Editing Great Day, Great Hour (10R1)

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<noinclude>__NOTOC__
__NOTOC__
{{NavBar|10R1|[[Mount Doom Index]]||[[Memories of Darkness (10U2)|Memories of Darkness (10U2)]]}}
{{NavBar|10R1|[[Mount Doom Index]]||[[Memories of Darkness (10U2)|Memories of Darkness (10U2)]]}}
{{CardTabs|Dwarven}}
{{CardTabs|Dwarven}}


[[{{ROOTPAGENAME}}]] is a {{C|Dwarven}} [[Event]] from the [[Mount Doom]] set.
[[{{ROOTPAGENAME}}]] is a {{CI|Dwarven}} [[Event]] from the [[Mount Doom]] set.
 
{{CardInfobox|10R1}}
{{CardInfobox|10R1}}
{{QueryCardCategories|10R1}}</noinclude>
 
{{QueryCardCategories|10R1}}
= Strategy =
= Strategy =
'''Great Day, Great Hour''' is a potent [[direct wounding]] card, but suffers by comparison to the similar {{Card|Slaked Thirsts}}, which serves much the same role in both {{C|Dwarven}} decks and [[Rainbow Wounding|multicultural wounding decks]]. Unlike Slaked Thirsts, it's too expensive and not reusable.
== Gameplay Strategy ==
 
''In this section, describe:''
Great Day, Great Hour follows on from a theme of "[[spot]]/[[exert]] a dwarf who is [[Damage|damage +X]] to get [X benefit]", first begun in [[Siege of Gondor]]. {{Card|Aggression}} was so powerful that it ended up [[X-list|banned]], and {{Card|Blood Runs Chill}} and {{Card|Honed}} became core parts of {{C|Dwarven}} [[culture|cultural]] identity. [[Reflections]] added even more support for this playstyle, with {{Card|Durin III}}, a potent centerpiece companion with Damage +1, {{Card|Gimli, Bearer of Grudges}}, a [[ring-bearer]] that gets extra [[resistance]] from damage bonuses, {{Card|Linnar, Dwarven Lord}} and {{Card|Uri, Dwarven Lord}}, who grant and benefit from damage bonuses respectively, and a series of dwarf [[ring]]s that all grant Damage +1 or more, in the case of {{Card|Ring of Fury}}. In contemporary [[Movie Block]], every {{C|Dwarven}} deck stacks some damage bonuses, and some go even further, running multiple copies of {{Card|Lord of Moria}} so as to use Honed and Uri to trivialize high-[[strength]] [[minion]]s and Blood Runs Chill to wipe the Shadow player's minions and support area out in one fell swoop in the [[regroup phase]].


This sort of exertion on this sort of timing is a very useful sort of [[direct wounding]], as well. This card exerts minions immediately when they're played, almost always in the [[Shadow Phase]]. This means it can shut down any minion with an annoying exertion ability. Dwarfs in particular need to worry about {{Card|Grima, Wormtongue}} showing up and [[clog]]ging up your hand with all of your various [[possession]]s and [[artifact]]s, and any deck that runs a large Fellowship hates to see {{Card|Ulaire Enquea, Lieutenant of Morgul}}. The fact that this happens in the Shadow phase means it can even shut down minions with Shadow Phase exertion abilities, like {{Card|Grishnakh, Orc Captain}}. So why don't decks run this card?
* ''General usage''
* ''Unorthodox or subtle usage''
* ''Common pitfalls of using this card''


{{Card|Slaked Thirsts}} does basically the same thing. And unlike Great Day, Great Hour, it can be constantly replayed with {{Card|Preparations}}. Slaked Thirsts/Preparations is cheaper to boot. Many decks, especially [[Rainbow Wounding]], include a dwarf like {{Card|Gimli, Bearer of Grudges}} specifically in order to use Slaked Thirsts/Preparations, it's that good. Dedicated {{C|Dwarven}} decks are also often already running {{Card|Preparations}} so they can use {{Card|Sindri, Dwarven Lord}} to play and [[Recursion|replay]] strong skirmish [[event]]s like {{Card|Honed}} or {{Card|Battle Tested}}.
== Deckbuilding Strategy ==
''In this section, describe:''


Even if Great Day, Great Hour wasn't crowded out by Slaked Thirsts, it has a crucial weakness. Unlike most cards to cripple or kill minions, it's played in the [[Shadow Phase]], so its sizable [[twilight cost]] means it can immediately be turned into more minions. This is especially relevant because many {{C|Dwarven}} decks try to [[choke]], to limit the number of cards the Shadow player can play per turn. If you play Great Day, Great Hour, your opponent will probably get to play another minion, on top of the likely still-relevant minion you just exhausted. Great Day, Great Hour can stifle Shadow Phase exertion abilities while most other wounding cards (except for {{Card|Shadowplay}}) can't, but that's generally not worth the cost.
* ''Cards and strategies this card works well with''
 
* ''Cards and strategies this card works particularly well or poorly against''
Its nominal greater amount of wounds is also a weakness, because it's inconsistent. There are relatively few minions with more than 3 vitality, and very few with more than 4. The only minions of note with more vitality who want to exert for some effect are {{Card|Ulaire Enquea, Lieutenant of Morgul}} or {{Card|Pavise}}-enhanced {{C|Men}} like {{Card|Mumak Commander, Giant Among the Swertings}}. Slaked Thirsts can't completely stymie those minions, but it can dramatically reduce their output. On the other hand, Great Day, Great Hour is weaker than Slaked Thirsts if you only have a Damage +1 dwarf with no damage boosters in play. Since the upside for Great Day, Great Hour over Slaked Thirsts in a best-case scenario is so small, the consistency of Slaked Thirsts is usually more valuable.
* ''Alternate cards you might consider picking instead of this one, depending on the situation, including alternate version of characters''


= Strengths and Weaknesses =
= Strengths and Weaknesses =
== Synergizes With... ==
== Synergizes With... ==


* Other direct wounding to finish off the exhausted minion. There's a [[Rainbow Wounding|whole deck archetype]] of options, but options in {{C|Dwarven}} culture specifically include {{Card|Here Lies Balin, Son of Fundin}} and {{Card|Baruk Khazad}}.
* ''List friendly cards that work well with this card''
* [[Damage]] +X companions or effects, like all versions of [[Gimli]], {{Card|Durin III}}, {{Card|Lord of Moria}}, and {{C|Dwarven}} [[ring]]s like {{Card|Ring of Fury}}. If you're already running those effects, other cards that benefit from Damage +X, like {{Card|Blood Runs Chill}}, {{Card|Honed}}, {{Card|Gimli, Bearer of Grudges}}, and {{Card|Uri, Dwarven Lord}} are more attractive.


== Strong Versus... ==
== Strong Versus... ==


* Minions that exert to use some obnoxious effect. In particular, [[hate]] minions like {{Card|Ulaire Enquea, Lieutenant of Morgul}} and {{Card|Grima, Wormtongue}}.
* ''List enemy cards this card does well against''


== Weak Versus... ==
== Weak Versus... ==


* Any Shadow deck that can punish you for handing them three extra [[twilight cost|twilight]] worth of minions or other cards in the Shadow Phase.
* ''List enemy or friendly cards to avoid playing this card with''
 
= Rulings =
''In this section'':
 
* ''Put quotes from the CRDs and Comprehensive Rules here that reference this card specifically by name''
* ''Also put quotes if a particular rule commonly affects the outcome of a card in a subtle manner (such as quoting the [[Rule of 4]] for {{Card|8R20}})''
* ''Link to rules discussions on TLHH''
 
= See Also =
* ''Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card''
* ''Link to decks that use this card''
[[Category:Cards That Need Work]]
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