User:Cease/Moria: Difference between revisions

From LOTR-TCG Wiki
No edit summary
(Removed redirect to Moria Culture)
Tag: Removed redirect
 
(2 intermediate revisions by the same user not shown)
Line 1: Line 1:
{{CultureIcon|Moria}} '''Moria''' is the abandoned dwarven underground city of Khazad-dûm, now dominated by stunted [[Orc|goblin]]s and [[Balrog|a nameless fear]]. In this game, it is a [[Shadow Alignment|Shadow]] [[culture]] that focuses on [[swarming]] the opponent with many small [[orc]] minions, plus the occasional larger minion that dwells in Moria, such as the {{Card|Cave Troll of Moria, Scourge of the Black Pit}}, {{Card|Watcher in the Water, Keeper of Westgate}} and its [[tentacle]]s, and the [[Balrog]]. {{C|Moria}} was one of the first [[culture]]s introduced to this game, and unlike most of the original cultures, it's always been focused tightly on one strategy: using the faction's [[Hand Extension|hand extension]] and [[Recursion|recursion]] tools to set up an [[Engine|engine]] to play many more minions than you'd otherwise be able to play at once.
{{Delete}}
 
Part of why {{C|Moria}} is so tightly focused is because the bulk of the culture's cards came out in [[Fellowship Block]]. Only a handful of new cards came out for the culture after that, most of them focused on the [[Balrog]]. The [[Shadows]] set basically retired {{C|Moria}} as part of its culture reorganization, merging most of it into {{C|Orc}} culture. The only {{C|Moria}} cards in the post-Shadows sets are the Balrog and cards to support the Balrog, as well as the {{Card|Watcher in the Water, Many-Tentacled Creature}} and its various [[tentacle]]s. In those sets, the teeming goblins of Moria are [[Lurker]]s, and they and the {{Card|Cave Troll of Moria, Savage Menace}} are part of the {{C|Orc}} culture.
 
{{C|Moria}} is one of the premiere Shadow [[side]]s of [[Fellowship Block]], particularly because its strong [[Matchup|matchup]] against [[choke]]. After that, historically it fell off. Few cards were added to the culture in later sets, limiting its versatility and leaving it vulnerable to [[Power Creep|power creep]]. The [[site]] path in later [[format]]s generates more [[Twilight]], weakening the [[choke]] decks it preyed upon. A key card, {{Card|Relics of Moria}}, was [[R-List|restricted]] or [[X-List|banned]] in some formats. Despite all this, on [[GEMP]] in 2021, it remains reasonably popular in later formats where Fellowship Block cards are allowed (save possibly [[Expanded (Format)|Expanded]]), because of familiarity and strong [[cycling]].
 
== The Moria Swarm Engine ==
 
Every deck focused on chiefly {{C|Moria}} culture uses a variation of this engine. It even appears in most hybrid decks, like [[Moria Navy]]. (The main exception is [[Stupid Swarm]], which is a [[rainbow]] strategy with too few {{C|Moria}} minions to make this work.)
 
The core cards of the {{C|Moria}} engine are multiple copies of both {{Card|Goblin Scimitar}} and {{Card|Goblin Armory}}. Each scimitar replaces itself in your hand by drawing an additional card, and generates up to four additional [[Twilight]], allowing you to pay for more minions even against [[choke]] decks. Every other key card plugs into this engine.
 
{{Card|Goblin Runner}} and {{Card|Moria Scout}} generate as much or more Twilight than they cost, helping you play every single minion in your hand. {{Card|Goblin Scavengers}} and {{Card|Relics of Moria}} allow you to replay your scimitars from the discard pile, drawing even more cards. With enough copies of Goblin Armory out, they even generate more Twilight than they cost. Then, to replay your various goblins, you have {{Card|Host of Thousands}} and {{Card|Goblin Swarms}}. If any useless cards are clogging up your hand, they can be turned into useful goblins with {{Card|They Are Coming}}.
 
There are a few weaker, less-popular additions to the engine. {{Card|Threat of the Unknown}} and {{Card|The Underdeeps of Moria}} can draw more cards. {{Card|Plundered Armories}} can prevent your weapons from going to waste, as well as draw some extra cards for your next turn. {{Card|Foul Things}} can be played as a fifth or sixth copy of Host of Thousands and also works on the Balrog or Cave Troll, but it is expensive.
 
The rest of the deck consists of the rest of your minions, as well as occasional utility cards. Besides the minions above, popular minions in the traditional {{C|Moria}} swarm deck include {{Card|Goblin Backstabber}}, {{Card|Goblin Sneak}}, {{Card|Goblin Wallcrawler}},  {{Card|Goblin Pursuer}}, and {{Card|Troll's Keyward}} (even if you aren't playing the Cave Troll). Also fairly common as one- or two-ofs are {{Card|Ancient Chieftain}}, {{Card|Goblin Scrabbler}}, {{Card|Goblin Warrior}}, {{Card|Guard Commander}}, {{Card|Goblin Flankers}}, {{Card|Ulaire Enquea, Lieutenant of Morgul}}, and {{Card|Ulaire Nertea, Messenger of Dol Guldur}}. Somewhat popular utility cards include {{Card|Such a Little Thing}}, {{Card|Goblin Domain}}, and {{Card|Relentless}}, all three of which are chiefly useful exclusively in Fellowship Block.
 
Some decks also include a few larger minions, to use up any remaining Twilight and put some pressure on higher-strength skirmishers. Be careful about running too many of these, because they can [[Hand Clog|clog up your hand]] if you can't afford them. The most popular big breakers are the two {{C|Moria}} monsters, {{Card|The Balrog, Flame of Udun}} (always a one-of, and almost exclusively in [[Fellowship Block]], and occasionally in conjunction with {{Card|Goblin Spear}}), {{Card|Cave Troll of Moria, Scourge of the Black Pit}} (generally in conjunction with {{Card|Troll's Keyward}}), although any of the [[Moria Beatdown]] minions can also serve this role.
 
Some important sites in Fellowship Block for {{C|Moria}} swarm:
* Site 4 - {{Card|Mithril Mine}} is very strong, feeding the main engine. {{Card|Moria Stairway}} is a significantly weaker alternative.
* Site 5 - It's not like you can choose anything but {{Card|The Bridge of Khazad-dum}}, but the Bridge can be a good reason to include one copy of {{Card|The Balrog, Flame of Udun}}.
* Site 6 - {{Card|Dimrill Dale}} is a reasonably strong effect at a relatively weak site. Try to avoid getting stuck at {{Card|Caras Galadhon}}.
* Site 7 - This deck has trouble with allies and archery, so pick your favorite of {{Card|Anduin Confluence}} and {{Card|Anduin Wilderland}}. Try to avoid {{Card|The Great River}}.
* Site 8 - {{Card|Shores of Nen Hithoel}} can stop a [[Double Move|double move]], while {{Card|Anduin Banks}} helps whittle down overly large [[Fellowship]]s.
 
This deck was more or less unchanged after [[Fellowship Block]], due to a lack of new cards. The only relevant {{C|Moria}} orc-focused cards introduced after that block are {{Card|Host of Moria, Legion of the Underdeeps}}, a reasonably-efficient minion that sees some play in [[Moria Beatdown]] variants, and {{Card|Durin's Tower}}, a [[pump]] that applies to so few minions that it's rarely played, and even then never more than one or two copies. The main new additions after that block involve incorporating new cultures.
 
{{C|Moria}} swarm is a traditional [[swarm]] deck, so it has the traditional swarm weaknesses. Depending on the format, these can include '''[[Defender]] +1''' abilities, versions of [[The One Ring]] that give the Ring-bearer strength or '''[[Hunter]]''' bonuses like {{Card|The One Ring, Such a Weight to Carry}}, cards that protect characters from being overwhelmed like {{Card|The Tale of the Great Ring}}, alternate Ring-bearers with higher strength scores like {{Card|Isildur, Bearer of Heirlooms}}, and enough [[direct wounding]] or [[archery]] to thin out the swarm. There are also specific anti-swarm cards like {{Card|Caras Galadhon}} and {{Card|Power According To His Stature}}. {{C|Moria}} swarm is also reliant on its [[condition]]s, so [[Condition Removal|condition removal]] from cards like {{Card|Secret Sentinels}}, {{Card|Bilbo, Well-spoken Gentlehobbit}}, and {{Card|Sleep, Caradhras}} can wipe out your [[support area]] and limit the power of the engine.
 
=== Variants ===
 
{{Card|Lost to the Goblins}} is a minor variation of the swarm deck that includes four copies of {{Card|Lost to the Goblins}}. After you've [[filter]]ed out all of the Free Peoples cards from your deck, you can slam down all four copies at once, placing up to 12 burdens if you've done it right. {{Card|Goblin Scout}} and a Free Peoples side that helps you filter or place cards on the bottom of your deck (possibly with {{Card|Gimli, Dwarf of Erebor}} or {{Card|Gloin, Son of Groin}}) can help you set up your deck perfectly. It's an all-or-nothing strategy, because {{C|Moria}} has few other cards that place burdens, and it comes at a cost, because those copies of LTTG [[Hand Clog|clog up your hand]]. But it can serve as a backup plan for winning games you'd otherwise lose, and in a very funny way.
 
[[Moria Beatdown]] uses the core engine but marries it to larger minions, often equipped with a copy or two of {{Card|Moria Axe}} and/or {{Card|Goblin Spear}}. This deck is less concerned with swarming and overwhelming the Ring-bearer, and just wants to win skirmishes, although it's generally not going to be as good at that as a pure [[beatdown]] deck like {{C|Isengard}} [[Uruk-hai]]. A beatdown deck is, of course, going to run the Cave Troll and Balrog, and is more likely to run their weapons, like {{Card|Cave Troll's Hammer}} and {{Card|Whip of Many Thongs}}. It's more prone to run {{Card|Guard Commander}}, {{Card|Goblin Flankers}}, {{Card|Troll's Keyward}}, {{Card|Host of Moria, Legion of the Underdeeps}}, and the utility [[Nazgul]] {{Card|Ulaire Enquea, Lieutenant of Morgul}} and {{Card|Ulaire Nertea, Messenger of Dol Guldur}}, and about the only deck that would ever run {{Card|Goblin Patrol Troop}}. It benefits more than most {{C|Moria}} decks from {{Card|Dark Places}}, {{Card|Plundered Armories}}, and {{Card|Durin's Tower}}. It's hard to say whether Moria Beatdown is a separate deck per se: there's nothing stopping you from running a few of these cards in a regular swarm deck to give it a little extra muscle.
 
[[Moria Archery]] is another pure {{C|Moria}} variant. This deck still uses the scimitar/armories engine, but supplements the swarm with [[Archer]] minions. This bypasses some of the [[swarm]] weaknesses, but gives you worse [[cycling]], a slightly worse matchup against [[choke]], and leaves you vulnerable to strong archery [[hate]] cards like {{Card|Hosts of the Last Alliance}} or {{Card|Mithril-coat}}. The end result is a slightly weaker deck overall, but with different [[Matchup|matchups]]. Instead of the usual cheap efficient skirmishers, it uses cheap efficient archer minions, like {{Card|Goblin Bowman}}, {{Card|Goblin Marksman}}, {{Card|Archer Commander}}, and {{Card|Moria Archer Troop}}. ({{Card|Goblin Archer}} is rarely used due to its high cost and low efficiency.) It can also make use of {{Card|Bitter Hatred}} and {{Card|Pinned Down}}. It also likes some different sites than regular swarm: {{Card|Great Chasm}} is fine (but still probably worse than the Mithril Mine), {{Card|Brown Lands}} are great, but {{Card|Anduin Wilderland}} is miserable.
 
[[Moria Navy]] combines the {{C|Moria}} engine above with cheap [[Corsair]]s to make a different kind of swarm. [[Cultural enforcement]] means this deck is a little less reliable than vanilla {{C|Moria}}, but the stronger and more versatile Corsairs make the deck more potent when it goes off.
 
Any {{C|Moria}} deck in later [[format]]s can add a {{C|Gollum}} splash, sometimes consisting of no more than one copy of Gollum, three or four copies of {{Card|Captured By The Ring}}, and possibly a few copies of {{Card|Evil-Smelling Fens}} and/or {{Card|Fat One Wants It}}. A handful of [[threat]]s and an extra [[body]] are always welcome.
 
{{Card|Fool of a Took!}} is a poor card in most formats, but in [[Expanded (Format)|Expanded]] you can spot {{Card|Ted Sandyman, Chief's Men's Ally}} to make the card work. Similar to the Lost to the Goblins deck, you filter the Free Peoples cards out of your deck, drop down Ted, drop multiple copies of FOAT, and draw a huge number of {{C|Moria}} minions all at once. Unfortunately, this strategy is not very compatible with the usual {{C|Moria}} engine, because all of the scimitars, conditions, and events will stop your FOAT draw. As a result, it's a gimmicky [[bomb]] deck that is not very effective when the bomb doesn't go off.
 
== The Balrog ==
''See also:  [[Balrog]]''
 
The [[Balrog]] stands more or less on his own, but can't sustain a deck on its own. Think of it more as something you [[splash]] into a deck to supplement its main strategy, even if you're splashing it into a {{C|Moria}} deck. It's most popular in [[Fellowship Block]], where it can be [[download]]ed at [[site]] 5, {{Card|The Bridge of Khazad-dum}}, but can't be played at any other site except some versions of site 4. If you do use it, use {{Card|The Balrog, Flame of Udun}} for {{C|Moria}} goblin swarm, and {{Card|The Balrog, Durin's Bane}} for any other deck. The main reason not to is because the counters to the Balrog are powerful and versatile cards in their own right: {{Card|Hobbit Stealth}}, {{Card|Boromir, Lord of Gondor}}, {{Card|Armor}}, {{Card|Gimli's Helm}}, and {{Card|Filibert Bolger, Wily Rascal}}. Even if your opponent doesn't have a counter, they may just be able to sacrifice a used-up support character like {{Card|Sam, Son of Hamfast}} or {{Card|Merry, Friend to Sam}}. {{Card|Whip of Many Thongs}} counters some of these cards, but not all of them, and it's useless unless you already have it in your hand when your opponent gets to site 5.
 
In later blocks, the Balrog just isn't very useful. [[Decipher]] tried to address its weaknesses, but there are too few [[Underground]] sites and its Twilight cost stayed far too high for too long, scuttling those attempts. (Compare {{Card|Troll of Cirith Gorgor}} to {{Card|The Balrog, Terror of Flame and Shadow}} and {{Card|The Balrog, The Terror of Khazad-dum}}.) {{Card|The Balrog, Demon of Might}} is probably the only one worth seriously considering, as a [[splash]] into Underground {{C|Orc}} [[Lurker]]s, but even then you'll want to make sure it doesn't interfere with any [[Maneuver Phase]] abilities you might want to use.
 
== Tentacles ==
''See also: [[Moria Tentacles]]''
 
Decks focusing on the Watcher in the Water are an archetype of their own. One of these decks is almost completely useless and infamous as a [[Newbie Trap|newbie trap]], and one of them is just okay but relies on cards from [[Age's End]].
 
The original [[tentacle]] cards -- and the basis of a really quite terrible Shadow deck -- are {{Card|Foul Tentacle}}, {{Card|Huge Tentacle}}, {{Card|Watcher in the Water, Keeper of Westgate}}, and {{Card|Foul Things}}. Most other {{C|Moria}} cards aren't worth playing, or don't work on tentacles. The deck seems attractive at first: Foul Tentacle [[download]]s Huge Tentacle, which downloads the Watcher, which [[buff]]s all your tentacles, and you play down any extras to enjoy the buffs. Giant squid fun is had by all (except for your opponents' Fellowship).
 
The first problem is that that's not enough cards for a Shadow deck, but it's too many incompatible cards to fit into some other Shadow deck comfortably. The second problem: these minions kind of suck, actually. Even when the bomb goes off, it's not really that scary. The third, and most pressing, problem is that all of these minions are discarded harmlessly if you play them at a site that isn't a [[marsh]], and there are only two marshes in [[Fellowship Block]]: {{Card|Midgewater Marshes}} and {{Card|Moria Lake}}. This means that all of your calamari is useless less than halfway through the game! The third, and most pressing, problem: these minions kind of suck, actually. Even when the bomb goes off, it's not really that scary.
 
{{Card|Evil-smelling Fens}} attempted to solve the last problem by making every site a marsh, but once your opponent realizes what you're doing, it's going to be a prime target for [[Condition Removal|condition removal]]. And [[Power Creep|power creep]] meant the tentacles, which were never great to begin with, only got worse over time.
 
{{Card|Watcher in the Water, Keeper of Westgate}} does see some play in a [[Movie Block]] [[corruption]] [[bomb]] [[combo]] using {{Card|Northern Ithilien}}. Play {{Card|Evil-Smelling Fens}}, stack up threats, then any version of Gollum at Northern Ithilien (ideally using the site's text). If you don't already have threats stacked, {{Card|Plotting}} can help. Then, play the Watcher, which will discard Gollum. (A second copy of Evil-Smelling Fens can help pull the Watcher out of your discard pile.) At this point, play Gollum over and over using the site's text, placing two burdens and immediately discarding Gollum each time. This combo can stack up as many burdens as you can get threats, usually up to the size of the Fellowship. This combo is generally part of a {{C|Gollum}} deck, though.
 
Tentacles remained a punchline or occasional combo piece until the very last set, [[Age's End]], which introduced {{Card|Watcher in the Water, Many-Tentacled Creature}}, {{Card|Reaching Tentacle}}, and {{Card|Strong Tentacle}}. This new Watcher is a [[bomb]] all on its lonesome: you can discard or waste any tentacles you draw until you were ready to drop the bomb, at which point you dropped the Watcher, played all of those tentacles out of discard, they all buff each other, and the Foul Tentacles even pull out any tentacles left over in your deck. It's not an especially strong Shadow side, but the fact that you're discarding tentacles all over the place can intimidate your opponent into skipping [[double move]]s even when you didn't have the Watcher in hand. And the fact that you don't care about discarding tentacles, combined with the {{Card|Foul Tentacle}}, makes it a deck with strong [[cycling]] and [[filter]]. It's not a dominant [[meta]] force, but you'd be a sucker not to try it at least once.
 
----
 
{{Culture Table}}
 
[[Category:Cultures]]

Latest revision as of 16:20, 7 January 2022

THIS PAGE HAS BEEN TAGGED FOR DELETION.