Okay, here's one of my protector decks that I use to win scenarios in LoN:
Here I go for defense since I won't be questing. I have 1 attack and 3 defense. The special comes in handy in certain scenarios or if I'm using a special card to heal or damage (see units).
Quests:
Level 2 - Fire Beetle Eyes (5F35)
This is the most important one, and the one you'll spend most time defending. In most scenarios, the computer will stay away from this quest if there's a protector there (unless he has a level 3 or higher ability, in which case he'll go after this quest unless there's at least 2 or more protectors here). Usually the computer will go for the other quest until the level 6 quest, then he usually tries to finish this quest regardless of the number of protectors.
Level 4 - Recovering Ivan's Remains (1U232) "When a player completes this quest, he destorys all units at this quest"
You shouldn't get to this one at all, but just in case, finishing off the quest will kill off all of the opposing units for you.
Level 5 - Vengeful Musicians (1U236) "When this quest is played, each player deals 1 damage to one of his own units."
Once again, not anything I would expect to get to. I use this one because I use it in my "No Units" decks where I need all the damage to the opposing units that I can get.
Level 6 - Cleansing the Corrupted (5F31)
I make special note of this card because it's tremendously helpful in "No Units" decks. All items and abilities go into the computer's hand. If it comes out at the right time, the computer will have to discard some of his cards.
Abilities:
4x Disable (1U242) "When you play this ability destroy an opposing ability"
A must have ability. You won't be questing with this deck, but you need to be able to destroy and special abilities on the computer (One example is an ability that destroys an item of yours when the opposing avatar becomes exerted -- get that one destroyed otherwise you may lose any defense of special items you have).
(OPTIONAL) 2x Blessed Aid (1C11) "When you play this ability you may search your deck for an item card and take it into your hand."
I have 2 of these just in case I haven't pulled an item card that I want. That's all it's really for in this deck.
Tactics:
4x Sunder (1U274)
EVERY DECK NEEDS THESE 4 CARDS. It's very rare that the computer does not have at least one item you'll need to destroy. In some scenarios (especially Otahbound 14), you'll never survive without these cards or a similar card.
3x Wind Walk (1C56) "You get -1 total damage and +4 defense"
Especially early on when you're still getting your cards in place, it's good to have some extra defense.
Items (one of each unless otherwise noted):
Greaves of the Pious (1U36) "Pay 2 power and exert this item -> heal 1 damage on your avatar"
Pretty self explanatory - it only cost 1 power to play and later on you should have enough power for the 2 power cost to heal yourself it need be.
Fippy's Paw (1U256) "At the start of your quest phase, gain 1 power"
I have this one just in case I need it to get to the power staff (see below)
Rage Filled Gem (1F13) "Your avatar and all your units get +1 attack and +2 damage bonus"
This is a killer card if it comes out of your deck later in the game (cost of 7 power to play). If you couple it some of the unit cards I have below than you can deal heavy amounts of damage each turn (I usually cause 9 damage to the opposing avatar while defending).
4x Bloodwine Cask (2F24) "At the start of your quest phase, put a token on this item. Exert and destory this item -> gain 1 power for each token on this item."
More power = good. I use this to get my power staff out early or to play the Rage Filled Gem.
Militia War Horse (4U133) "Whenever you exert this item for defense, deal 1 damage to an opposing unit combatant. (While fighting) Exert this item -> deal 1 damage to an opposing unit combatant."
You're not going to be fighting against units with your Avatar much, so this card is pretty optional (except for the extra defense while the opposing avatar attacks you). I just like this card a lot.
Ring of Celestial Harmony (4R135) "At the start of your turn (before you gain power), if you have any unspent power, put a token on this item. Destroy this item -> gain 1 power for each token on this item."
Once again optional, but I like to have a lot of power and this only cost 1 power to play. Later on there are scenarios that have quests that give you 3 power at the start of your opponent's phase (which means as long as you don't use tactics, you'll put a token on this card).
4x Silverwing Cloak (4C138)
This card depends on the situation. I have 4 so I can increase the chance of pulling it early. In some cases, the computer can pull cards out of his discard pile to play against you at no cost. This makes sure you won't have to worry about that. Plus you can carry less cards and not worry about running out.
4x Wayfarer's Bread (4F26) "Play this item exerted. Exert and destroy this item -> Heal 2 damage on your avatar or one of your units."
Heal avatar = good. In a lot of cases there's not a lot of chances to heal your avatar (and depending on your draw, you may encounter serious damage before you are able to stop it).
Barkleather Cap (5C139) "Exert this item and discar a card -> You get +3 total defense."
Invaluable against avatars that attack you a lot. Couple it with the Silverwing Cloak and you won't have to worry too much about discarding a card.
Shimmering Topaz Crystal (5F29)
Possibly my favorite card, especially if I can get it out early. Never worry about power again! =)
Sarnak Staff of Glyphs (6R145) "All quests get +2 level"
Very handy for keeping the computer from finishing quests. Plus it has +2 attack in case you need the extra attack.
To be continued ....
Code:
Avatar - Custom Dwarf Fighter (Special: Pay 1 power and ready one unit)
Here I go for defense since I won't be questing. I have 1 attack and 3 defense. The special comes in handy in certain scenarios or if I'm using a special card to heal or damage (see units).
Quests:
Level 2 - Fire Beetle Eyes (5F35)
This is the most important one, and the one you'll spend most time defending. In most scenarios, the computer will stay away from this quest if there's a protector there (unless he has a level 3 or higher ability, in which case he'll go after this quest unless there's at least 2 or more protectors here). Usually the computer will go for the other quest until the level 6 quest, then he usually tries to finish this quest regardless of the number of protectors.
Level 4 - Recovering Ivan's Remains (1U232) "When a player completes this quest, he destorys all units at this quest"
You shouldn't get to this one at all, but just in case, finishing off the quest will kill off all of the opposing units for you.
Level 5 - Vengeful Musicians (1U236) "When this quest is played, each player deals 1 damage to one of his own units."
Once again, not anything I would expect to get to. I use this one because I use it in my "No Units" decks where I need all the damage to the opposing units that I can get.
Level 6 - Cleansing the Corrupted (5F31)
I make special note of this card because it's tremendously helpful in "No Units" decks. All items and abilities go into the computer's hand. If it comes out at the right time, the computer will have to discard some of his cards.
Abilities:
4x Disable (1U242) "When you play this ability destroy an opposing ability"
A must have ability. You won't be questing with this deck, but you need to be able to destroy and special abilities on the computer (One example is an ability that destroys an item of yours when the opposing avatar becomes exerted -- get that one destroyed otherwise you may lose any defense of special items you have).
(OPTIONAL) 2x Blessed Aid (1C11) "When you play this ability you may search your deck for an item card and take it into your hand."
I have 2 of these just in case I haven't pulled an item card that I want. That's all it's really for in this deck.
Tactics:
4x Sunder (1U274)
EVERY DECK NEEDS THESE 4 CARDS. It's very rare that the computer does not have at least one item you'll need to destroy. In some scenarios (especially Otahbound 14), you'll never survive without these cards or a similar card.
3x Wind Walk (1C56) "You get -1 total damage and +4 defense"
Especially early on when you're still getting your cards in place, it's good to have some extra defense.
Items (one of each unless otherwise noted):
Greaves of the Pious (1U36) "Pay 2 power and exert this item -> heal 1 damage on your avatar"
Pretty self explanatory - it only cost 1 power to play and later on you should have enough power for the 2 power cost to heal yourself it need be.
Fippy's Paw (1U256) "At the start of your quest phase, gain 1 power"
I have this one just in case I need it to get to the power staff (see below)
Rage Filled Gem (1F13) "Your avatar and all your units get +1 attack and +2 damage bonus"
This is a killer card if it comes out of your deck later in the game (cost of 7 power to play). If you couple it some of the unit cards I have below than you can deal heavy amounts of damage each turn (I usually cause 9 damage to the opposing avatar while defending).
4x Bloodwine Cask (2F24) "At the start of your quest phase, put a token on this item. Exert and destory this item -> gain 1 power for each token on this item."
More power = good. I use this to get my power staff out early or to play the Rage Filled Gem.
Militia War Horse (4U133) "Whenever you exert this item for defense, deal 1 damage to an opposing unit combatant. (While fighting) Exert this item -> deal 1 damage to an opposing unit combatant."
You're not going to be fighting against units with your Avatar much, so this card is pretty optional (except for the extra defense while the opposing avatar attacks you). I just like this card a lot.
Ring of Celestial Harmony (4R135) "At the start of your turn (before you gain power), if you have any unspent power, put a token on this item. Destroy this item -> gain 1 power for each token on this item."
Once again optional, but I like to have a lot of power and this only cost 1 power to play. Later on there are scenarios that have quests that give you 3 power at the start of your opponent's phase (which means as long as you don't use tactics, you'll put a token on this card).
4x Silverwing Cloak (4C138)
This card depends on the situation. I have 4 so I can increase the chance of pulling it early. In some cases, the computer can pull cards out of his discard pile to play against you at no cost. This makes sure you won't have to worry about that. Plus you can carry less cards and not worry about running out.
4x Wayfarer's Bread (4F26) "Play this item exerted. Exert and destroy this item -> Heal 2 damage on your avatar or one of your units."
Heal avatar = good. In a lot of cases there's not a lot of chances to heal your avatar (and depending on your draw, you may encounter serious damage before you are able to stop it).
Barkleather Cap (5C139) "Exert this item and discar a card -> You get +3 total defense."
Invaluable against avatars that attack you a lot. Couple it with the Silverwing Cloak and you won't have to worry too much about discarding a card.
Shimmering Topaz Crystal (5F29)
Possibly my favorite card, especially if I can get it out early. Never worry about power again! =)
Sarnak Staff of Glyphs (6R145) "All quests get +2 level"
Very handy for keeping the computer from finishing quests. Plus it has +2 attack in case you need the extra attack.
To be continued ....