The Great Game

By: Lord of the Morning
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Starting Hand:

Rand al'Thor II (Andor)
Personal Growth
Dragonsworn
Berelain

Characters:

Rand the King
Gareth Bryne
Elayne Trakand
Lord Pelivar
Lady Elorien
Mat Cauthon
Moiraine Sedai
Mat the Warrior
Commander x 2

Troops:

Andor Infantry x 3
Andor Spearman x 3
Two Rivers Archers x 3
Andor Cavalry x 3

Challenges:

Gather Allies
Political Maneuvering x 3
Prolonged Campaign

Events:

Carpe Fatum
Overrun x 2
Personal Growth x 2
Plots x 2
Unexpected Ally x 2

Advantages:

Bodyguards
Far Reaching Influence x 3
Herb Bag
Heron-Mark Blade
Momentum
The Way of the Leaf x 3

OVERVIEW

Generally, the idea is to quickly recruit as many characters as possible for challenges, augmenting them with Politic enhancements like Far Reaching Influence, The Way of the Leaf, and Heron-Mark Blade. Then, begin playing Political Manueverings, giving your now high-politic characters a great advantage in these Pattern challenges. This is a Character-heavy deck, and some of the troops are able to deliver damage before your opponent's troops can. Use Two Rivers Archers to decimate his troops before his can strike. In the opening turn, play Dragonsworn while using Rand to recruit Berelain. Use Personal growth as soon as possible to increase your base ratings (One Power for Rand, Politics for everyone else). Momentum can be a great help, generating automatic support/oppostion EVERY turn for EVERY challenge (your or theirs) if you win the Pattern. Try to hold onto Mat Cauthon until you can immediately replace him with Mat the Warrior. Notice that this is an Andor themed deck, except for Dragon and Mercenary characters. Don't forget to use the Way of the Leaf! Replace Rand with Rand the King as soon as you can, and try to play Carpe Fatum for a quick boost towards dominance and/or the Last Battle. Good luck!

Total: 50 cards; 4 Opening hand, 46 deck.