Deck 14 : The Great Greenwood

To fulfill a scenario a player has to meet all deck building requirements during the whole game, and additionally the winning requirements for a certain scenario at the end of a game. There are 16 wizard scenarios and 6 ringwraith scenarios...

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Deck 14 : The Great Greenwood

Post by Fangorn »

This deck is designed for The Great Greenwood scenario.

Deck requirements : None

Winning requirements :
- Thranduil or Legolas
- 3 factions among Wood-Elves, Woodmen and 3 Beasts of the Wood
- Pass the Doors of Dol Guldur tapped
- Tower Raided on Sarn Goriwing

MP requirement : ressources not played at sites in Mirkwood give no MP

Character Pool

Starting Company
Thranduil (+ Horn of Anor)
Celeborn (+ Elf-stone)

In deck

Not in deck
Glorfindel II

Wizards Characters


Hauberk of Bright Mail
The Mithril-coat
Leaf Brooch

Dark Numbers
Dark Numbers
Dark Numbers
Pass the Doors of Dol Guldur

Beasts of the Wood
Beasts of the Wood

Dark Quarrels
Dark Quarrels
Dark Quarrels
Riddling Talk
Riddling Talk
Riddling Talk
Secret Entrance
Marvels Told
Marvels Told
Marvels Told
Smoke Rings
Smoke Rings
Longbottom Leaf


Ent in Search of the Entwives
Ent in Search of the Entwives
Ent in Search of the Entwives
Cave Worm

My Precious

Revealed to all Watchers
Call of Home
Great Secrets Buried There
Great Secrets Buried There
Great Secrets Buried There
Rolled Down to the Sea
Aware of their Ways
Chance Being Lost
Enchanted Stream
Lure of Nature
Lure of Nature
Lure of Nature
An Unexpected Outpost
An Unexpected Outpost
An Unexpected Outpost


Tower Raided
Rebuild the Town
Noble Hound
Noble Hound
Rescue Prisonners
Rescue Prisonners
Safe from the Shadow
Beasts of the Wood
A Friend or Three
Wizard River Horses
And Forth he Hastened
And Forth he Hastened
Master Wood, Water or Hill


Lorien => Leaf Brooch
Rhosgobel => Beasts of the Wood
Thranduil's Halls => Wood-Elves, Beasts of the Wood
Woodmen Town => Woodmen, Beasts of the Wood, Noble Hound
Sarn Goriwing => Dark Numbers, Tower Raided
Dol Guldur => Hauberk, Orcrist, The Mithril-coat, Dark Numbers, Rescue Prisonners
The Sulfur-deeps => Hauberk, Orcrist, The Mithril-coat, Dark Numbers

Deck description

Thranduil must be in starting company, being far better than Legolas.
Thranduil starts with Horn of Anor, which guarantees auto-influence for the Wood-elves and almost for the Woodmen.

Celeborn is thematically best character to enter Dol Guldur.
Celeborn starts with Elf-stone, and thus controls Annalena.

Annalena is the 3rd sage, allowing high results with Riddling Talk.
Annalena is scout too, which is absolutely needed for Dark Numbers (and for Concealment / Trickery).

Eowyn is the 2nd scout.
Eowyn is moreover used as a "protection" against Nazgul roaming near Dol Guldur.

Legolas must be played in case Thranduil is bounced.
Legolas must otherwise be in deck in case Thranduil will be corrupted or killed.

Arwen is back-up of Annalena, or more treacherously played second after Thranduil if opponent has played Aragorn first.
Wacho is nice for the scenario (Woodmen), and he's scout / sage too, skills required for deck.
Galva is Eowyn back-up for Nazgul, and scout/sage too.

Wizard is Radagast only, being thematically the best wizard for Mirkwood (although Gandalf is better for Dol Guldur).
He's absolutely needed for Beasts of the Wood and his home site in Rhosgobel is perfect.

Factions are the ones needed for scenario, 4 of them are straight in deck.
There is no ally straight in deck, because only ally playable in Mirkwood area is Noble Hound at Woodmen-town, and Woodmen must be played first.
Dark Numbers, being the easiest Stolen Knowledge to play, is the requirement for Pass the Doors of Dol Guldur and Tower Raided.
Among items, Mithril-coat is chosen to protect Thranduil (or Legolas), and Leaf Brooch avoid discarding the item required for Tower Raided.

Resource events rely heavily on cancellers.
Dark Quarrels and Trickery against attacks in Dol Guldur and Sarn Goriwing, and Assassins.
Secret Entrance prevents opponents to play Assassin when company intends to play a faction.
Riddling Talk is the funniest and works against lots of creatures.
Concealment for others like Nazgul, Undead, ...

Hazard part is based on a Mirkwood theme with :
- Chance of Being Lost
- Enchanted Stream
- River (MeTW)
- Lure of Nature (MeTW)

Additionnally some hazards reveal cards to enhance guessing with Riddling Talk :
- Great Secrets Buried There
- Rolled Down to the Sea
- Aware of their Ways

Nimloth must be played face-up as a protection to avoid opponent to play her.

Play Notes

Each winning requirement is by itself not difficult.
But all together make scenario difficult to fulfill.

Keeping Thranduil/Legolas should normally not be a problem.
Cancel attacks and remove corruption on him wih Marvels Told.

Playing factions should not be very difficult, unless Radagast is not in play (the back-up is Gandalf because of his home site).
Sideboard the last Beasts of the Wood in case of emergency (another faction not influenced or discarded).

Dark Numbers should be quickly played.
As soon as Pass the Doors of Dol Guldur is drawn, sideboard Rescue Prisoners (twice if beginning or mid-game to be sure to draw it).
An item should be played at Dol Guldur as requirement for Rescue Prisoners.
Sideboard Safe from the Shadow when Pass the Doors of Dol Guldur is tapped.
Beware because the item played at Dol Guldur is the only one which will give MP, because there is normally no time enough to go downstairs to Sulfur-deeps.

Indeed Tower Raided is only playable on an untapped site.
There is thus 2 ways for item requirement :
- Hauberk played at site outside Mirkwood (Buhr Widu for example)
- Orcrist or Mithril-coat played at Dol Guldur and Leaf Brooch
Tower Raided should be played last because you have to leave a company there to keep it !
So afterwards sideboard Rebuild the Town and then Noble Hounds.

Radagast should enter play at Rhosgobel for the Beasts of the Wood.
Sideboard Herb-lore and/or And Forth he Hastened when he's drawn.
In case opponent plays Khamul machine (note he'll be tempted to attack with Nazgul instead), sideboard Wizard River Horses.

Unless moving between Woodmen-town and Sarn Goriwing, companies are safe from any kind of drake.
Additionnally you may sideboard Master Wood, Water or Hill to change W to B.

MP overview (expected / max)

Characters : 8 / 11
Items : 4 / 4
Factions : 7 / 8
Allies : 1 / 2
Miscellanous : 7 / 13
Kill : 0 / 2
Total : 28 / 41
Hrum, Hoom ! Do not be hasty, that is my motto.

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