Latest revision |
Your text |
Line 4: |
Line 4: |
|
| |
|
| [[{{ROOTPAGENAME}}]] is a {{C|Shire}} [[Companion]] from the [[Return of the King]] set. | | [[{{ROOTPAGENAME}}]] is a {{C|Shire}} [[Companion]] from the [[Return of the King]] set. |
| | |
| {{CardInfobox|7R324}} | | {{CardInfobox|7R324}} |
| | |
| {{QueryCardCategories|7R324}}</noinclude> | | {{QueryCardCategories|7R324}}</noinclude> |
| = Strategy = | | = Strategy = |
|
| |
| In first block, Pippin largely plays the role of speed bump, so he takes a backseat to Merry's more skirmish-capable abilities. In second block, he and Merry turn "speed bump" into an art form with their built-in disappearing acts. But then in third block, Wearer of Black and Silver shows up and starts hunting down orcs like he's got a bounty to collect.
| |
|
| |
| The ability to wound a minion twice during the skirmish phase--and particularly, a minion involved in another companion's skirmish--is really good. It's {{Card|Legolas, Greenleaf}} levels of good. Against minions with less than 3 vitality, this is an instant skirmish victory. And paired with free peoples archery, manuever and skirmish phase wounding, or vitality-reducing fortifications, bigger minions can be put within reach of Pippin's killing blow.
| |
|
| |
| Naturally, this power has to be balanced by the right restrictions, so there are 3 strategic considerations to consider before signing Pippin up to be guard of the citadel. 1.) He must be returned to hand. This is a simple, accessible cost, and it has the hidden benefit of recycling Pippin's vitality if he has any wounds. All the same, if you choose to hold on to Pippin in your hand so you can play him again next turn, you will reduce your hand-cycling ability by at least two total cards--one as you reconcile at the end of your turn, and at least one more as you reconcile during your opponent's turn. This can be costly. 2.) The minion you choose to wound must be roaming. Without the proper free peoples support, this creates a time limit for the effectiveness of Pippin's ability, contingent on which minions your opponent chooses to use. 3.) Pippin needs to be done with any skirmishes of his own. Or, much more likely, Pippin needs to avoid skirmishes altogether, because his return-to-hand cost will tend to throw away support cards such as {{Card|Hobbit Sword}} or {{Card|Pippin's Armor}}. Since Pippin needs to avoid skirmishes, he is rather vulnerable to minion swarms, and he will also raise the number of companions you want to include in your fellowship, which will in turn place your fellowship in danger of speed-limit cards like {{Card|Southron Commander}}, {{Card|Greed}} and the ubiquitous {{Card|Ulaire Enquea, Lieutenant of Morgul}}.
| |
|
| |
| Where Pippin shines as a companion is in the role of honorary Ring-bound ranger. Paired with the minion-site-manipulation of {{Card|Gondorian Ranger}}, or {{Card|Ancient Roads}}, Pippin's ability can stay usable throughout the entirety of the game--and the potential to wound minions fits right in with the Ring-boung ranger's skirmish-wounding mechanics.
| |
|
| |
| Alternatively, it is quite possible to use Pippin as either an unsupported splash companion for early-game minion removal--or to stock your deck with support cards anyways. Once time runs out on Pippin's ability, so do his costs and vulnerabilities. From that point on, you can place whichever cards you want to on him, at least without worrying about Pippin throwing them away, himself. On that note, this version of Pippin can actually trade himself out mid-game for another version of himself (or simply make space for another companion). Simply return Pippin to your hand during the skirmish phase, and then toss him into the Discard Pile as you reconcile. This could be an interesting way bring out {{Card|Pippin, Guard of Minas Tirith}} in a {{C|Gondor}} focused deckbuild.
| |
|
| |
| ==Decklist==
| |
| '''Marriage of Ithilien''' (3rd block)
| |
| *{{Card|Eowyn, Daughter of Eomund}}
| |
| *{{Card|Faramir, Ithilien Ranger}}
| |
| *{{Card|Frodo, Tired Traveller}}
| |
| *{{Card|The One Ring, Answer to All Riddles}}
| |
| *{{Card|Pippin, Wearer of Black and Silver}} (x2)
| |
| *{{Card|Horse of Rohan}} (x2)
| |
| *{{Card|Brego}} (x2)
| |
| *{{Card|Windfola}}
| |
| *{{Card|King's Mail}}
| |
| *{{Card|Rohirrim Bow}}
| |
| *{{Card|Eowyn's Sword, Dernhelm's Blade}}
| |
| *{{Card|Rohirrim Helm}}
| |
| *{{Card|Death They Cried}}
| |
| *{{Card|Doom Drove Them}} (x2)
| |
| *{{Card|Gondorian Ranger}} (x4)
| |
| *{{Card|Mablung, Soldier of Gondor}}
| |
| *{{Card|Might of Numenor}}
| |
| *{{Card|Stone Tower}} (x2)
| |
| *{{Card|Sword of Gondor}} (x2)
| |
| *{{Card|Faramir's Bow}}
| |
| *{{Card|Ranger's Bow}} (x3)
| |
| *{{Card|War and Valor}} (x2)
| |
|
| |
|
| |
| == Gameplay Strategy == | | == Gameplay Strategy == |
| ''In this section, describe:'' | | ''In this section, describe:'' |