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card review No Way Forward

Card Review
No Way Forward: click to enlarge
No Way Forward

Card text:

Environment. The number of region cards that may be played by a moving company using region movement is reduced by one (two if Doors of Night is in play) to a minimum of two. This card is effective during each player's organization phase. Discard when any play deck is exhausted. Cannot be duplicated.

  • Card Number: DM136
  • Rarity: Common2
  • Card Type: Hazard Event
  • Alignment: Neutral
  • Artist: Rob Alexander
No Way Forward
written by patrick Premium Member LV31
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Today, MECCG in competitive play demands turn efficiency, and hobbling your opponent's companies can be a great strategy if your plans are uneffected.

Many MECCG players use Doors of Night, as a result you are effectively limiting region movement to two regions distance per company per turn. Not many players use Old-road, Bridge, Master of Esgaroth, Twice-baked Cakes, Cram or Waybread (or their minion equivalents.) Then again, Absent No Way Forward, why bother.

Using this card awards you the surprise factor and the fact that its play is not in the standard repertoire. Normally you would not want movement enhancers in your deck; why go somewhere six regions away when you could plan better and get an equivalent amount of MPs within four regions? This type of middle of the road logic has governed many decks. It requires less cards to achieve a particular number of MPs, efficient if somewhat unflexible. Some decks already in existance can be modified to accomodate No Way Forward; e.g., Elf-ruler decks (Elrond/Cirdan/Galadriel) where the ruler stays home to keep your hand size boosted.

For all you non conformists, No Way Forward is great in a tournament if you invest sufficient time into tuning your deck to play to the strengths of this concept.

You need to choose a base (or two) of operations.

Take for purposes of illustration an Elf-ruler deck. Elrond resides comfortably in Imladris. He can sally forth to muster the Hillmen (1 MP), the Rangers of the North (3 MP), and the Angmarim (3 MP). He can create alliances with Goldberry (1 MP) though she is better off associated with a company that travels, Tom Bombadil (3 MP), Gollum (2 MP) at Goblin-gate, and Noble Hounds (1 MP) aplenty. He can excavate a gold ring (* 1 - 6 MP) from two sites, plunder a hoard major item (* 1,2 or 4 MP), rescue a major item from four sites (* 1,2 or 4 MP), exfiltrate a greater item from Carn Dum (* 2 - 5), seek information from Weathertop (1 - 4 MP). He can also Rescue Prisoners (2 MP), have his wizard corrupt away, I mean, play Wizard's Ring at Imladris (2 MP), and Align Palantiri (2 MP/ea). He can even ensure that The Winlord Found Me (3 MP). If he is jumped by an agent at a dark- or shadow-hold, he can obtain Knowledge of the Enemy (1 MP). He can also obtain intelligence reports of Dark Numbers (1 MP). He can via Forgotten Scrolls make the Ettenmoors or Tharbad actually usefull as a site for information. He can also set up an Armory (1 MP).

* You can always increase your site gathering capabilities with Durin's Ring, or Thorough Search, or Rebuild the Town and then Fireworks, et cetera.

Minion example.
Dol Guldur is your base of operations. Your two region sphere includes: Beorn's House, Framsburg, Eagles Eyrie, Gladden Fields, Sarn Goriwing, Woodmen Town, Buhr Widu, Dead Marshes, Bandit Lair and Rhosgobel. Factions include Woodmen, Beornings, Orcs of Dol Guldur, Orcs of Mirkwood, Snaga-hai, Allies include: Great Bats, Regiment of Black Crows, BlackHole, "Two-headed" Troll. You may bring into play the following minion agents as characters: Gisulf, The Grimburgoth, Nimloth, and Taladhan.

OK. Enough of that. See, that is all feasible within the two region limit imposed by No Way Forward. Some of you still want to go to additional greater item sites or dragon hoard sites? Perhaps some of you minion players are itching to Burn every Rick, Cot and Tree or you love to see Smoke on the Wind? Fine. You can add those additional region destinations, but it is going to cost you either turn efficiency or cards slots in your deck. However, you know and plan on fiercely protecting or replacing No Way Forward, so you start off with sente (Japanese for initiative, momentum, etc.) You can afford to include the region extenders in your deck.

Weakness:
While not susceptible to Marvels Told or Voices of Malice, it suffers as do all environmental cards from the coming into play of Games of Morning/Doors of Night. However, even better than Morgul Night, it can be played regardless of whether GoM or DoN are in play. Note that you can benefit from Peril Returned. So have you Twilights handy and three No Way Forward and you should be set to go. Doors of Night or Peril Returned and the Will of Sauron can lock up the situation for quite some time. Then there are always ways of boosting your recycle capability, too (Mouth of Sauron, An Unexpected Outpost, etc.)

The main thrust of this card's place in your deck is not how many MPs you can garner, but how much you can discombobulate your opponent while marching on to victory.

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 September 10, 2011 08:20 pm



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Author Message
duff6551
LV45 United States send message

Avatar for duff6551
Member since
November 15, 2002
Subject:    Posted: September 10, 2011 08:20 pm Reply with quote Report content icon

turn effeciency like deck management is another way to accomplish the given end - and this common card can do just that - an interesting concept beautifully described here - way to go team
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