Bomb: Difference between revisions

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A '''bomb''' is an informal game term for a strategy -- invariably a [[Shadow Alignment|Shadow]] deck strategy -- that patiently builds up the perfect hand and [[support area]] before unleashing hell all at once in explosive fury. Such decks usually use a some sort of [[combo]] to ensure they only need one perfect turn.
A '''bomb''' is an informal game term for a strategy{{--}}invariably a [[Shadow Alignment|Shadow]] deck strategy{{--}}that patiently builds up the perfect hand and [[support area]] before "going off" and winning the game all at once. Such decks usually use a some sort of [[combo]] to ensure they get the most [[Value|value]] possible out of that one perfect turn.


Some example bomb strategies:  
Some example bomb strategies:  
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* Decks that corrupt the [[Ring-bearer]] with many [[Burden|burden]]s all at once. For example, playing multiple copies of {{Card|Lost to the Goblins}} in one turn, after you've [[filter]]ed out almost all of the Free Peoples cards out of your deck.
* Decks that corrupt the [[Ring-bearer]] with many [[Burden|burden]]s all at once. For example, playing multiple copies of {{Card|Lost to the Goblins}} in one turn, after you've [[filter]]ed out almost all of the Free Peoples cards out of your deck.
* {{Card|Little Snuffler}} decks that kill the Ring-bearer in region 1 in the [[Shadow Phase]]. This is weak variant of the [[Ninja Gollum]] deck.
* {{Card|Little Snuffler}} decks that kill the Ring-bearer in region 1 in the [[Shadow Phase]]. This is weak variant of the [[Ninja Gollum]] deck.


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{{Gameplay_Table}}
{{Gameplay_Table}}

Latest revision as of 02:07, 17 March 2022

A bomb is an informal game term for a strategy—invariably a Shadow deck strategy—that patiently builds up the perfect hand and support area before "going off" and winning the game all at once. Such decks usually use a some sort of combo to ensure they get the most value possible out of that one perfect turn.

Some example bomb strategies:


Gameplay
Game Setup Starting FellowshipBiddingMulligan
Deck Building Considerations UniquenessX-ListR-ListErrataFormat
General Strategies BeatdownBombCorruptionHand ExtensionRun/StopSkirmish CancellationSwarmWin ConditionWound PreventionWounding
Deck Archetypes Auto-Corruption BombBeasterlingsBerserkersBouncing HobbitsElventsForestgulsHobbit HospitalFruit LoopsGondor KnightsGondor RangersGondor WraithsMoria ArcheryMoria BeatdownMoria NavyMoria SwarmMoria TentaclesNazgul BeatdownNinja GollumOrc CorruptionRainbow WoundingSauron GrindSauron InitiativeSauron RoamingSauron ThreatsSolo SmeagolSouthron ArcherySouthron InitiativeStupid SwarmSuper FriendsTelepathyThreatgulsToken TanksTroll SwarmUruk ArcheryUruk MachinesUruk TrackersWarg Super Swarm
Rules Rule of 4Rule of 9
Mechanics BearDiscardDraw DeckExertExhaustedFellowshipInitiativeIn Play/Leave PlayMove LimitReconcileRoamingSite ControlSpotStackSupport AreaThreats
Gameplay Terms BoatBodyBroken/NPE/OPBuff/NerfChokeComboCultural EnforcementCyclingDead DrawFetchFilterFloodGrindHand ClogHateInteractionItemLoopMatchupMetaMillNewbie TrapPilePower CreepPumpRainbowRecursionRemovalResourceRogueRule of 6SideSite ManipulationSpeed BumpSplashSubcultureTankOther Terms