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Opening Hand:
Rand al'Thor[1021]
Matrim Cauthon
Pull of the Ta'veren
Lord Dragon
Characters:
Mat the Warrior
Berelain
Thom Merrilin
The Prophet
Perrin Aybara
Young Bull
Elyas
Hopper
Faile
Elayne Trakand
Elayne the Accepted
Moiraine Sedai
Lan Mandragoran
Loial
Rand the King
Troops:
First Squadron
Second Squadron
Third Squadron
Legion of the Dragon
Dragonsworn x 3
Catapults x 3
Wolves x 3
Saboteurs x 3
Light Cavalry x 2
Challenges:
Forced Back
Seek and Destroy
Advantages:
Bodyguards
Heron-Mark Blade x 2
Raw Recruits
Dragonmount
Lucky Find x 3
Resupply
Saidar Angreal
Saidin Angreal
Dragonmount
Training for War x 3
Events:
Personal Growth x 2
Sabotage x 2
Connections x 2 |
Strategy:
This is my first attempt at utilizing the
Hero players now incredible ability to fast-start the game (even
though it shorts me a card on the first turn). Using Starter
Deck Rand, all Dragon and Light Nature characters have a reduced
cost to play, and Lord Dragon (who replaces the starter immediately),
has the same effect. Using Pull of the Ta'veren, Mat costs only
1 Politics to play, and you may immediately search your deck
for Perrin to place him in your hand (and you can play him if
you rolled another Politics or One Power Symbol). On your next
trun, you can play Perrin (if you didn't on the first turn) and
discard Pull of the Ta'veren to retrieve Young Bull or Mat the
Warrior; you may play either if you have only two Pattern, due
to this cards effect text. Once in play, Young Bull has all of
Rand's allegiances, and Mat has all allegiances for recruiting
anyway, so Moiraine, Lan, and Elayne should pose no problem in
getting out (especially with Rand's modifier for Light Natured
characters). Once Faile is played, you need only 6 Pattern to
play Rand the King (giving Perrin the Aes Sedai Allegiance),
Elayne the Accepted is a freebie, and your characters are now
all incredibly strong. Hopper and all Wolves get +1 with Young
Bull in play, Dragonsworn get +1 with Elyas in the same challenge
(plus you can pull one every turn!). Pump up Saboteurs with Traning
for War for some easy kills, and utlize the abilities of Second
Squadron and Catapults to kill troops off (or weaken them badly!)
before they can roll during a challenge. Resupply should allow
you some staying power up front (allowing you to heal, along
with the effect text of other troops), and Raw Recruits can recycle
your killed troops back to your hand. Lucky Find, Connections,
Loial, Elyas (for Wolves), and The Prophet (for Dragonsworn)
speed up your card drawing, while Sabotage and Thom force a few
key discards from your opponent. With Lan, Mat the Warrior, Rand,
and Young Bull in play, you now have 4 good targets for your
Heron-Mark Blade's. Use the angreals to buffer your characters,
and Dragonmount to reduce the damage done to you in ALL pools
by 3 (Dragon, Mercenary, Aes Sedai), or 4 if Elayne has not yet
been replaced (she has the Andor Allegiance still). This applies
EACH TURN. None of this even touches on the supporting cards
(Personal Growth, Bodyguards, etc.) or Challenges, but this should
be enough to give you the general idea. I think that this is
a good, well rounded deck, and though I have conceived of several
possible alternatives, this is the one that stuck with me.
Possible Alternates: Assasination
Attempt, War of Attrition, Any One Poer damage card (Fireball,
Lightning, Incediary Strike, etc.), Balefire (use with caution!),
Aiel Allegiance with Rand II, Aes Sedai Allegiance with Rand
II, Andor Allegiance with Rand II (to add Two Rivers Archers),
Marksmen, Longbow
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