Editing No Retreat (4R30)

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= Strategy =
= Strategy =


No Retreat is capable of killing a Free Peoples player outright by forcing them to take a move they simply aren't prepared to make -- and therein lies the trouble with this card. As powerful as it seems (and rightly so), it's often either redundant or useless. If you have a site under your control and can get 2 {{C|Dunland}} Men to the regroup phase, you're already making big gains with your Shadow side and probably won't need to push your opponent to win. On the other hand, if you're having trouble keeping sites or keeping your Dunlendings alive then this card will do nothing but clog your hand. Unless your deck is built to use Dunland's characteristic low site number to win quickly, leaving this card out in favor of extra Dunlendings, pumps, or situational minions such as {{Card|Grima, Wormtongue}} or {{Card|Ulaire Enquea, Lieutenant of Morgul}} will give your deck more consistency.
!No Retreat is capable of killing a Free Peoples player outright by forcing them to take a move they simply aren't prepared to make -- and therein lies the trouble with this card. As powerful as it seems (and rightly so), it's often either redundant or useless. If you have a site under your control and can get 2 [Dunland] Men to the regroup phase, you're already making big gains with your Shadow side and probably won't need to push your opponent to win. On the other hand, if you're having trouble keeping sites or keeping your [Dunland] Men alive then this card will do nothing but clog your hand. Unless your deck is built to use Dunland's characteristic low site number to win quickly, leaving this card out in favor of extra pumps or situational minions such as Wormtongue or Shotgun Enquea will give your deck more consistency.


= Strengths and Weaknesses =
= Strengths and Weaknesses =
== Synergizes With... ==
== Strong Versus... ==


* {{Card|Constantly Threatening}}
* Decks which rely on their Shadow sides for victories and build their Free Peoples to simply survive
* Decks which rely on their Shadow sides for victories and build their Free Peoples to simply survive
== Strong Versus... ==
* Free Peoples strategies such as choke and pipes, which rely on slow movements and tricks to manage dangers rather than defeating them
* Free Peoples strategies such as choke and pipes, which rely on slow movements and tricks to manage dangers rather than defeating them


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* Strong Free Peoples, which will make meeting the conditions for using this card difficult
* Strong Free Peoples, which will make meeting the conditions for using this card difficult
* Condition discarding after the Fellowship Phase
* Condition discarding after the Fellowship Phase
= 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 =
* ''Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card''
* ''Link to decks that use this card''
[[Category:Cards That Need Work]]
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