Google Groups no longer supports new Usenet posts or subscriptions. Historical content remains viewable.
Dismiss

[MECCG]: Ring decks

331 views
Skip to first unread message

Billy Newlin

unread,
Jan 22, 1998, 3:00:00 AM1/22/98
to

So does no one do the ring deck anymore?(besides in a tourney
with all their stupid rules and conditions, time limit, etc...)
That's the only deck I enjoy to play since it follows the story
perfectly :) kinda :P. I go to the goblin gate and get Gollum, then
go down into the grottos and get the one ring then follow the
under-deeps to the Under-courts. Then I come up at Barud-dur and
mosey on over to Mt. Doom. It's a hop, skip, and a jump faster than
MP's and most hazards are useless against me since hobbits don't fear
corruption, I only go through wilderness once, and my hazard limit is
two(four hobbits). I burgle everything I need and with Sauraman
cycling my vanishes I cancel any attack that can actually be keyed to
me. I get to the cracks and either play gollum's card or the cracks
and make my corruption test with everyone tapping and usually playing
'A friend or Three'. It's easy and fun :)

-Billy
ve...@usit.net

Billy Newlin

unread,
Jan 23, 1998, 3:00:00 AM1/23/98
to

On Fri, 23 Jan 1998 03:50:53 +0000, Jay Short <jays...@udel.edu>
wrote:

>I would be intersted in seeing a deck breakdown for your ring deck , if
>you would be kind enough to post one. I just recently made a one ring
>deck and would like any suggestions anyone has to offer.


Don't have an exact run down right now(it's dismantled) but I
can comment on yours(I played the deck 7 times and dunked it four, not
bad).

>Characters:
>Frodo Merry Folco
>Sam Pippin Robin
>Bilbo Fatty Saruman

I start with four hobbits making my hazard limit only two. I
REALLY think this helps. I start with Bilbo, Frodo, Sam, and either
Merry or Pippin. I put three Saruman's and a Robin in my deck. I
don't have Fatty. What are his stats/abilities/class/mind/influence?
If your guys die(following my path) it doesn't do any good to
have more in your hand since you never go to a haven.

>Resources:
>Concealment x 3 Marvels Told x 2 Old Friendship
>Halfling Stealth x 3 Far Sight x 2 Wizard's Test x 3
>Halfling Strength x 3 Scroll of Isildur Precious Gold Ring x 3
>Stealth x 3 Cracks of Doom x 2 Gollum
>Gollum's Fate Trickery x 2

I happen to think Halfling Stealth is weak(especially where I
go) since it's only a strike. Fate and the cracks should be in the
sideboard to fetch when you get to the mount. And you left out the
reason why Saruman is your wizard, Vanishing. Put the ring tests and
the vanishes in the sideboard. When you pull in your wiz tap him to
move the spells to your discard pile then fetch them with his ability.
It works rather well. I think all the cancels are a little redundant
since you've got the ring, unlimited vanishes, and three conceals.
The scroll is unneeded as well. It's just another item you gotta play
and with the wiz test in the grottos you only have to roll an 8 on two
rolls. Pretty easy. Also, you might want a couple herbs since you'll
be getting an ally and a ring or two as well as the torque and you can
bring in minor items after doing that.

>Hazards:
>Tookish Blood Lure of Nature x 3 Echoes of the Song x 2
>Twilight Lure of Expidience x 3 Old Man Willow
>Searching Eye Inner Rot Cave Drake x 3
>Longing for the West Weariness of the Heart Olog Hai
>Lure of the Senses x 3 Dragon Sickness Slayer x 3
>Ren the Unclean Pallando Nameless Thing x 2

Your hazards depend on your opponent. I prefer all the
nazguls(or most) with CORRUPTION! :) I love corruption :) Especially
since it never hardly affects hobbits :P

>Strategy:
>Get the Scroll, and some rings and go under ground to test the rings,
>pop back up to the surface, run over to Mt. Doom and slam dunk the
>ring. I start 2 elven cloaks as minor items, and stick to wilderness,
>before heading to Mordor. Or, rather, that is what I plan to do, but I
>haven't played the deck yet...

Here's what I do. Assuming I either have a far sight(i play
with three) or the actual one ring in my hand i go to weathertop and
search for it. Next I go to Goblin Gate(hopefully already playing my
wiz first turn on Rivendell. If not I go without, he's not necessary.
I get Gollum at the gate or else a ring and go down to the grottos.
Play with cards that let you keep moving to another site(you gotta be
fast with ring decks). I test the ring and hopefully get it, if not
you can just enter this same site and test that one. I also play with
one of the ranger rings just in case I don't get the one ring as well
as the Torque thing that cancels attacks.
Here's my difference which I think works better. I then go to
the under-gates, sulfur-deeps, and under-courts(I think that's the
right order). This puts you directly under Barud-dur. Go up and on
to the mount. This escapes travelling through wilderness and border,
etc. as well as taking away a site path and leaving your opponent with
only a site to play on. Since your hazard limit is two and you're
going through dark and shadow, something most people don't think about
when putting in the majority of their hazards, you should make it
fine. Dunking the ring is easy. That's it :)
The only times I've lost with the deck is once to that drake
that hits underdeeps with tons of strikes and twice to a deck
revolving around the hazard ringwraiths :( They stomped me while I
was wandering through the under-courts. But if you have them then
your opponent can't. Besides, save a few cancels for that site.
Finally, don't forget to burgle everything. If you fail your
burgle cancel the attack with another card. But facing the strikes
taps too many guys.
Hope this helps :)

-Billy
ve...@usit.net

Sereth2184

unread,
Jan 24, 1998, 3:00:00 AM1/24/98
to

Here is the One Ring deck I use when I decide to play a ring deck. It's in
NetMETW format for those who use it. I haven't updated it since Lidless Eye
came out, so it could use some real work by now. Anyway, tell me what you
think.

#This is a One Ring deck that uses cards from sets up to MEDM. For a starting
company, try to start with
#Galadriel, Frodo/ Bilbo, and Sam. Give the Star-glass to Frodo/ Bilbo and the
Elven Cloak to Sam. On
#the first turn, move Galadriel to Lorien, under stealth if possible. After
that point, she should stay there for
#the extra card in hand and to keep Lorien in play for the Halls of Fire.
Also, she will be there to bring in
#the extra characters, all sages, under direct influence. The only reason for
the extra sages is to play
#Marvels Told. Most of the work will be done by the two hobbits with your
wizard, preferably Pallando for
#another extra card in hand. The main goal of the deck is to collect the
Torque of Hues, Gollum,
#Goldberry, and The One Ring cancelling as many attacks as possible along the
way. Then when
#you've gotten everything you need together, make the run for Mount Doom,
hopefully using Stealth to
#avoid most if not all hazards on the way there. The hazard stratergy is
pretty straightforward. Play the
#Nazgul as permanent events or as creatures if your opponent is kind enough to
give you that
#opportunity. The main weaknesses of this deck are that it cannot win by MPs
and it also will have
#serious trouble if your opponent gets The One Ring out first. Overall, the
deck works rather well and
#fairly quickly, typically having everything ready for a run on Mount Doom by
the start of the second deck
#in a 2-deck game. The deck has a pretty good track record in those games I
have played it in.
[start]
Arinmir
Arwen
Bilbo
Elven Cloak
Frodo
Galadriel
Sam Gamgee
Star-glass
Wacho
[sideboard]
Cracks of Doom
Cracks of Doom
Cracks of Doom
Foolish Words
Gollum's Fate
Halfling Strength
Lesser Ring
Many Turns and Doublings
Many Turns and Doublings
Marvels Told
Muster Disperses
Neither so Ancient Nor so Potent
Old Friendship
Old Friendship
The Windlord Found Me
Tookish Blood
Tookish Blood
Trickery
Trickery
Twilight
[deck]
Concealment
Concealment
Flatter a Foe
Flatter a Foe
Gandalf
Goldberry
Gollum
Halfling Stealth
Halfling Stealth
Halfling Stealth
Halfling Strength
Halfling Strength
Hall of Fire
Marvels Told
Marvels Told
Mirror of Galadriel
Pallando
Pallando
Phial of Galadriel
Precious Gold Ring
Precious Gold Ring
Precious Gold Ring
Scroll of Isildur
Smoke Rings
Smoke Rings
Stealth
Stealth
Stealth
Test of Form
The One Ring
Torque of Hues
Wizard's Test
Wizard's Test
Adunaphel
Akhorahil
Assassin
Cave-drake
Cave-drake
Cave-drake
Dwar of Waw
Fell Beast
Fell Beast
Foolish Words
Giant Spiders
Giant Spiders
Giant Spiders
Hoarmurath of Dir
In Great Wrath
Indur Dawndeath
Khamul the Easterling
Many Sorrows Befall
Morgul-horse
Mouth of Sauron
Muster Disperses
Neither so Ancient Nor so Potent
Out of the Black Sky
Ren the Unclean
Revealed to all Watchers
Slayer
Slayer
Slayer
Uvatha the Horseman
Witch-king of Angmar


Billy Newlin

unread,
Jan 24, 1998, 3:00:00 AM1/24/98
to

On 24 Jan 1998 10:35:42 GMT, seret...@aol.com (Sereth2184) wrote:

>#serious trouble if your opponent gets The One Ring out first. Overall, the
>deck works rather well and
>#fairly quickly, typically having everything ready for a run on Mount Doom by
>the start of the second deck
>#in a 2-deck game. The deck has a pretty good track record in those games I
>have played it in.

Don't know exactly what this 2-deck thing means but I usually
win in about 7-8 turns. If you don't your opponent will call first
with 20 MP's.

-Billy
ve...@usit.net

Zalazern

unread,
Jan 25, 1998, 3:00:00 AM1/25/98
to

Hi,
the two deck game simply means its not a race to 20 MP, you must have gone
through your play deck once and be on the second cycle "two deck" before you
can call the council. It makes for a longer game and isn't used as much in
tournaments but in most peoples opinion is more fun as it allows you to try
some of the combinations you wouldn't normally try (such a dunking the One
Ring).

Alan

0 new messages