Editing Dunland Culture

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All in all, the Dunland culture is another great example of the feel of the book and movies being translated into the game, in a way that not only makes them effective, but fun to play as well.
All in all, the Dunland culture is another great example of the feel of the book and movies being translated into the game, in a way that not only makes them effective, but fun to play as well.


==Subcultures / Strategies==
==Subcultures==
Made up of just 51 cards, Dunland minions are known for their low vitality, high strength, and powerful triggers after winning skirmishes. Most decks include {{Card|Hides}}, {{Card|War Club}}, and {{Card|Saruman, Rabble-rouser}} given their utility, while other cards generally fit into one of these broad camps (with a fair amount of overlap).
Made up of just 51 cards, Dunland minions are known for their low vitality, high strength, and powerful triggers after winning skirmishes. Most decks include {{Card|Hides}}, {{Card|War Club}}}, and {{Card|Saruman, Rabble-rouser}} given their general usefulness, while most other cards broadly fall into one of these camps (with a fair amount of overlap).


===Site Control Beatdown===
===Site Control Beatdown===
The most basic (and often most effective) Dunland deck is a beatdown strategy which grabs one or two sites with {{Card|Hillman Tribe}} and {{Card|Wulf}} (and {{Card|Freca}} in Movie and Expanded) then utilizes cards like {{Card|Burn Every Village}}, {{Card|Over the Isen}}, {{Card|Ready to Fall}}, and {{Card|Dunlending Elder}} to wound and overwhelm companions.
The most basic (and often most effective) Dunland deck is a beatdown strategy which grabs one or two sites with {{Card|Hill Tribe}} and {{Card|Wulf}} (and {{Card|Freca}} in Movie and Expanded) then utilizes cards like {{Card|Burn Every Village}}, {{Card|Over the Isen}}, {{Card|Ready to Fall}}, and {{Card|Dunlending Elder}} to wound and overwhelm companions.


===No-site Beatdown===
===No-site Beatdown===
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===Mill===
===Mill===
This deck uses {{Card|Dunlending Rampager}} and {{Card|Dunlending Renegade}} to either put strong minions on the table for next to nothing or force the Free Peoples player to toss cards from their hand (most likely Shadow cards, giving your own Free Peoples a bit of an easier time). The end goal may be to get the Free Peoples player down to 3 or fewer cards in hand and play {{Card|Wild Men of the Hills}} (especially with {{Card|War Cry of Dunland}}) in order to overwhelm companions, or to use the hand extension of {{Card|Leaping Blaze}} to put large swarms on the table.
This deck uses {{Card|Dunlending Rampager}} and {{Card|Dunlending Renegade}} to either put strong minions on the table for next to nothing or force the Free Peoples player to toss cards from their hand (most likely Shadow cards, giving your own Free Peoples a bit of an easier time). Sometimes the end goal is to get the Free Peoples player down to 3 or fewer cards in hand and play {{Card|Wild Men of the Hills}} (especially with {{Card|War Cry of Dunland}}) in order to overwhelm companions. Other times, {{Card|Leaping Blaze}} gives great hand extension and, combined with the cheap minions, puts large swarms on the table.


==Designer's Notes==
==Designer's Notes==
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While I'm sad to see the Dunland culture take a break during King block, I have no doubt they will return one day with a vengeance in a future block. And who knows, maybe we'll sneak in a card or two next year when we can, much like we've done for Moria this past year. Until next time, here's to winning skirmishes.
While I'm sad to see the Dunland culture take a break during King block, I have no doubt they will return one day with a vengeance in a future block. And who knows, maybe we'll sneak in a card or two next year when we can, much like we've done for Moria this past year. Until next time, here's to winning skirmishes.
----
{{Culture Table}}
[[Category:Cultures]]
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