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Author Topic: How viable are the old shadow sides with the new sites?  (Read 759 times)
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Fierce
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« on: April 18, 2010, 12:29:14 PM »
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Probably an old question, but how do you people consider the viability of Dunland and Moria in the latest environment, i.e. the sites from the Shadow set and onwards?

And which sites are most useful for Moria Swarm and Dunland? Cavern entrance is a no-brainer for Moria but which other should I use?

Thanks

Fierce
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Sam, Great Elf Warrior
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« Reply #1 on: April 18, 2010, 02:07:47 PM »
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Moria Stairway might be good with weapons from Goblin Armory (the FP damage +1 won't hurt your 1-vitality minions too much), especially since the damage bonuses stack.
Mount Doom can also protect your sites.
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legolas3333
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« Reply #2 on: April 19, 2010, 11:21:37 AM »
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dunland doesn't work to well cause of the many, many direct wounding decks
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jdizzy001
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« Reply #3 on: April 24, 2010, 12:46:03 PM »
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dunheads and moria got shafted with the new sites.  however, to "make-up" for it, both the dunheads and moria were merged into the man and orc culture respectively.
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Mythdracon
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« Reply #4 on: April 29, 2010, 10:22:10 PM »
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How were they merged? Can a Dunland man count as the King block Evil Man symbol person thingy?
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jdizzy001
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« Reply #5 on: April 30, 2010, 10:18:26 PM »
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No,  I mean the dunland and the raider cultures were merged together to create a new hybrid culture.  The man culture.  And the sauron orcs, moria goblins, and isengard orcs were all merged to form the orc culture
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itjunkie
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« Reply #6 on: August 29, 2010, 05:33:43 AM »
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true... but that is the TS's concern. his old dunland and moria decks are no longer viable with the new sites..
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macheteman
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« Reply #7 on: August 30, 2010, 05:11:12 AM »
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the best old cultures playing post-shadows seems to be Wraith Gollum and Sauron. and the [raiders] can hold their own. dunland isengaurd and moria just got overshadowed by the new cultures. in my oppinion. its not like you can't make competitive decks with them, but on the whole, not as much working in your favor.
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Tbiesty
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« Reply #8 on: August 30, 2010, 06:17:55 AM »
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This is how my playing group plays it and it's worked out very, very well.

Basically, you can combine sites from one "block" (F, T, or K) and new sites.

We errata Ettenmoors* and Emyn Muil* to be worded like Ettenmoors and Emyn Muil.


Here the details for how to build an adventure deck like this:

"An adventure deck is made up of 9 total sites from sets 11-18 and one block (i.e. sets 1-3, 4-6, or 7-10). You may not have multiple sites with the same site name, nor multiple sites of the same site number, nor more than 3 sites from sets 11-18 with the same shadow number. When playing a site on the adventure path, if you have a site from sets 1-10 with the matching site number in your adventure deck, you must play that site; otherwise you may play any site from sets 11-18 in your adventure deck. If your site from sets 1-10 is on the adventure path, you may not replace it with another site from your adventure deck. For sites from sets 1-10, since the "region cost" is included within the "shadow number", the "shadow number" cannot become less than 3 for region 2 sites nor less than 6 for region 3 sites."
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Witchkingx5
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« Reply #9 on: August 30, 2010, 08:12:03 AM »
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That's the way we played it until I was able to get my hands on a complete Sitepath from Shadows to T&D, including Mount Doom (thx Lem0nhead!). Wink
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