since it's the last encounter, Arwen should be guarding if no other option is available, as Dwalin and Dain can take out minions and fend for themselves, here is the only point where Arwen's 1 ATK and 3 WIL will be quite useless. Her upkeep ability is the most useful thing about her in this moment but even that can go if it means you can weather the tide.

Once Dwalin is below 6 HP, he's the next one who can go, as he no longer self buffs and can still hit for a solid 3 ATK while Dain is ready.

Dain should be your last hero standing if it comes to it as you will still have other Dwarves in your deck who are buffed by him and even without anything else, he always has 3 ATK.

Even if you are only down to Dain, at least a couple of turns should have went by at this point and you should still have one or two Ally's left over while slowly whittling down Sauron's side.

Survive for one or two more, even if the worst has happened and you can make it out.

Whether it's a breeze or whether you managed to claw through it, you've finally made it and now this quest is over.
Concluding Summary
You will have noticed some major key concepts with this deck and in each location, which is simply Guard, Guard, Guard.

Keep your heroes healthy and go on the offensive only when it is tactically viable. This is probably the hardest Quest I've ever came across in the Game purely because of the sheer onslaught of minions that you have to deal with in every single location, and especially when they can hit HARD. Minions with block and counter just should not be allowed but what else can we expect from the one who is the will of all evil on Middle-Earth?

Your opening hand will be the thing that carries you from the start to the end as that is going to tell you whether your heroes will be defended or not, whether you'll have Ally's on the field or not. You will find yourself doing mulligans over and over again, and even if you make it to the later locations, you may find yourself stuck with no option but to restart from the beginning.

I've barely made a second run through, but this is the only deck where at least I can MAKE it to the final encounter so far and is currently, at the time of writing the only deck I've beat it with.

Like all card games, the element of RNG and luck will always be there too so it is hard to strategise when I have no idea what you're going to draw or when, but hopefully with the deck outline and the overall strategy explained, you can understand yourself which are good cards at certain points and when you need to use them.

For example, I had a Forest Snare in hand in the First Location, and one of the objective minions within kill range and an ally still active, Sauron was at 1 Resource and still managed to toss out a stupid 1 ATK 1 HP bat... the best course of action was to Forest Snare the bat, so that it would force Sauron to pass, so I can kill the objective minion, activate the six fate event, kill one of the new 3 ATK 6 HP minons with Counter and prevent the second from summoning a 2 ATK 2 HP Orc minion from his end of turn ability.

Now normally using a Forest Snare on a 1 ATK 1 HP minion is completely absurd, but in this instance it was so worth it, which is why you'll need to decide for yourself what to use, how to use it and when.

I simply hope this guide has helped you through this Quest and once at the end of it, you can lay down and rest your tired and weary head as all the troubles and ills of the World as washed away. May the light of Earendil guide you, wherever you may go.
2 Comments
Ara 31 Jan, 2021 @ 4:58pm 
Thanks a lot for this in depth guide ! This quest was MUCH tougher than all the previous ones. I was going crazy.
Bellon 21 Jun, 2020 @ 6:40am 
Thanks for the guide. Didn't follow it exactly, but it helped enough to win on the second try. Dain was the lone survivor in the end.

Maybe it's just me, but that quest seems way harder than all the ones before it. Anyway, thanks for the effort my man.