Editing Wulf, Dunlending Chieftain (4R40)

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{{NavBar|4R40|[[The Two Towers Index]]|[[Wild Man Raid (4R39)|Wild Man Raid (4R39)]]|[[Axe of Erebor (4R41)|Axe of Erebor (4R41)]]}}
{{NavBar|4R40|[[The Two Towers Index]]|[[Wild Man Raid (4R39)|Wild Man Raid (4R39)]]|[[Axe of Erebor (4R41)|Axe of Erebor (4R41)]]}}
{{CardTabs|Dunland}}
{{CardTabs|Dunland}}


[[{{ROOTPAGENAME}}]] is a {{C|Dunland}} [[Minion]] from the [[The Two Towers]] set. Along with {{Card|Freca, Hungry Savage}} he is one of the two named Dunland Men and the only Dunland minion who is naturally Fierce.
[[{{ROOTPAGENAME}}]] is a {{CI|Dunland}} [[Minion]] from the [[The Two Towers]] set.
 
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= Strategy =
= Strategy =
== Gameplay Strategy ==
While his stats and access to {{C|Dunland}} tools makes him a solid fighter, he is most valued for his Response ability and was heavily relied on to claim sites before {{Card|Freca, Hungry Savage}}'s release in [[Reflections]]. He can be used with {{Card|Hillman Tribe}} to take control of two sites at once (the number Dunland needs for powerful cards such as {{Card|Ready to Fall}} and {{Card|Dunlending Elder}}), although the Free Peoples player will only have to win that one skirmish to prevent this. Against a Fellowship with strong skirmishing potential it may be better to use the {{Twilight|4}} to play {{Card|Saruman, Rabble-rouser}} instead and ensure Hillman Tribe will win (or all three).


Because of how responses work, Wulf is able to use his ability and claim a site even if he wasn't in play when the skirmish was won -- an essential trick to get around the exertions of {{C|Rohan}} mounts. {{Card|Dunlending Arsonist}} and {{Card|Hillman Mob}} are the most popular choices for doing so due to their balance of twilight cost and strength. In a similar manner, {{Card|Dunlending Looter}} and {{Card|Hillman Rabble}} can immediately stack themselves on a site Wulf claims as a result of them winning a skirmish.
!Wulf, along with [[lotr09002|Freca, Hungry Savage]], is one of two named [Dunland] men and the only [Dunland] minion who is naturally Fierce. While this combined with his strength and access to Dunland's tools makes him a strong fighter, he is most valued for his Response ability and was heavily relied on to claim sites before Freca's release in Reflections. He is often used with Hillman Tribe to control two sites in one skirmish, the number Dunland needs for powerful cards such as Ready to Fall and Dunlending Elder. Hides is necessary to keep him safe from direct wounding, though he remains vulnerable to direct exertions.


Several Dunland cards and effects can make minions fierce, but most of them are contingent upon winning the first skirmish. If the Free Peoples must use pumps to beat Wulf the first time they may not be able to win again, making him an excellent bearer of {{Card|War Club}}. A common tactic, especially for Rohan, is to resolve Wulf's skirmish first and exert or wound him so that if another minion wins its skirmish, Wulf will not have the vitality to control a site. War Club greatly increases the risk in doing so, opening the door for the Shadow player to make some plays.
Because of how skirmishes are resolved, Wulf is able to use his ability and claim a site if played at the end of a skirmish phase even if he wasn't in play when the skirmish was won. The most popular choices for accomplishing this are Dunlending Arsonist and Hillman Mob due to their balance of twilight cost and strength, though Wild Man of Dunland and Hill Clan are also capable of it. This is a good tactic when facing [Rohan] fellowships whose mounts will exert Wulf before he has a chance to use his ability, though it may be a waste of Wulf's Fierce keyword if an extra site is unneeded.


== Deckbuilding Strategy ==
= Strengths and Weaknesses =
Most Dunland minions are focused on doing one thing, yet Wulf's fierce keyword and response ability enable him to stay relevant both before the Shadow player has controlled a site and after they have controlled several. He is a unique minion but not ''essential'' to the deck, making him slightly more difficult to plan around than other Dunland minions. The exact number of Wulf to pack (har har) into a deck will vary: a slim deck may be hindered by more than 1 or 2 copies, while a larger deck with aggressive cycling will have no issue with 4.
== Strong Versus... ==


= Strengths and Weaknesses =
* Over the Isen, which ensures favorable skirmish matchups
== Synergizes With... ==


* {{Card|Over the Isen}}, which can be used after taking a site in the first skirmish to assign Wulf to a favorable fierce skirmish -- especially against companions with (or bearing cards with) actions capable of liberating sites
== Weak Versus... ==
* {{Card|War Club}}


== Strong Versus... ==
* Direct exertion, such as [Rohan] mounts and Banner of the Mark
* Ceorl, Weary Horseman and Strong and Old, which can prevent site control


* All-around solid minion
= Rulings =
''In this section'':


== Weak Versus... ==
* ''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''


* Minion exerting cards, such as {{C|Rohan}} mounts or {{Card|Shadowplay}}
= See Also =
* {{Card|Ceorl, Weary Horseman}} and {{Card|Strong and Old}}, which can prevent site control
* ''Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card''
* {{Card|Eomer, Third Marshal of Riddermark}}, who only needs a hand weapon and mount to beat Wulf in a skirmish
* ''Link to decks that use this card''
[[Category:Cards That Need Work]]
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