Editing Goblin Flankers (2C61)

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= Strategy =
= Strategy =
== Gameplay Strategy ==
== Gameplay Strategy ==
This minion is largely confined to a Moria Beatdown deck, taking advantage of its high vitality with {{Card|Moria Axe}} to get up to 17 strength (as much as The Balrog) for just 6 twilight. The text reduces the net cost of playing them to {{Twilight|2}} if the Free Peoples player doubles, an incredible deal for the Shadow player. While still difficult to utilize for swarm strategies (which typically get a stop or pose no threat in future moves with little in between), this makes it a great boon to beatdown decks which might only be able to play one or two minions otherwise.
''In this section, describe:''


It is able to win skirmishes and get stacked on {{Card|Goblin Swarms}} with relative ease, which may make utilizing its text a little easier and may discourage the Free Peoples from attempting to move when they otherwise would. Although it may be tempting to reserve this minion for if an opponent doubles, the trademark recursion of {{C|Moria}} makes this unnecessary: if it is played and survives to the regroup phase, getting two sites of use out of it instead of just one is almost always the best value it can bring. If it doesn't survive, the built-in rebate will guarantee its affordability so that the Shadow player can get two sites of use out of it anyway. Holding onto it will only weaken your ability to get through your deck. However, when there's only enough twilight to play this minion or another one, the potential of an opponent doubling should be a contributing factor.
* ''General usage''
* ''Unorthodox or subtle usage''
* ''Common pitfalls of using this card''


== Deckbuilding Strategy ==
== Deckbuilding Strategy ==
This minion primarily wrestles with {{Card|Moria Scout}}, {{Card|Troll's Keyward}}, and {{Card|Goblin Patrol Troop}} for deck space, with {{Card|Ancient Chieftain}} occasionally in the mix. {{Card|Moria Axe}} is a necessity to justify the twilight cost, and if you have to use {{Card|Relics of Moria}} or {{Card|Goblin Scavengers}} to pull it then there may not be enough twilight to play another strong minion. If you're only going to play one minion it may as well be your best, giving Goblin Patrol Troop an edge in those instances -- you are more likely to have an extra {{Twilight|1}} for a better minion than potentially {{Twilight|3}} to play Moria Scout and another Axe.
''In this section, describe:''


On the other hand, when you are given enough twilight to play several minions counting twilight will often matter more than the extra 2 strength that the Patrol Troop offers. You want to put as many Axes on the table as possible and ensure that the smallest minions are still strong enough to win. Because the Keyward is unique and often deprioritized to avoid drawing multiples of it at once, this minion is the closest thing to balance between the weak Moria Scout and the expensive Patrol Troop that there is. As always, {{Card|Goblin Armory}} does much to ease any twilight concerns.
* ''Cards and strategies this card works well with''
 
* ''Cards and strategies this card works particularly well or poorly against''
With the abundant recursion of {{C|Moria}}, its text gives Moria beatdown a unique edge over more straightforward beatdown decks such as Uruk-hai. After all, clearing the table isn't an invitation to move again when the Free Peoples player knows that you'll be able to play two or three 11 strength minions from the discard pile, potentially all bearing axes, and likely with twilight to spare. This should be a consideration when deciding the exact makeup of minions. If you are in need of more stopping power, putting all 4 copies of this minion in the deck will keep opponents from racing away without a sufficient beating.
* ''Alternate cards you might consider picking instead of this one, depending on the situation, including alternate version of characters''


= Strengths and Weaknesses =
= Strengths and Weaknesses =
== Synergizes With... ==
== Synergizes With... ==


* {{Card|Moria Axe}} (and potentially {{Card|Hide and Seek}}, in formats where secondary Hobbits are common)
* ''List friendly cards that work well with this card''
* {{Card|Guard Commander}}
* {{Card|Goblin Swarms}}
* {{Card|Unfamiliar Territory}}, both to win skirmishes in general and overwhelm archers in particular


== Strong Versus... ==
== Strong Versus... ==


* Generally well-rounded minion that can survive most things the Free Peoples throws at it
* ''List enemy cards this card does well against''


== Weak Versus... ==
== Weak Versus... ==


* {{Card|Three Monstrous Trolls}}
* ''List enemy or friendly cards to avoid playing this card with''
* {{C|Rohan}}, whose mounts and strong skirmish capabilities make it more difficult to take advantage of this card's benefits
 
= Rulings =
''In this section'':
 
* ''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''


= See Also =
= See Also =
==Fellowship Block Sample Decklist (36 cards)==
* ''Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card''
* 1x {{Card|Ancient Chieftain}}
* ''Link to decks that use this card''
* 3x {{Card|Cave Troll of Moria, Scourge of the Black Pit}}
[[Category:Cards That Need Work]]
* 3x {{Card|Goblin Flankers}}
* 2x {{Card|Goblin Patrol Troop}}
* 2x {{Card|Goblin Scavengers}}
* 1x {{Card|Goblin Scrabbler}}
* 1x {{Card|Guard Commander}}
* 3x {{Card|Moria Scout}}
* 1x {{Card|The Balrog, Flame of Udun}}
* 2x {{Card|Troll's Keyward}}
* 4x {{Card|Moria Axe}}
* 1x {{Card|Host of Thousands}}
* 2x {{Card|Unfamiliar Territory}}
* 4x {{Card|Goblin Armory}}
* 2x {{Card|Goblin Swarms}}
* 2x {{Card|Relics of Moria}}
* 2x {{Card|They Are Coming}}
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