Wulf, Dunlending Chieftain (4R40)
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Wulf, Dunlending Chieftain (4R40) is a Dunland Minion from the The Two Towers set. Along with Freca, Hungry Savage (9R+2) he is one of the two named Dunland Men and the only Dunland minion who is naturally Fierce.
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Strategy[edit]
Gameplay Strategy[edit]
While his stats and access to Dunland tools makes him a solid fighter, he is most valued for his Response ability and was heavily relied on to claim sites before Freca, Hungry Savage (9R+2) 's release in Reflections. He can be used with Hillman Tribe (4C25) to take control of two sites at once (the number Dunland needs for powerful cards such as Ready to Fall (6R7) and Dunlending Elder (6C2) ), although the Free Peoples player will only have to win that one skirmish to prevent this. Against a Fellowship with strong skirmishing potential it may be better to use the to play Saruman, Rabble-rouser (4R33) instead and ensure Hillman Tribe will win (or all three).
Because of how responses work, Wulf is able to use his ability and claim a site even if he wasn't in play when the skirmish was won -- an essential trick to get around the exertions of Rohan mounts. Dunlending Arsonist (4U9) and Hillman Mob (4R23) are the most popular choices for doing so due to their balance of twilight cost and strength. In a similar manner, Dunlending Looter (4U11) and Hillman Rabble (4U24) can immediately stack themselves on a site Wulf claims as a result of them winning a skirmish.
Several Dunland cards and effects can make minions fierce, but most of them are contingent upon winning the first skirmish. If the Free Peoples must use pumps to beat Wulf the first time they may not be able to win again, making him an excellent bearer of War Club (4U36) . A common tactic, especially for Rohan, is to resolve Wulf's skirmish first and exert or wound him so that if another minion wins its skirmish, Wulf will not have the vitality to control a site. War Club greatly increases the risk in doing so, opening the door for the Shadow player to make some plays.
Deckbuilding Strategy[edit]
Most Dunland minions are focused on doing one thing, yet Wulf's fierce keyword and response ability enable him to stay relevant both before the Shadow player has controlled a site and after they have controlled several. He is a unique minion but not essential to the deck, making him slightly more difficult to plan around than other Dunland minions. The exact number of Wulf to pack (har har) into a deck will vary: a slim deck may be hindered by more than 1 or 2 copies, while a larger deck with aggressive cycling will have no issue with 4.
Strengths and Weaknesses[edit]
Synergizes With...[edit]
- Over the Isen (4U31) , which can be used after taking a site in the first skirmish to assign Wulf to a favorable fierce skirmish -- especially against companions with (or bearing cards with) actions capable of liberating sites
- War Club (4U36)
Strong Versus...[edit]
- All-around solid minion
Weak Versus...[edit]
- Minion exerting cards, such as Rohan mounts or Shadowplay (10U114)
- Ceorl, Weary Horseman (4U264) and Strong and Old (7R122) , which can prevent site control
- Éomer, Third Marshal of Riddermark (4R267) , who only needs a hand weapon and mount to beat Wulf in a skirmish