Lord of the Rings LCG: Card Draw, Deck Thinning

Having not played a CCG or LCG in a while, when I first started playing the Lord of the Rings LCG, I was stumped about deck composition. Eventually I found a few good blogs that offer strategy tips, and my rule of thumb was simple: build decks that are roughly 50% allies, 25% events, and 25% attachments. Now I stray widely from that general rule, but when I’m building a brand new deck, I usually start with those ratios.

But early on, I still found I was running into problems. For instance, I would include three copies (the maximum legal number) of a card that was really important to my strategy. However, if I didn’t draw it in my opening hand or my mulligan hand, I would be despondent, my strategy wouldn’t get off the ground, and I’d lose. How can one overcome such a problem and the accompanying (incorrect) judgement that this game is mostly luck-based? Really, two techniques come to mind:

  • Card Drawing: Utilizing abilities that let you draw more than the required one card per turn, thus allowing you to increase your hand size and increase your options.
  • Deck Thinning: Utilizing abilities that let you hunt for certain cards, draw, or discard in order to decrease the size of your deck and thus increase the chances that you will pull the cards you need later.

There are a few things I’d like to say about how to achieve success when it comes to both of the techniques. First, I  almost always include three copies of a card in my deck. If I included it in a deck in the first place, I think it’s important to have, so why decrease my chances of drawing it by including less than three copies? Second, I play with as small a deck as possible. The “tournament legal” deck in LOTR:LCG is 50 cards. If I play with 51, I can get in three copies of 17 different cards. If I play with 60 cards, I can get in 20 different cards at three copies apiece, but my chances of drawing the card  I need at the right time are drastically reduced. Third, find a way to make multiple copies of unique cards relevant. This is why I love the ally Erestor, because I can essentially use his ability to get rid of extra copies of unique cards and fuel card draw at the same time. This gives value to previously “dead” cards.

One problem I’ve seen in co-op play is players who are afraid to discard in order to cycle through their deck. They pass over King Under the Mountain or A Very Good Tale because it forces discards. I think that’s a mistake. First off, if you have no card draw, you’ll never dig through your whole deck in one game anyway. Second, even if you drew your entire deck into your hand, you’d never have enough resources or time to put everything into play. So don’t sweat the small stuff: cycle through the deck and discard a bunch in order to gain an advantage on the encounter deck.

With all this in mind, here’s a mono-Leadership Outlands deck I built recently that utilizes every bit of card draw available to that sphere:

Heroes
Hirluin the Fair
Theodred
Balin
(Threat = 25)

Allies (27)
Gandalf x 3 (draw three cards upon entering play)
Erestor x 3 (once per round, may discard one card from hand to draw one card)
Forlong x 3
Anfalas Herdsman x 3
Hunter of Lamedon x 3 (upon entering play, discard top card of deck. If it is Outlands, put it in hand.)
Ethir Swordsman x 3
Knights of the Swan x 3
Warrior of Lossarnach x 3
Snowbourn Scout x 3
Envoy of Pelargir x 3 (if solo) OR Errand Rider x 3 (if multiplayer)

Attachments (9)
King Under the Mountain x 3 (Exhaust attachment to draw two cards. Put one in hand, discard the other.)
Lord of Morthond x 3 (Draw a card every time a Spirit, Lore, or Tactics ally is played.)
Steward of Gondor x 3

Events (15)
A Very Good Tale x 3 (Exhaust two characters. Add up their cost, then discard the top five cards of the deck. Place two allies in play whose cost does not exceed the cost of the two exhausted allies.)
Sneak Attack x 3
Strength of Arms x 3
Valiant Sacrifice x3 (When an ally leaves play, draw two cards.)

It’s very easy to draw through this deck in 5-6 turns. I never hesitate to sneak attack Gandalf into play in order to exhaust him to fuel A Very Good Tale. (Essentially you’re paying 1 resource to gain 5 threat reduction, 4 damage on an enemy, or 3 cards + two free Outlands allies.) The first time I trotted out this deck, I played this combo in the mid-game: Sneak Attack + Gandalf (3 cards) + A Very Good Tale + 2xValiant Sacrifice once Gandalf left play. That’s seven cards drawn into hand, 3 discarded from the top of the deck, and two brand new allies in play…all for the cost of three resources and two exhausted characters. (Interestingly, that’s drawing/discarding your way through 24% of your deck!)

Erestor is also critical in the mid-game, because he lets you sluff those extra unique attachments in exchange for more card draw.

Mid-game it’s not unusual to see this deck draw 1 card in the planning phase, draw/discard with King Under the Mountain, then play an Outlands character, which triggers Lord of Morthond, which allows 1 more card draw, and then get rid of/draw a card with Erestor. (That’s digging through 10% of the deck in one round.)

So, my final note to new players: draw cards, draw cards, draw cards! You can’t do nuthin’ if you ain’t got nuthin’ in your hand.

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