I don’t know how attached everyone is to this design, but here’s something I’ve been cooking up as an alternative.
The Balrog: 24 HP, Blue Deck
3x Durin’s Bane
A4*/D4: *When attacking, you may discard a card to add 4 to this card’s attack value. When defending, if the attacker is adjacent they receive 2 damage.
3x Wings of Shadow
Move The Balrog up to 7 spaces. Draw a card.
2x Foe Beyond Any
All characters the Balrog can attack receive 4 damage. You may discard a card to draw a card.
2x Roaring Inferno
Look at the top 5 cards of your draw pile. Put 3 in your hand and discard the rest.
2x Flame Sword
A*: The attack value of this card is equal to the number of cards in your discard pile up to 15.
5x Flames
The Balrog does 1 damage to one character he can attack. Playing this card does not count as an action.
4x Ignite
The Balrog recovers 1 hit point. Playing this card does not count as an action.
This is well received because I was looking at the deck last night and realized there isn’t much about it that I’d like to keep, except for the FLAMES card. I don’t like all of the cards you’ve proposed, of course, but there are enough ideas here to come up with something. Should have something soon.
Also, let me know what you think if the Eye of Sauron is worth including.
So, I don’t know why I only just now noticed this: Sinbad and Arthur both have Feint and Regroup cards that are only a boost value of 1 in my copy. Is this the same in your copy or am I just the victim of an unlucky printing error?
1. Cage Match is available on Amazon, and it’s on sale for only $20. Please support the blog and buy it! You get a lot of game for the price.
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2. Hey yeah, you’re right about Arthur and Sinbad and the Feint and Regroup cards. I don’t know why they’d be different than the others, but they are. For Arthur, maybe they wanted to limit how easily he could BOOST his attacks. For Sinbad, though, I don’t get it at all.
I’m a huge fan of SWED, the Geektopia decks, and The Mandalorian, so this is as good a time as any to join in the fun. I posted some suggested additions on BGG to build on your fantastic initial ideas here: https://boardgamegeek.com/thread/2318656/fan-deck-mandalorian
Would love to know your thoughts!
There are plenty of candidates for a Legends expansion; Treebeard (already has a deck), Beorn, Eagles, a Mumakil, The Watcher in the Water, etc. But, I don’t think I’d be hugely interested in either making or playing those decks (except maybe an Eagle deck that poked fun of their Deus Ex Machina status). Galadriel is probably the best choice for another deck, but like you I don’t think I’d play her that often.
I think we have a nice little mini set going and should just stick with finishing the four we have.
I guess I’m inspired enough to add an Eye of Sauron to the set, which means I want to add a light side character, too. We’ll go with Galadriel & Haldir unless there’s another suggestion.
Here’s where I’d like to go with this set: With the possible exception of Galadriel, these are all the heaviest of hitters: Sauron himself, in 2 forms, the Balrog, Isildur and Elrond should all be Tier 1A decks. However, they would still be beatable by other Tier 1 decks like Aragorn, Gandalf or the Witch King. The challenge is making them very powerful without being overpowered.
If I can I’d like to make a plea to include Robert’s Treebeard deck. I tried it out once and from what I can remember it wasn’t too bad. From a power level perspective, I think Treebeard is as tough as the Cave Troll if not tougher (although I don’t remember if the deck is) plus the deck is pretty much done.
I would think that the Balrog would be the hardest deck to find a figure for. At least with the Ents you use miniature trees and at least get the idea across.
I’ve taken this deck for a spin a few times and it’s always under performed. I mean I don’t think it’s a weak deck, but 21 HP plus a red deck, power defense that drains your offense, and no minors equals a relative fragile deck. He looks like he can have a good game what with 6 killing cards, but I don’t know.
Concerning a “Legends” expansion, I’m pretty sure the deck list is set in stone right? (Sauron, Elrond, Isildur, and this guy?) In which case, my Sauron deck is coming along and they are draft forms for all the other decks so what’s the next step?
You know what I think the big problem is? The Red deck, plain and simple. Change to a Blue or Green and he’s a lot better, right away.
Let me ask this, do you want to see him as a single character deck, or would you rather see him with 2 Goblin archer minors? I like the FLAMES concept but Goblin archers basically act like minors to the Balrog in the movie.
No doubt swapping red for blue/green would solve a lot of his problems.
As for being a single character or not, I know it would definitely be easier and more conventional to just give him a couple of Goblin archers, but maybe the best reason for keeping him as a single character is that it fits LOTRED’s theme of exploring different character sets. You know, the Nazgul are 3 equal characters, the Uruk-hai are a group of 4, and The Great Goblin can have up to 4 minors; having at least one single character in the mix would continue this theme.
I’ve got one. This Elrond, though depicts him from his time in the FOTR. This deck shows his wisdom and magic from Arwen’s escape from the Nazgul. This deck also has increased versatility and derives from Sauron and Smaug abilities.
Major: Elrond- 20hp
Blue+ deck
Minors: Horses of Water- 3hp each
Melee deck
Specials:
3000 years of wisdom x2: Draw 2 cards. Move both Water Horses up to 5 spaces each. Move all other allies that have not moved since the start of Elrond’s turn up to 2 spaces each.
Master Strategist x2: EITHER- Grant any ally an immediate action that does not count against their next turn, OR, Force any enemy to discard absolutely any card set. If you searched their draw pile, reshuffle it.
Mithril Plate x2: Def*, the attacker receives no bonuses from their attack. Elrond takes no damage and is exempt from the next attack or special effect applied to him by any enemy.
Horse Geyser x2: Each Horse of Water deals 3 damage to each enemy adjacent. Fire-based enemies and Nazgul and Sauron take +1 damage from this attack. Then, remove both Horses.
Blast of Water x2: Dmg8*, Play face up to attack from range. Defense from Fire-based enemies and Nazgul and Sauron is against this attack, rounded up. Place 2 Water Horses adjacent to the target, reviving any to full health.
Intense Stare x2: Dmg3*, If this attack does damage, the defender’s next turn is skipped.
Horse Geyser and Intense Stare are just comical names. 3000 years chains into Geyser, so the expansion’s theme is still encouraged. I do like Blast of Water and Horse Geyser, but I feel like they are too similar to Smaug’s abilities, however, they do deal bonus damage to certain characters. Master Strategist allows an ally to take a bonus action, symbolizing Elrond’s military knowledge. It also has increased versatility to deal with Smaug if Bard is not an ally; a problem I have witnessed first-hand. The discard absolutely any card set means any cards that are the same, like Smaug’s wings a Hurricane- all of those cards would be discarded, or just his Weak Spot. Intense Stare is one of those cards you save for a rainy day, and the defender cannot do any thing on their next turn, not even move.
Hi James, thanks for your ideas! Elrond needs a little more offense to his game and needs a bread-and-butter attack that he has 3 copies of, such as BLAST OF WATER being a 3x card instead of 2.
It seems like Elrond should be flanked by a couple of Elves but the Water Horses are at least more original. There are no “fire based” or water-based properties in Epic Duels though, one of the limitations of the game.
Either way, I’m inspired to come up with a full deck for Elrond based on your ideas.
42 decks! Lol the internet is a weird rabbit hole. Just getting back into some Duels and exploring the rich history again! Thanks for keeping so much of it easily accessible online!
“This turn” means the current turn. In the case of playing a defense card, that makes it your opponent’s turn.
If your opponent plays a card which causes your character to move (or you play a defense card that moves you – like hoax), and then attacks you again, you can play momentous shift as a value 5 def card. Otherwise it will just be 3.
I see how he could interpret the card that way, but I really don’t think he’s right. I think “this turn” is your opponent’s turn when you’re on defense, and he almost for sure didn’t move on that turn, right? If he moved on his turn, that was last turn. He could move on his turn and then use MOMENTOUS SHIFT as an A5, but once his turn is over, the movement doesn’t still count.
You could ask at boardgamegeek for an official answer but I’m pretty sure that’s the one you’re going to get.
Sorry for not responding earlier. Somehow forgot about it. Unfortunately I can’t remember what the dekc looked like before. What are the changes?
In general I like the effect you gave COPY GOLD LEADER but it does not counter MTFBWU in any way. If you play those two cards as a combo the defender has no basic defense anyway. So what good is doubling any defense? The only effect it will have is thar you will only play this card in that combo or if you know the defender has no defense at all.
SORRY is still a useless card I just would never play unless Wedge maybe has 1 health left but this coincidence would not happen too often. You just loose too much by giving up on Wedge.
I don’t really remember the changes. MTFBWU combos with COPY GOLD LEADER but it’s only once in a great while that you’d pull that off, with only 2 in the deck and requiring both characters to be alive.
True true. Like I said before I really like the deck and will try it out. 🙂
Only one more thing, Don’t you think 2x PREPARE RETREAT instead of SORRY would be more useful?
I think I dropped a 2nd PREPARE RETREAT in the last version. I agree with your suggestion, and want to make SORRY an optional 32nd card, almost like a promo card, that you can replace one of the other cards in the deck with. My friends and I would have a ton of fun with SORRY but it’s not very practical.
Hm,
even if you want to keep the name of the card, you could still change the card. Was thinking about what would make sense. Of course drawing is somehow missing from the deck, escpecially if SORRY is changed but I thought about a combo with MAY THE FORCE BE WITH US. Maybe changing SORRY into a big attack that does not count as an action when played after MTFBWU or something similar. So he could make use of the opponent having to drop all basics before his attack. Just an idea…
I like the idea of Wedge’s 3rd card being something that combines off of MTFBWU, could be something like “A8, any defense value is doubled” (a Tarkin card) since MTFBWU will generally strip an opponent of all defense. I’ll think about it.
That’s a tough one! Once one of them dies, it’s hard to keep the other one alive! haha i like it! Handmade figures for them too. Really happy with the results.
I can’t wait to see what you boys come up with for the Mandalorian! hahah
That is so cool, finally a “new” Ackbar deck and even one using Wedge. Can’t wait to play test it!
Love the concept and all the cards, looks really fun and will be a great alternative to my standard Ackbar deck (with Rebel Troops).
Thanks! I’m excited about it too. I think it’s a good deck, not a great deck. Good, because it has 2 very recognizable characters and some great quotes. Not great because Ackbar doesn’t really do anything interesting. I’m thinking of making IT’S A TRAP a defense card he can use to defend any character, at least that would be unique. SORRY probably needs to not count as an action, because using an action to sacrifice one of your characters is generally a terrible move. If anything, we’ll reduce the card draw.
I like your idea for IT’S A TRAP and agree on SORRY beeing a little weak/useless the way it is right now. Why kill of Wedge for a card draw espewhen he has the strongest attacks and fuels Ackbars attacks to beeing useful. Maybe this last card needs to be something completely else?
SORRY is an admittedly weak card and poor fit in a deck where Wedge has such a key role, but “Sorry!” is an iconic line among my playing group so I feel like I have to include it. Maybe I’ll even do 2 versions of the deck, one with an actual useful card.
Btw, I’m not seeing any problems with the .PDF so I’m not sure what you mean.
One thing that I think is really bizarre in your current version is that you can use Calm to power up Sith Rage which seems wrong. Everything else makes sense more or less, but this seems like a big problem. In your current version you can use all three What Must Be Done and then a Calm to power up Sith Rage to an A15. Now I’m less bothered by the fact that its a 15, as it might at least be hard to do, and I’m even more worried by the fact that mechanically that whole combo doesn’t make aesthetic sense.
So once again I’m throwing ideas out there.
Anakin and 3 Clone Troopers (again, 3 works better.)
I’ll go with the same deck you did for now, though I’m curious about the possibility of adding an attack point and subtracting a defense point for aggressive characters, so Leap Away could be a 5/3 with the same effect while Feint would be a 3/1, etc. Something to think about anyways.
x4 Anger- A7 Choose and discard a card, if you can’t, you can’t play this card (or maybe you can, but this should probably be specified anyways.)
x4 Calm- Move Anakin up to 5 spaces. then draw or discard until you have 4 cards in your hand.
x3 Sith Fury- A2 If the attack is completely blocked, it does not count as an action.
x2 What Must Be Done- Move Anakin adjacent to any enemy character without using an action.
x2 Force Choke- Choose an enemy sidekick in Anakin’s zone to receive 3 damage. If there are no enemy sidekicks remaining, choose an enemy hero in Anakin’s zone to receive 1 damage.
x1 You Will Try- D2 After receiving the attackers’ damage, if Anakin is still alive, Anakin does an equal amount of damage to the attacker.
x1 You Underestimate My Power- A9 If the defender is still alive, Anakin cannot play defense cards during the next turn.
Clone Special Cards
x2 Blind Obedience- A2 Draw a Card
I don’t know if this deck is actually better than the other one, but anyways throwing ideas around. I think your current version is a bit defensively strong given Anakin’s proximity as a defensive character, but I also wonder if there can be an equivalent to the “Red” Basic deck as compared to Arthur’s “Blue”
One other idea I want to float is maybe not using weak minors at all. Like perhaps using Elite Clones or generic Jedi or something instead of regular clones. Admittedly this is more of an aesthetic critique than a real mechanical one, but aesthetically the idea of battle droids and clone troopers having the same basic set as a jedi is kind of bizarre. Whereas with elite minors it would maybe make more sense. But maybe you think that’s outweighed by the single hit point and the lack of (or weak) talent cards. Just a thought.
Not only is stripping the other stuff away great to highlight that experience, but it also makes the whole game more accessible!
But honestly, finding that heart (or at least the /best/ heart) is the key factor in the design process. So don’t feel bad about it having taken a while!
The important thing is that you got there in the end. 🙂
Love ya Bez! Great interview on Breaking Into Board Games! Thanks so much for your comment, I’m still new to this and it really helps to get confirmation from more accomplished people like yourself!
Alrighty, so again I haven’t actually played this, but I’m thinking the defense in this deck is excessive. Mind, I agree Obi Wan should be defensive, but this seems like a LOT. You’ve got x3 D4’s, which you’ve said is the highest defense card in the original game, x3 D6, and a D-All. I realize the D4’s are also A4’s, but that still seems like a lot.
I also think you used a lot of the same mechanics that are used in the Epic Duels Kenobi deck. But I also think there’s some room to explore some things that are new. And also the clones need to have talent cards to fit the basic structure of the original game.
And just a *bit* less defense.
Basically I’m throwing this deck together for fun, with no real experience, but maybe there will be some ideas in it that you’ll like.
General Kenobi with 3 Clone Troopers (3 fits the context of the game better)
Same Basic Deck you used, same special ability.
But for the Talent Cards…
x4 Jedi Attack- A5 After resolving the attack, Kenobi can immediately take a free maneuver action. BOOST: 2
x4 Soresu Defense- D2 You may Boost this defense twice BOOST: 2
x3 Jedi Quickness- Until the end of this turn, increase your Move rating by 1. Draw a Card. Playing this card does not count as an action. BOOST: 2
x2 Do What I Must- A4 If Obi Wan has already damaged the target on this turn the attack value is 7. BOOST: 3
1x HIGH GROUND
D0. DURING COMBAT: General Kenobi takes no damage from the attack.
AFTER COMBAT: If General Kenobi can be in a different zone than the attacker, the attacker takes damage equal to the attack value of the attack card played. (Note this card is the same as your original design.
Does this card not get a boost value? You didn’t include one.)
x1 Bold Move- Move General Kenobi adjacent to any enemy character. Draw 3 Cards. BOOST: 3
x1 The Negotiator- Draw up to 5 cards. Choose an opponent. That opponent may draw up to 2 cards. BOOST: 3
Clone Special Cards
x2 Blind Obedience- A2 Draw a Card
So in this design i more explicitly built Obi Wan’s excellent defense around his boosting mechanic by making the base defense value a little lower, but giving him the opportunity to compound boosting, which would need draw power to support since I know in this game the maximum cards in ones hand is 7.
The clones get the lame 2 copies of A2 just so they can be explicitly weaker than stronger one hit minors, since all the basic cards are the same. That’s really weird but OK.
I like these ideas a lot! Especially throwing in something for the Clones — it would be weird without that.
The one card I’d probably not go with is your version of SORESU DEFENSE. A D2 isn’t a good card, even with the BOOST mechanic. I don’t even think this is a good special ability for him, but we’ll try it because it suits him. Defense is purely a reactive ability, and if you “overdo” it, you just lose cards and gain nothing in return. Arthur’s ability, by contrast, gives him a path to win the game, so a charged up A2 is a dangerous card.
I pretty much feel the same way, maybe to a slightly lesser degree. I think I’ve seen him win but he has to get a lot out of Merlin. Even with his special ability, 4x A2 is a weak bread and butter.
Yeah, I got a taste of that last night while playing Arthur. I think FEINT would be less of a stumbling block if his special ability let him BOOST during combat instead of before; that way if you get FEINTed then at least you can keep your card.
Still, I like Arthur because he has (potentially) big attacks, the frequency of which, I miss from EDs.
Sinbad seems to be the best designed and most effective deck in this set. He is the King of the Comeback, and I’ve used the hand limit of 7 with Riches Beyond Compare to get rid of 2 Voyages I didn’t need just to get stronger faster.
Sinbad is my fave! I love the “attack increases in strength as you use it” mechanic that Tim Wutke employs in his Zuko & Iroh deck, but it’s done better with Sinbad since it can utilize more cards.
Not sure which of these are questions about the deck, vs how much is just about this game in general. full disclosure, I haven’t played this yet, but just looking at the thing, I’m wondering how much my intuitions match with your experience given that you have played the game.
1: How many hit points are you intending General Kenobi and Dark Anakin to have?
2: When I looked at the game, I noticed that “team minor” sets have either three or four minors at 1 HP each. You seem to have taken the concept of single hit point minors, but only two of them. Just wondering, why did you make that call? Like why not 3 or 4 clone troopers?
3: Do you intend to use the “1 HP for generic minors” for ALL generic minor types? Like will the SBDs and Royal Guards also get only one hit point? Generic jedi minors, if you even use those?
4: This is more of a question about the game in general, than about your set, but do the characters all share a basic set? And how does that work mechanically? (It seems problematic that a blaster armed clone would have the same amount of basic attack and defense power as General Kenobi or Dark Anakin with his lightsaber, unless I’m misunderstanding how this game works.)
5: Related, how hard is it to kill people in this game? Coming from an Epic Duels background, virtually every deck has a lot more offense than defense, in its basic deck (the Blue Deck is 32 points of offense, 24 points of defense, the Red Deck is 38/18, and the Green Deck is only marginally more defense than offense at 28/31, and we all know that its hard to kill a Green Deck with power defense.) Do you find that with the equal offensive and defensive capabilities in the basic deck that its really hard for anything to get killed? And mechanically does it make sense for clone troopers to have 4 defends?
There are a lot of intriguing things about this game, but I wonder how fused basic decks would actually work out. How does it work in your experience?
1. Probably 18 HP each to start, then I’ll adjust based on how they perform.
2. Probably needs to be 3 Clones each, but I’m going to start with 2 and see how they do. They will have only 1 hit each. Also, they should have an allocation of special cards but so far, they don’t. I don’t really want to see Obi-Wan vs. Anakin come down to a “Clone Tactics” card or something like that, but I may have to relent on that point and include sidekick special cards the way all the original Unmatched decks have.
3. Yes, I would use 1 hit for all generic minors, at least for now. If you want to make Super Battle Droids better than Battle Droids, do it by giving them better cards.
5. I find that it’s harder, and takes longer, to kill off a major character in Unmatched than it does in Epic Duels. The attack cards in Unmatched have lower values (nothing higher than A6 so far) and defense is more prevalent. Also, you tend to use one action to move so you’re typically only using one action to attack, unlike Epic Duels where you get a “free move” and then use 2 actions to attack. So a typical turn might be an A5 vs. a D2 for 3 damage — and that’s it. In Epic Duels, by contrast, Dooku might step up and do 10-12 damage in a single turn.
As for my experience, I have yet to try these or any fan-made decks, so it’s hard to say, but you can count on me to let you know how it goes.
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