Middle-Earth: The Wizards decks (METW only)

List and discuss your decks under construction or already in use.

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kweniston
Posts: 66
Joined: Wed Jul 18, 2007 11:33 am

16. "The Untouchable"

Post by kweniston » Wed Nov 28, 2007 2:13 pm

"The Untouchable"
Deck designed by Stefano Supino c/o Raffaele Fernicola

This deck is based on the Hobbits¹ ability to avoid hazards (especially Lures).

Starting Characters

Bilbo (Elven Cloak)
Merry
Pippin
Sam Gamgee (Elven Cloak)

Other Characters
Robin Smallburrow
Frodo

Wizards
NONE

Resources (25)

1x The Mithril Coat
1x Torque of Hues
2x Beautiful Gold Ring
2x Ringlore
1x Magic Ring of Nature
1x Magic Ring of Stealth
1x Red Arrow
1x Riders of Rohan
1x Orcrist
1x Rangers of Ithilien
1x Gollum
1x Leaflock
3x Halflings Strength
3x Dark Quarrels
3x Stealth
2x Tempering Friendship

Hazards (25)

3x Cave Drake
3x Lure of Nature
3x Lure of Expedience
3x Lure of the Senses
2x Lure of Power
2x Tookish Blood (as a resource)
1x Muster Disperses
2x Traitor
2x Twilight
2x Weariness of the Heart
2x Despair of the Heart

Geography

ALL Sites & Regions (Company with Leaflock can only move through regions listed on Leaflock)

Sideboard

2x Gandalf (to test gold rings)
1x Shadowfax
1x The One Ring
2x Precious Gold Ring
2x Wizard¹s Test
2X Crack of Doom
1x Gollum¹s Fate
1x Twilight
2x Old Friendship
1x Concealment

Comments

The main thing is to have resources/allies to avoid the maximum number of hazards to be played against your company. Sideboard is designed to totally change the strategy of the deck (from Hobbit total defense to a ³One Ring² deck).

June 25, 1996

kweniston
Posts: 66
Joined: Wed Jul 18, 2007 11:33 am

17. "Return of the King"

Post by kweniston » Wed Nov 28, 2007 2:14 pm

Return of the King
Deck design by Richard Vasseur

This deck is extremely fun to play. It is very varied, although it is rather faction and Undead- heavy. The idea is to bring Aragorn II to Rohan and Minas Tirith areas, and gather as many MPs as possible.
The Hazard deck is designed to forbid your opponent to get into Shadow and Dark- Halls, although Ruins and Lairs can get quite dangerous as well.

Characters

Wizards:
Alatar and Pallando. Pallando's hand expansion is always handy for combos. Alatar's card suppression ability is very useful, especially with a small company.

Starting:
Aragorn II (central to this game, excellent for factions and other cards)
Boromir II (for the Men of Anorien, and a powerful fighter).
Beorn (awesome fighter, and a ranger)
Aragorn gets an Athelas, as well as a Horn of Arnor (5 DI for factions).

Back up characters:
Beregond (easy to control with DI, easy to get at Minas Tirith)
Faramir (for the Rangers of Ithilien faction)
Imrahil (powerful character, play him at Dol Amroth when you go there to get the Knights)
Eomer (Easy to control through DI, playable at Edoras along with the Riders faction)
Eowyn (excellent vs Nazguls, easy to DI, playable at Edoras, and a good- looking card ;-) )

Resources

(Required sites are in brackets)
Men of Lebennin (2) (Pelargir)
Beornings (2) (Beorn's House, use Beorn)
Easterlings (4) (Easterling Camp, think twice if your opponent's playing Nazguls)
Men of Anorien (2) (Minas Tirith)
Rangers of Ithilien (3) (Henneth Annun)
Riders of Rohan (3) (Edoras)
Knights of Dol Amroth (3) (Dol Amroth)
2x Saplings of The White Tree (2x2) (store at Minas Tirith)
The White Tree (5) (Minas Titith)
Return of The King (3) (Minas Titith)
Gwaihir (Eagle's Eyrie)
Red Arrow (2) (Edoras, useful to control both Eowyn AND Eomer with DI)
Sword of Gondolin (2)
2x Horses (very useful with a small but powerful company, breaks opponent's combos)
Fellowship
Concealment (Eowyn is handy there)
2x Fair Travels in Border- Lands (A lot of the areas moved through are Border- Lands)
Fair Travels in Free- Domains (idem)
2x Dark Quarrels (against those Assassins and Abductors)
Elven Cloak (Minor Item playable anywhere, very useful!)
Muster (for the Easterlings faction, or if you feel unlucky...)
25 cards

Playing resources.

The idea is to have a small but powerful company, which means that when you play Horses or/ and Fair Travels, you know you will be rather well protected against deadly combos and corruption cards. You can cancel some nasty attacks as well using Dark Quarrels, just in case. Anyway, the company is composed of three brutes and definitely can cope with big hazard creatures.
Aragorn II's duty is to influence factions. This should be easy (Aragorn II has 3 DI, +2 with Horn of Arnor, +3 with Return of the King, total: +8!). It is possible to use Minas Tirith as a homebase, especially once you've stored the White Tree. Most locations you want to go to are maximum 3 or 4 regions away from Minas Tirith (use region movement), and close to Lorien.
The other interesting thing in the game is to get those handy people from Edoras, especially Eowyn. Use the Red Arrow, do not store it, for you DON'T want your characters to be Call of Homed As soon as you get your wizard out, re-organize your company, and put Aragorn or Beorn under his DI. You then are out of reach for these nasty cards.
The Sword of Gondolin is originally for Eowyn, as she might need it against Nazguls.

Hazards

2x Choking Shadows
2x Awaken the Earth's Fire
2x Plague of Wights
3x Barrow- Wight
2x Ghosts
2x Ghouls
Olog- Hai
Bert
William
Tom
The Will of Sauron
Doors of Night
Clouds (care with this one)
Minions Stir
Ren The Unclean
Indur Dawndeath
Morgul- Horse
The Pale Sword
25 cards

Playing hazards.
The idea is to get Doors of Night out (usually, my opponent does it for me), then use the combo Choking Shadows/ Awaken the Earth's Fire to get your Undead and/ or Nazguls out. However, what you REALLY want to do is to use Will of Sauron to lay Plague of Wights and maybe Clouds as well (you shouldn't be too bothered with this one, as your company's strong and you won't face a lot of attacks). Your Undead are know a serious threat, i.e. a Barrow- Wight with 2 strikes @13 or 15 prowess, or Ghouls with 10 strikes @8 or 10 prowess...
Your opponent is going to have trouble travelling to anywhere else than free- holds and border- holds. And then, you've got the Troll trio, along with the Nazguls using Morgul- Horse. Woao.
The two Nazguls are primarily used for their special ability. Ren is useful to force a character to check for corruption, and Indur is a psychological hit (wanna lose Orcrist?).
By the way, the Pale Sword is a cool thing to use in your case, because your Undead WILL force your opponent's characters to check for corruption, and here we're talking about a massive +6...

Sites

2x Lorien (if you want to split your company...)
Rivendell
Edhellond (Alatar)
Grey Havens (Pallando)
Minas Tirith
Edoras
Beorn's House
Pelargir
Eagle's Eyrie
Easterling Camp
Henneth Annun
Dol Amroth
Sarn Goriwing (if you're desperate)
The Wind Throne
Glittering Caves (the one to use to get either the Sword of Gondolin or the Saplings)
Isengard (second best).

Sideboard

At least 3 of The Precious/Will of The Ring/The Ring's betrayal (classic)

2x Star Glass (in case your opponent's hazards are animal and/or Undead- heavy)
2x Tookish blood
Elf Song (you never know)
Gollum
Fell Turtle
Storms of Osse, or any other sea hazard.
Siege
Praise to Elbereth
Wizard's River- horses
Lapse of Will

Last word
:

This deck works OK even if you don't have the rare cards (there aren't that many anyway). You can replace the Easterlings with any other faction (Men of Dorwinion or Tower Guard of Minas Tirith). You can live without Return of the King, same with the Nazguls that you can replace with other tough creatures (Rogrog, etc) or corruption cards. The only central rare card is The White Tree.

June 25, 1996

kweniston
Posts: 66
Joined: Wed Jul 18, 2007 11:33 am

Post by kweniston » Wed Nov 28, 2007 3:49 pm

Well, those were the original Deck of the Week decks.
I'll post some other METW decks I found on the internet below.

kweniston
Posts: 66
Joined: Wed Jul 18, 2007 11:33 am

Rings of Power

Post by kweniston » Wed Nov 28, 2007 3:51 pm

Rings of Power
by Wim 'Gwaihir' Heemskerk

Playing this deck I won a 'The Wizards' (the set) only tournament. This deck was designed around the rings of power. Elrond uses Vilya for strength and influence. Gandalf uses Narya for strength and untapping. Galadriel uses Nenya to help the boys survive their corruption checks. She only leaves Lórien to fetch an Ent, and when she does she has already assembled a few stout guys to help her. Elrond and Gandalf are out for factions and a single item. They are more then willing to put that mission on hold to recruit some of the opponents resources. The hazards are hoping for a chance to let some Nazgûl swoop in. The odds for that happening are slim, so don't forget to use the general corruption, slow down and creature-stuff the hazards are filled out with.

Starting Pool (10+2)

Galadriel (with Healing Herbs), Elrond (with Potion of Prowess), Beorn, Elrohir, Gildor Inglorion, Aragorn II, Bilbo, Frodo, Sam Gamgee, Fatty Bolger

Characters & wizards in deck (6)
Gandalf, Gandalf, Radagast, Elladan, Boromir II, Peath

Resources (30)
Narya 3x, Nenya 3x, Vilya 3x, Risky Blow 3x, Dodge 2x, Variags of Khand, Knights of Dol Amroth, Rangers of Ithilien, Woses of the Druadan Forest, Southrons, Glamdring, Orcrist, Narsil, Leaflock, Treebeard, Favor of the Valar, New Friendship 2x, Old Friendship 2x, Twilight

Hazards (30)
Corsairs of Umbar, Assassin 2x, Cave-drake, Thief, Ambusher, Slayer, Giant Spiders, Pukel-men, Uvatha the Horseman, Adunaphel, Witch-king of Angmar, Indur Dawndeath, Khamul the Easterling, Ren the Unclean, Fell Beast 2x, The Pale Sword, Lost in Free-domains, River 2x, Bane of the Ithil-stone, Greed, Despair of the Heart, Lure of Nature, Lure of Expedience, Lure of the Senses, The Balance of Things, Traitor, Twilight

Sideboard (20)
Elf-song 2x, Scroll of Isildur, Old Friendship, Gates of Morning 3x, The Cock Crows 3x, Wizard's Laughter, Cirdan, Thranduil, Thorin II, Dain II, Gimli, Celeborn, Glorfindel II, The Nazgul are Abroad, Twilight

kweniston
Posts: 66
Joined: Wed Jul 18, 2007 11:33 am

Post by kweniston » Wed Nov 28, 2007 4:00 pm

Sauron's Personal Deck
A deck by Mike Reynolds

JPK: This deck, published in InQuest magazine, uses only cards from Middle-earth: The Wizards. I think it's interesting to see even one of Middle-earth's most important designers didn't know everything about deckbuilding back in the early days of MECCG! ;-)

MR: The following is a Nazgul deck for a two-deck game. It can be constructed from an extensive collection of cards. The deck and sideboard have 113 cards, including 27 fixed cards, nine general common cards, 24 booster-only common cards, 15 uncommon cards and 38 rare cards. Both hazards and resources can be lethal when managed carefully.

Character Pool


Cirdan
Elrond

Starting Minor Items

Healing Herbs
Healing Herbs

Characters

Aragorn II
Beorn
Elladan
Erkenbrand
Galadriel
Imrahil
Pallando x2

Resources


Beornings
Bridge x2
Elves of Lindon
Ents of Fangorn
Knights of Dol Amroth
Men of Anfalas
Men of Lamedon
Muster x3
New Friendship x2
Old-road x3
Praise to Elbereth x3
Rangers of the North
Riders of Rohan
Skinbark
The Great Eagles
Torque of Hues
Vilya x2

MR: Several valid resource strategies can accompany a Nazgul hazard strategy. This one centers around gaining factions. This is a prudent approach because factions don't live in dangerous sites and factions don't give corruption points. A player of this deck doesn't want to be limited by his own corruption when it's time to activate Ren the Unclean. The resource events providing speed minimize the companies' time on th eroad. This is wise if Morgul Night is going into play.
Vilya is an awesome card that can devastate an opponent's hazard strategy. It can bring Old Roads and Musters back into a play deck after one use. These two cards together allow a warrior in a haven to influence automatically a faction within two regions of the haven. His company wouldn't need to leave the haven! Elrond must be kept alive, however, as he is the only one who can use Vilya.

JPK: In order to make this deck tournament legal for present day tournaments you need to add at least four more resource cards.

Hazards

Adunaphel
Akhorahil
Doors of Night x3
Dwar of Waw
Fell Beast x3
Hoarmurath of Dir
Indur Dawndeath
Khamul the Easterling
Lost in Dark-domains
Morgul Night x3
Morgul-horse x2
Morgul-knife
Ren the Unclean
The Nazgul Are Abroad x2
The Pale Sword
The Will of Sauron
The Witch-king of Angmar
Uvatha the Horseman

MR: The Nazgul can be played as permanent-events that wait for opportunistic moments to activate or as very potent creatures. The first approach allows the player to get the beast out of his hand and draw another card, but the ultimate effect on the opponent may not be very profound. The second approach involves holding a Nazgul until the opponent unwittingly travels somewhere dangerous or until the supplementary hazard events allow the opponent to be hit elsewhere.
Skill in playing all the Nazgul will ultimately lead to the success or failure of this deck. But generally you're waiting for the big hit from these guys as creatures. If you can attack with four or five on one turn, your opponent will probably be devastated.

JPK: This hazard decks needs four more cards (right now there's only 26 hazards) and 7.5 more hazard creatures (right now there's only 4.5 hazard creatures) to make it tournament legal for present day tournaments.
In my opinion, this hazard deck has quite a few blind spots - I'd add at least a few Assassins (or Slayers if you don't have Assassins) to deal with decks that don't visit a lot of Nazgul territory. Two or three Twilights would be good too to protect your Doors of Night, Morgul Nights, and Will of Sauron.

Sideboard

Assassin
Corsairs of Umbar x2
Mumak x2
Muster Disperses x3
Sacrifice of Form
Shelob
The Precious
Thief
Twilight
Wizard's Laughter x2

JPK: I wonder why Mike included Shelob... I think a "blind spot compensation" card like Lost in Free-domains would've been a lot more useful. I'm also a bit puzzled by the inclusion of two Mumaks -- after all, Mumak territory = Nazgul territory. A back-up major item (in case your opponent plays the Torque of Hues before you can) and a back-up wizard (maybe Gandalf) would have been better, I think.

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fanfarian
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Post by fanfarian » Wed Nov 28, 2007 4:00 pm

Very nice Decks, BUT PLEASE read the Rules for this Forum before posting.
1 post per Deck, so other can post their comments for this Deck.

cheers
fanfa
Suche Spieler im Raum VS, Germany
Webmaster www.councilofelrond.org

kweniston
Posts: 66
Joined: Wed Jul 18, 2007 11:33 am

Post by kweniston » Wed Nov 28, 2007 4:08 pm

fanfarian wrote:Very nice Decks, BUT PLEASE read the Rules for this Forum before posting.
1 post per Deck, so other can post their comments for this Deck.

cheers
fanfa
I know, but for new players one central topic of METW only decks is much handier. Also, these decks are all 10 years old... Could an exception be made for these old decks? OR, could there be a central topic to collect the individual decks in, like this one (without any comments on the decks) ?

For players only having the older sets (tw, td, and maybe dm), it's hard to find buildable decks in this forum. There are not that many, and they are not labeled as such, just hero/minion. So, just like Sarma is doing with his beginners decks METW only, a grouping is a good option for players not willing to search for hours to find a deck they can build.

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fanfarian
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Post by fanfarian » Thu Nov 29, 2007 2:36 pm

kweniston wrote:could there be a central topic to collect the individual decks in, like this one (without any comments on the decks)
Maybe this "sticky, 2nd thread": http://www.meccg.net/dforum/viewtopic.php?t=842
Suche Spieler im Raum VS, Germany
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sarma72
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Post by sarma72 » Thu Nov 29, 2007 5:26 pm

Hi, thanks for the initiative.
I should add that I did post my only-METW-decks also because it's hard for a beginner entering this forum to get some help with his/her first steps in this game. I really think we should have something like a "beginner central".
In this respect, it is important to comment your decks, not only for beginners. It really annoys me when people simply list their decks without any comments...
Marc

kweniston
Posts: 66
Joined: Wed Jul 18, 2007 11:33 am

Post by kweniston » Fri Nov 30, 2007 10:42 am

fanfarian wrote:
kweniston wrote:could there be a central topic to collect the individual decks in, like this one (without any comments on the decks)
Maybe this "sticky, 2nd thread": http://www.meccg.net/dforum/viewtopic.php?t=842

Yeah, nice for players with a full set of every expansion, but what if you only got METW and METD cards? Try to find a deck you can make... That's what this is about...

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Post by Bandobras Took » Fri Nov 30, 2007 2:46 pm

fanfarian wrote:Very nice Decks, BUT PLEASE read the Rules for this Forum before posting.
1 post per Deck, so other can post their comments for this Deck.

cheers
fanfa
I can't find that in the rules for this forum . . .

The only requirement in the rules/FAQ is that a post start with a decklist.

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