Mark's METW Hazard Deck Ideas

Some of Mark's ideas for assembling a general purpose hazard deck for METW.

This is a deck that you can use regardless of where your opponent is going or what he is doing. It's got a little bit of everything.

Credit where it's due: I milked this web page for all it was worth coming up with this one

Note: "Missing" means: Missing from the collection I use but I'd like to find 'em and use 'em someday.

Categories

Corruption (3/7 + 3/5)

Corruption cards are especially good to play on buff groups who would otherwise handily beat hazard creatures that you throw at 'em.

Main Hazards

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Support Cards

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Missing

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Note: Many of the cards in the "Undead" section complement the corruption cards nicely in that they force corruption checks if not canceled.

Undead (4 + 2/4)

Best thing about Undead is that they force corruption checks, which means they complement the previous corruption cards nicely. They also tend to carry a healthy number of strikes.

Main Hazards

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Support Cards

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Note: You may need these next ones to bring Undead into play if your opponent doesn't visit any shadow-holds or dark-holds.

Missing

(main) (support)

Dragons / Drakes (3+/7 + 3/7)

Drakes tend to carry high prowess and are very playable in a site path with 2-3 Wildernesses or at a Ruins & Lairs.

Main Hazards

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Support Cards

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Missing

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Men (6/7 + 1)

Playable in a variety of situations, including many that can't be reached by other hazard creatures (free holds, border holds, costal reigons).

Another advantage of Men is that they don't require a great deal of support cards to bring into play (i.e. Doors of Night, Fell Beast, etc.). It's also hard to cancel attacks by men.

The downside is that they often need support cards to make them more deadly. Best to play these on small / weak parties.

Main Hazards

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Support Cards

Missing

(main) (support)

Orcs (5/8 + 3/6)

Like men, Orcs are playable on a variety of regions.

The downside is that they tend to be low prowess and require support cards to make them more serious threats. Additionally, you may need a DoN / RS combo to bring them into play if your opponent stays away from shaddow / dark holds. Lastly, many characters have plusses versus Orcs, making the support cards that much more necessary.

Main Hazards

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Support Cards

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Missing

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Roadblock (3+/6)

Good for slowing your opponent down w/o giving him any MPs.

Disad: You can hurt yourself with this one with the permanent / long events. You can also really piss off your opponent doing this.

Main Hazards

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Missing

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Auto-Attack Enhancement

Main Hazards

Support Cards

Missing

Miscellaneous (2/N + 2)

Mini-categories or one-offs. The good thing about most of these cards is that you can easily play them on your opponent and burn through your hazard deck.

Note that you can shoot yourself in the foot with these if your resource strategy involves prowling around Dragon country or dark holds.

Main Hazards

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Support Cards

These are support cards that are often useful for bringing any of the above Nazgul / Dragons into play

Missing

Note also that the corruption cards listed above are easy to play and fit in well with this strategy.

Summary

Totals: (26+/35 + 15/32)

Other Tips

You should combine the above categories in such a way that they complement each other. Examples: