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card review Pass the Doors of Dol Guldur

Card Review
Pass the Doors of Dol Guldur: click to enlarge
Pass the Doors of Dol Guldur

Card text:

Stolen Knowledge. Playable on a company if the company discards (for no effect) a Stolen Knowledge card it controls. You can tap this card during the same site phase the company successfully plays Rescue Prisoners at Dol Guldur (or rescues characters taken prisoner if the rescue site is Dol Guldur); this card never untaps. If tapped, this card can be stored at a Haven [H]-only if stored do you receive its marshalling points. If stored, all automatic-attacks at all Dark-holds [D] and all Shadow-holds [S] are with one less prowess and one less strike (to a minimum of one). Once tapped, no other copy of this card can be tapped.

  • Card Number: DM083
  • Rarity: Rare2
  • Card Type: Resource Event
  • Alignment: Hero
  • Artist: John Howe
Pass the Doors of Dol Guldur
written by patrick Premium Member LV31
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The art is cool. The four MPs are cool. This card takes work, but you can net a nice 9 MPs in one turn with ease.

This is one mission card that actually can work in a competitive single deck game. The ideal way of playing it is to have in hand a stolen knowledge card, say Knowledge of the Enemy, plus Pass the Doors of Dol Guldur, a greater item, and Rescue Prisoners. You also need either a large buff company or a quartet of sneaky hobbits.

You are more sure of success with a large, buff company. Large because of two attack plus the tapping requirements for the greater item, the Knowledge of the Enemy, and Rescue Prisoners. Buff to survive the trip.

The quartet of hobbits ought to have preferably Waybread else Cram to resolve the inevitable tapping, and will need Stealth AND lots of luck. A Searching Eye would ruin their whole day.

To bring this off (obtaining the max MPs) in one turn, you will need something like Great Road; The *beep* Crows and Dark Quarrels help your company avoid combat. Of course, should you have an embarrassment of riches in your hand, you could always have certain members of the party snack on Waybread and conduct a Thorough Search.

OK, enough dreaming about ideal draws. This card offers a mid game boost of a minimum of 6 MPs free of corruption points, additional MPs if you can bring a greater item in at the same time.

Drawbacks? You better believe it. First and foremost is the card combinations needed to bring this mission off; I count a minimum of three. Second is the site itself: two attacks, an orc and a troll attack begging to be become enhanced. Third, Khamul can descend upon your company. Fourth, the region is a darkdomain with access from Lorien either via Brown lands (shadow-land) or via Anduin Vales (borderland); Reaching Shadow, anyone?

Still, as a mid to late game option, this card can work to your advantage, as long as you have designed your deck to play it successfully.

Ohtar

Original card review taken from : http://fan.theonering.net/morgulrats/
With the authorization of the webmaster.

The reviewing team consisted of Gwaihir (Chris Farrell), Gimli (Nathan Bruinooge), Ohtar (Charles E. Bouldin, Esq.), Radagast (James Kight), Joshua B. Grace (Beorn), Martijn Steultjens (Fram Frumgarson), Jason Klank (Saruman) and Jeffery Dobberpuhl (Wormtongue)

 

Modified on July 16, 2011 09:42 am



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duff6551
LV46 United States send message

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Member since
November 15, 2002
Subject:    Posted: July 16, 2011 09:42 am Reply with quote Report content icon

echoing my last comment - its all about the deck you construct - if you have the resources - just about any deck can work well - this card though - has a number of "drawbacks" that are eloquently pointed out in this review
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