Always Two There Are

By: Cliff Dible
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Opening Hand:

Moghedian
Liandrin Sedai
Into The Fight
Saidar Angreal

Characters:

NONE

Troops:

Tear Levies x 3
Patrol x 3

Challenges:

Confrontation x 2
From The Shadows x 3
Gather Allies x 2
Rallying Cry x 3
Request Tribute x 3
Skirmish x 3
Treaty x 3

Advantages:

A Second Chance x 3
Battle Hardened x 3
Establish Contacts x 3
Far Reaching Influence x 3
Saidar Angreal
To The Victor
The Art of Intrigue x 3

Events:

Carpe Fatum x 3
Connections x 3
Dense Forest x 2
Dense Fog x 2
Healing x 3
Personal Growth x 2
Illusion x 2

OVERVIEW

The Idea for this Deck came from when I played a game in which I drew hardly any characters, but was able to play many advantages on those I did get out. The only reason I lost that game was because the Dragon Player I was against simply had too much time to build up. I figured that if I could build up two characters to high levels(in a sense) with advantages and play many challenges to put extra pattern tokens out, I could Force the Last Battle too early for the Dragon to marshal the force to stop me.

First Turn Strategy.

Use Into the Fight to get Liandrin out (burn a Pattern Token if neccessary, which it almost certainly will). In the mean time, try to play the Angreal on Moghedian. If you have no opposition in the battleground, try to win the Pattern token, other wise stand down.

Second Turn.

If you were unable to play the Angreal on the first turn, keep both characters back to try again. Keep doing this until you can play it, but if you haven't in the first couple of turns, you've probably already lost. Once the angreal is out, start playing challenges and going after them. With 19 challenges in the deck, you should have plenty of choice. Use Treaties and Rallying Crys to play the troops (Tear Levies give you cards and Patrols can act as character damage sinks) Play any of the free advantages you can (extras are included to increase the chances of drawing them). If you draw To The Victor, keep Liandrin back to play that. For the second angreal, keep Moggy back (it's for Liandrin though). Use the ability of the Art of Intrigue to add Support or Opposition to challenges (even as decoys!) Use A Second Chance on Moggy to Help her play Carpe Fatum.

With luck, Moggy and Liandrin can possibly force the Last Battle 5 or more turns in advanceand with a good array of advantages and a Pattern token gap has a good chance of winning the Last Battle.

One major weakness of this deck is that, with only two characters, character damage can cause serious problems. Battle Hardeneds can keep your characters rolling all their dice until a Healing comes up, while using Dense Forest, Dense Fog, and Illusion can reduce damage dealt.

Be Warned. The Dark Side is Coming.