Editing Smeagol, Slinker (5R29)

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Since he may never end up taking wounds in a skirmish, he is often left with excess vitality compared to other versions of Smeagol. {{Card|Follow Smeagol}} is essentially free [[site manipulation]] in these cases, denying opponents their favorable sites while giving your Shadow the leg up even as you lead the way down the adventure path. {{Card|Frodo, Son of Drogo}} is a relatively unpopular Ring-bearer, but he provides a way for Frodo to transfer Sting's exertions to Smeagol and maximize the Free Peoples' effectiveness. This is especially true if several copies of The Shire Countryside are in play and some of the healing from it or Not Listening would be wasted otherwise.
Since he may never end up taking wounds in a skirmish, he is often left with excess vitality compared to other versions of Smeagol. {{Card|Follow Smeagol}} is essentially free [[site manipulation]] in these cases, denying opponents their favorable sites while giving your Shadow the leg up even as you lead the way down the adventure path. {{Card|Frodo, Son of Drogo}} is a relatively unpopular Ring-bearer, but he provides a way for Frodo to transfer Sting's exertions to Smeagol and maximize the Free Peoples' effectiveness. This is especially true if several copies of The Shire Countryside are in play and some of the healing from it or Not Listening would be wasted otherwise.


Smeagol already adds a burden to play, and Slinker relies heavily on adding burdens to skirmish. Decks built around him must be cautious with their opening bids, as without having the right cards to start with a normally safe bid can quickly turn into 5 burdens going into site 3, opening the door for {{Card|Ulaire Enquea, Lieutenant of Morgul}} to showing and kill a companion. At the same time, Slinker decks rely heavily on tricks and often need to get ahead of opponents early so they can reliably rearm in the more harrowing later sites. When it is necessary to have 5 burdens, remember that Enquea can typically only kill companions with 3 vitality or less while Hobbits and Smeagol have 4 vitality. As long as the Ring-bearer is the only wounded companion, you can stall long enough to drop back below 5 burdens before another copy of Enquea can finish anyone off.
Smeagol already adds a burden to play, and Slinker relies heavily on adding burdens to skirmish. Decks built around him must be cautious with their opening bids, as without having the right cards to start with a normally safe bid of 3 can quickly turn into 5 burdens going into site 3, opening the door for {{Card|Ulaire Enquea, Lieutenant of Morgul}} to showing and kill a companion. At the same time, Slinker decks rely heavily on tricks and often need to get ahead of opponents early so they can reliably rearm in the more harrowing later sites. When it is necessary to have 5 burdens, remember that Enquea can typically only kill companions with 3 vitality or less while Hobbits and Smeagol have 4 vitality. As long as the Ring-bearer is the only wounded companion, you can stall long enough to drop back below 5 burdens before another copy of Enquea can finish anyone off.
 
On the Towers adventure path, there are two sites to avoid. {{Card|Cavern Entrance}} will absolutely ruin a deck built around Slinker, and even though it doesn't prevent {{Card|Don't Follow the Lights}} from being played directly (it is a response event, not a skirmish event) it will prevent Smeagol from having any hope of winning a skirmish in the first place. {{Card|Palantir Entrance}} will gobble up the burdens added to survive sites 7 and 8, empowering a swarm deck to kill the Ring-bearer directly. {{Card|Follow Smeagol}} or {{Card|Get On and Get Away}} are essential in preventing Cavern Entrance, and may be used to keep Palantir Entrance off the table too.
 
In Movie block, all site 4s use burdens as fuel for harmful Shadow effects. Between Slinker's need to add burdens and players inability to get through enough cards so early in the game to remove them, this can be devastating. {{Card|7U341}} gives any minion the power of {{Card|Morgul Brute}}, making it almost impossible for the Free Peoples player to win any skirmishes and potentially guaranteeing an overwhelm on an unprepared companion. {{Card|Pelennor Prairie}} will tear through the Free People's support area, forcing players to get rid of the conditions that make Slinker's ability sustainable. {{Card|Osgiliath Fallen}} is typically manageable thanks to high Hobbit vitality and Slinker's ability, while the effects of {{Card|City of the Dead}} and {{Card|Pelennor Plain}} may worth a relief from the burdens (though they have the highest Shadow numbers). Going second to play a relatively harmless site may give the cover necessary to set up, and also ensures that you don't run into {{Card|Steward's Tomb}}. However, doing so will often require a difficult double move later in the game to reach site 9 first. A deck built to win with the Shadow and a favorable site 6 can help overcome these deficiencies.


== Deckbuilding Strategy ==
== Deckbuilding Strategy ==
To build a deck entirely around Slinker requires at least 20 cards, with the remainder usually taken up by gear and tricks to be utilized by Hobbits. But since Smeagol doesn't cost any twilight, a deck which is already removing burdens quickly (typically Hobbit shennanigans but occasionally {{C|Gandalf}} cards) may not need the full kit to get the full value out of him and can always include him in the starting fellowship. Still, unless his strength or wound prevention fills a particular need, {{Card|Smeagol, Poor Creature}} is often preferred as the designated speed bump even when the Free Peoples has plenty of burden removal, since he helps a deck get through cards and set up faster.
To build a deck entirely around Slinker requires at least 20 cards, with the remainder usually taken up by gear and tricks to be utilized by Hobbits. But since Smeagol doesn't cost any twilight, a deck which is already removing burdens quickly (typically Hobbit shennanigans but occasionally {{C|Gandalf}} cards) may not need the full kit to get the full value out of him and can always include him in the starting fellowship. Still, unless his strength or wound prevention fills a particular need, {{Card|Smeagol, Poor Creature}} is often preferred as the designated speed bump even when the Free Peoples has plenty of burden removal, since he helps a deck get through cards and set up faster.


Because of all the burdens he can add, some version of Sam is often required to keep burdens manageable or take The Ring in case Frodo needs to die to clear them out. In Towers he fills the need for a strong skirmisher in otherwise all-Hobbit decks, often seen alongside {{Card|Sam, Nice Sensible Hobbit}} but with or without Merry and Pippin. Some decks will instead rely on {{Card|Sam, Son of Hamfast}} as their primary burden removal, using the [[Hobbit Hospital]] to keep him (and all the other Hobbits) healthy. In Movie, {{Card|Sam, Great Elf Warrior}} is a substantial enough upgrade that the deck almost always starts with all 4 Hobbits and Smeagol. {{Card|Sam, Samwise the Brave}} is occasionally used to ensure that the Shadow player can't interfere with the flow of burdens, important when playing against dedicated corruption decks.
In Towers he generally fills the need for a strong skirmisher in an otherwise all-Hobbit deck, often seen alongside {{Card|Sam, Nice Sensible Hobbit}}. This deck may operate with or without Merry and Pippin. In Movie, {{Card|Sam, Great Elf Warrior}} is a substantial enough upgrade that the deck almost always starts with all 4 Hobbits and Smeagol. {{Card|Sam, Samwise the Brave}} is occasionally used to ensure that the Shadow player can't interfere with the flow of burdens, important when playing against dedicated corruption decks.


= Strengths and Weaknesses =
= Strengths and Weaknesses =
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== Strong Versus... ==
== Strong Versus... ==


* Beatdown decks, which play just one or two minions each site and are easily handled by Slinker
* Uruk-hai, which have little care for burdens and can have their damage bonuses soaked up by Smeagol
* Decks which wound characters in a skirmish, particularly any {{Card|Raider}} deck leaning on {{Card|Red Wrath}}
* Southrons, which often try to wound companions directly in skirmishes


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


* {{Card|Saruman's Snows}} or {{Card|Cavern Entrance}} / {{Card|11S232}}, which turn Smeagol back into a useless, snivelling wretch
* Easterlings, which will only grow in strength with the burdens from Smeagol
* Easterlings, which will only grow in strength with the burdens from Smeagol
* {{Card|Warg}} decks, which force the Free Peoples to add many burdens before being able to increase Smeagol's strength at all
* {{Card|Warg}} decks, which force the Free Peoples to add many burdens before being able to increase Smeagol's strength at all
* {{C|Isengard}} Orcs, which typically have too much strength to overwhelm and too much vitality to kill in skirmishes
* {{C|Isengard}} Orcs, which typically have too much strength to overwhelm and too much vitality to kill in skirmishes
* {{Card|Morgul Brute}}, who can immediately remove burdens to gain the upper hand again
* {{Card|Morgul Brute}}, who can immediately remove burdens to gain the upper hand again
* {{Card|Palantir Chamber}} in Towers, which can quickly assemble a swarm and overwhelm the Ring-bearer if burdens have stacked up
* Site 4 on the King adventure path, especially {{Card|7U341}} and {{Card|Pelennor Prairie}} (though the burden removal may be appreciated, if you can weather the effects)
* {{Card|Steward's Tomb}} / {{Card|18U139}}, which denies opportunities to remove burdens at the point where the deck often needs it the most


= Rulings =
= Rulings =
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