The Fords of Isen with Hobbit Decks 3 – December 31, 2019

Introduction

Sorry the playthroughs have been a bit sporadic lately. I’m hoping to get back on a regular schedule starting with the last attempt using the Unlikely Hobbit Professions fellowship!

Decklists

Hobbit Necromancers Raise the Dead

Main Deck

Hero (3)
Dáin Ironfoot (The Ghost of Framsburg)
Frodo Baggins (Conflict at the Carrock)
Merry (The Wastes of Eriador)

Ally (24)
1x Beorn (Core Set)
3x Elven Jeweler (Escape from Mount Gram)
3x Ered Nimrais Prospector (The Morgul Vale)
1x Faramir (Core Set)
3x Gandalf (Core Set)
1x Gildor Inglorion (The Hills of Emyn Muil)
1x Glorfindel (Flight of the Stormcaller)
3x Imladris Stargazer (Foundations of Stone)
1x Legolas (The Treason of Saruman)
3x Northern Tracker (Core Set)
1x Treebeard (The Antlered Crown)
3x Zigil Miner (Khazad-dûm)

Attachment (9)
3x Good Meal (The Redhorn Gate)
3x Hobbit Pipe (The Black Riders)
3x Map of Earnil (Assault on Osgiliath)

Event (17)
3x A Test of Will (Core Set)
2x Dwarven Tomb (Core Set)
3x Hidden Cache (The Morgul Vale)
3x Smoke Rings (The Black Riders)
3x Stand and Fight (Core Set)
3x The Galadhrim’s Greeting (Core Set)

3 Heroes, 50 Cards
Cards up to The Ghost of Framsburg

Sideboard

Ally (16)
1x Boromir (The Road Darkens)
1x Descendant of Thorondor (The Hills of Emyn Muil)
1x Elladan (The Mountain of Fire)
1x Elrohir (The Mountain of Fire)
3x Erebor Hammersmith (Core Set)
1x Gwaihir (Trouble in Tharbad)
1x Halbarad (The Flame of the West)
1x Mablung (The Land of Shadow)
3x Soldier of Erebor (The Ghost of Framsburg)
3x Warden of Healing (The Long Dark)

Attachment (8)
3x Expert Treasure-hunter (On the Doorstep)
2x Hobbit Pony (The Wastes of Eriador)
3x Song of Travel (The Hills of Emyn Muil)

Event (9)
3x Daeron’s Runes (Foundations of Stone)
3x Elrond’s Counsel (The Watcher in the Water)
3x Will of the West (Core Set)

Player Side Quest (1)
1x Double Back (Escape from Mount Gram)

Decklist built and published on RingsDB.

Ranger Hobbits Lay Traps

Main Deck

Hero (3)
Bilbo Baggins (The Hunt for Gollum)
Pippin (The Black Riders)
Sam Gamgee (The Black Riders)

Ally (17)
2x Anborn (The Blood of Gondor)
3x Bill the Pony (The Black Riders)
2x Galadriel (The Road Darkens)
3x Gandalf (Core Set)
2x Gimli (The Treason of Saruman)
2x Ithilien Archer (Encounter at Amon Dîn)
3x Ithilien Tracker (Heirs of Númenor)

Attachment (24)
3x A Burning Brand (Conflict at the Carrock)
3x Fast Hitch (The Dead Marshes)
3x Forest Snare (Core Set)
3x Hobbit Cloak (The Black Riders)
3x Ithilien Pit (Encounter at Amon Dîn)
3x Ranger Bow (Assault on Osgiliath)
3x Ranger Spikes (Heirs of Númenor)
3x Steward of Gondor (Core Set)

Event (9)
3x Legacy of Númenor (The Voice of Isengard)
3x Sneak Attack (Core Set)
3x Take No Notice (The Black Riders)

3 Heroes, 50 Cards
Cards up to The Treason of Saruman

Sideboard

Ally (12)
3x Haldir of Lórien (A Journey to Rhosgobel)
1x Ithilien Archer (Encounter at Amon Dîn)
3x Master of the Forge (Shadow and Flame)
3x Quickbeam (The Treason of Saruman)
2x Son of Arnor (Core Set)

Attachment (3)
3x Protector of Lórien (Core Set)

Event (11)
3x Daeron’s Runes (Foundations of Stone)
3x Peace, and Thought (Shadow and Flame)
3x Second Breakfast (Conflict at the Carrock)
2x Secret Paths (Core Set)

Decklist built and published on RingsDB.

Play by Play

HN = Hobbit Necromancers HR = Hobbit Rangers (1st player)

HN starting hand: LegolasImladris StargazerZigil MinerDwarven Tomb x2, Smoke Rings

HR starting hand: AnbornHobbit Cloak x2, Steward of GondorA Burning BrandIthilien Pit

Turn 1: HN draws Hobbit Pipe and Good Meal. HR draws Ithilien Archer. HN plays pipe and meal on Frodo. Zigil Miner played and exhausted naming 2 and Merry. Elven Jeweler and The Galadhrim’s Greeting milled for 1 resource. Imladris Stargazer played and exhausted. HR plays Hobbit Cloak and Burning Brand on Bilbo.

Pippin, Sam, and Merry quest for 7. After staging, Dunland Prowlers x3, The Islet, Dunland Berserker, and Fords of Isen are in the staging are for 12 threat. Both decks gain 5 threat. HN threat is 29, and HR threat is 28.

Travel to The Islet. HN optionally engages Beresker. HR optionally engages prowler.

Dain defends against the berserker, no shadow, mills Hidden cache for 1 defense and 2 resources, and takes no damage. Bilbo defends against the prowler, discards the Shadow, and takes no damage. Refresh, HN threat is 30, HR threat is 29, and time counters down to 4.

Turn 2: HR draws Ranger Spikes and Ithilien Tracker. HN draws Stand and Fight and berserker attacks. Frodo defends, shadow adds 1 attack, and threat raises to 31. HR plays Ranger Spikes. Exhaust Imladris Stargazer and only ally revealed another Imladris Stargazer.

I scoop as it is becoming apparent both decks require too much time and set up to for this quest.

Dunedain Hunter

  • Player Card Categories
    • Encounter Control
    • Enters Play
    • Engagement Control

A great way to kick start the Dunedain engagement bonuses.

Background

Dunedain Hunter is one of the Rangers of the North with the Dunedain and Ranger traits. The Rangers of the North are the descended from the people of Gondor’s sister kingdom, Arnor. Arnor split into three smaller kingdoms, Cardolan, Arthedain, and Rhudar. The people of these successor kingdoms dwindled after wars with Angmar and a plague until only scattered settlements and wandering bands remained.

There are not many Dunedain in the LOTR books besides Aragorn. Halbarad is the only other named one that in The Passing of the Grey Company arrives with 30 of his kinsmen to support Aragorn. Dunedain Hunters gives the game another way to represent members of the Grey Company.

Card Theme

The card’s mechanism here to get a free ally for engaging an enemy is pretty reflective of the Rangers during the Watchful Peace. During that time they fought many minor battles with orcs and goblins to keep the lands of Eriador safe. This to the people of Bree it just appeared that the Rangers were just wandering East and South telling tales of older times. In reality they were going where there was trouble. Also it fits with how Aragorn comes to join Frodo, Sam, Merry, and Pippin in Bree. He only shows up when the enemies are near joins them to guide and protect them on their journey to Rivendell.

Card Synergies and Interactions

Engagement Bonus Dunedain

These are the cards Dunedain Hunter was designed to facilitate. Dunedain Hunter’s cost of putting an enemy into pay transforms into an immediate benefit with these cards in play. Amarthuil can immediately gain his Tactics sphere during planning and be halfway to generating an additional resource a turn. Halbarad can quest without exhausting. Any Dunedain or Noldor hero with Star Brooch, Warden of Annuminas, Fornost Bowman, and Guardian of Arnor all get a stat boost. Sarn Ford Sentry, Heir of Valandil, and Descendants of Kings provide more utility centered abilities for that enemy engagement with card draw, cost reduction, and readying.

Vengeance of Mordor also gave the Dunedain engagement bonus archetype a couple of other allies. These it is more a restriction but one could argue the bonus for engaging an enemy is a cost reduction. Normally allies with 2 willpower in Spirit and 2 attack in Tactics cost at least 2 resources. These only cost 1 which is helpful considering Dunedain are spread out among the 4 spheres. Dunedian Hunter helps makes these playable on the first turn.

Mablung Hero

Mablung hero also can be considered an engagement bonus effect. Dunedain Hunter is one of the few ways to trigger his resource acceleration twice in a turn since it is limit once per phase.

Hobbits Engage an Enemy with Higher Engagement than a Player’s Threat

Similar to Duendain, Hobbits can get bonuses for engaging enemies although there is another condition to it. They have to engage an enemy with higher engagement cost than their threat to get the bonus. Still it can be worthwhile to search the 5 encounter cards for the right enemy to engage. Also getting the bonus during planning is advantageous when playing Tom Cotton, Odo Proudfoot, and/or Raise the Shire. This can ensure that the first Hobbit ally doesn’t need a resource match and Odo or Raise the Shire can find one to play in a subsequent round. Raise the Shire during planning also opens up finding a questing ally for the round like Bywater Shirriff that will also get additional willpower for having the enemy around.

Traps

Normally the downside to Forest Snare is a player has to defend an attack from the enemy first. Dunedain Hunter provides another way besides Son or Arnor to attach it to an enemy without defending first. It’s truly an advantage since Dunedain Hunter is putting an additional encounter card into play than normally would be. This really equates to a cost reduction for Dunedain Hunter. Dunedain Hunter most likely would be 4 resource cost considering he has the exact same stats as Legolas ally. Legolas is also unique but he has an amazing ability that the Hunter doesn’t so it still balances out. The cost reduction can be even more with Damrod hero since the first trap played each turn costs 1 less and a player will draw a new card for attaching a trap.

The trap that is best played with the hunter is Followed. Followed can reduce staging area threat by the threat of the attached enemy but player’s are at the mercy of the encounter deck revealing a high treat enemy once it is out. Unless a player waits until they see one and can maintain a low threat to choose. Dunedain Hunter can give the players more control and options for this trap since it is a choice from the top 5 of the encounter deck. Best of all it goes right to being engaged with the player avoiding any possible engagement mishaps in a multiplayer game. Outmatched can also be used in conjunction especially if the player pulls out a weak enemy (especially with surge) they want to just keep engaged turn after turn.

Attack Cancellation

Feint, Thicket of Spears, and The Wizard’s Voice are solid alternatives to deal with the enemy put into play by Dunedain Hunter. This is because if played early, an additional enemy can be too much for a deck to handle. Canceling the attack avoids the situation where the hunter might have to chump to the enemy it brought in. It also lets the player bring that 3 attack to bear and hopefully get rid of that enemy right away.

Quest Specific

One of the best things about Dunedain Hunter’s cost is that it puts the enemy into play. This doesn’t reveal the enemy which means When Revealed effects and Surge do not trigger. In quests with many weaker surging enemies like The Seventh Level it can be very handy to pull out one. Many of the Angmar Awakened quests feature the Cursed Dead that when revealed return all Cursed Dead from the encounter discard pile to play.

The risk of the hunter’s cost, however, is twofold.

  1. Not finding an enemy
  2. Finding a very strong enemy

The first one can be mitigated by looking at the enemy breakdown in a quest. A couple notable quests that are light on enemies are Hills of Emyn Muil and We Must Away ‘Ere Break of Day. Hills of Emyn Muil was the game’s early location focused quest. We Must Away ‘Ere Break of Day is Thorin’s Company fight with 3 Trolls and there are only a couple weak crow enemies to detract from that fight.

The other possibility can find examples through each cycle. Shadows of Mirkwood has Hill Trolls, Marsh Adder, Hummerhorns, Chieftain Ufthak, and Attercop that players would rather not see if at all possible. Darrowdelf has very tough Cave Trolls. Heirs of Numenor has Umbar Assassins and Zealous Traitors that can wreak board states with direct damage. Dream-Chaser has Ship enemies with Boarding that puts more enemies into play engaged. Haradrim had various Southron enemies that either remove progress or negative effects when engaged. Ered Mithren brought back high attack tough trolls not to mention dangerous werewolves. Vengeance of Mordor putting an enemy in play often just gives the treachery attachments targets to be buffed.

Ring Rating

Card Talk uses the highly scientific yet arbitrary scale of 1 ring for the card to rule them all to 10 to be cast back into the fiery chasm from whence it came.

I rate Dunedain Hunter at 8. It is a gamble to play. Sometimes it is less of a gamble if the enemies in the quest are not that tough, or if played later in the game. When defense is well established, getting a zero cost ally with 3 attack is nice and powerful. Typically I want to play him early and get the Dunedain bonuses rolling. The trouble is that Dunedain lack a strong early defender. Amarthuil, Halbarad, or even Lore Aragorn can get there with Dunedain Warnings, Ancestral Armor, or Blood of Nuemenor. It is much more manageable with a good early defender like Beregond or traps that can negate whatever enemy that comes out. Even attack cancellation can be enough to get rid of the enemy and the player enjoy the 3 attack going forward.

All of these considerations on how and when best to play the hunter is why it is so low. It is not a simple card to play needs at least some support if a player wants to use it early. If used mid to late game when a player is stabilized, it can easily become win more or too much and push a game towards a loss. Then it has to compete with Fornost Bowman. Fornost Bowman’s attack can become much higher than Dunedain Hunter’s 3. The bowman also has ranged making it a very good multiplayer ally. Hunter works better solo since getting and keeping 2 enemies engaged can be tough outside a Trap deck, but an extra enemy early in true solo is also difficult to manage. I like what the card can do for the Dunedain archetype. It is difficult to play at the right time and use well.

  • Dave – 7
  • Grant – TBR
  • Ted – 4
  • Matt – 8
  • Average – 6.33

External Links

Sample Decks

Legolas Shoots Locations by kattattack22

Mono Tactics deck for Heirs of Numenor and Against the Shadow cycle. I tweaked the deck as I played through the cycle and through the various iterations it beat every quest. It definitely settled into a final form by Encounter at Amon Din.

Legolas Shoots Locations aka Mono Tactics v4

Main Deck

Hero (3)
Beregond (Heirs of Númenor)
Éowyn (The Flame of the West)
Legolas (Core Set)

Ally (24)
2x Beechbone (The Battle of Carn Dûm)
2x Bofur (Over Hill and Under Hill)
3x Defender of Rammas (Heirs of Númenor)
3x Derndingle Warrior (Escape from Mount Gram)
3x Dúnedain Hunter (The Lost Realm)
3x Eagles of the Misty Mountains (Return to Mirkwood)
2x Gandalf (Core Set)
3x Honour Guard (The Wastes of Eriador)
3x Knights of the Swan (The Steward’s Fear)

Attachment (17)
2x Arod (The Treason of Saruman)
3x Dagger of Westernesse (The Black Riders)
3x Favor of the Valar (The Battle of Carn Dûm)
3x Gondorian Shield (The Steward’s Fear)
3x Rivendell Blade (Road to Rivendell)
3x Secret Vigil (The Lost Realm)

Event (9)
3x Feint (Core Set)
3x Foe-hammer (Over Hill and Under Hill)
3x Hands Upon the Bow (Shadow and Flame)

3 Heroes, 50 Cards
Cards up to The Flame of the West

Sideboard

Hero (1)
Aragorn (The Lost Realm)

Ally (10)
1x Gandalf (Core Set)
3x Grimbold (The Flame of the West)
3x Legolas (The Treason of Saruman)
3x Vassal of the Windlord (The Dead Marshes)

Attachment (5)
3x Dwarven Axe (Core Set)
2x Horn of Gondor (Core Set)

Event (9)
3x Sterner than Steel (The Flame of the West)
3x The Eagles Are Coming! (The Hunt for Gollum)
3x Thicket of Spears (Core Set)

Decklist built and published on RingsDB.

Massing at Osgiliath with 3 Unlikely Heroes – September 10, 2022

Introduction

I’ve been really disappointed that the Angmar Awakened campaign isn’t available as Print and Play yet. I’ve had some ideas about trying some more minimum purchase decks for it, but really I just want to get started on the campaign. I saw there were points you can switch without a threat penalty. I think that opens it up for me even with minimum purchase restriction in place. I’ll also try Easy Mode when I start since the minimum purchase card pool is lacking defense so much. I could also have started another core campaign to earn some boons that might help make things easier with such a restrictive card pool. I really wasn’t up for replaying it right now especially since the campaign has been out for almost a month and no sign of the PnP files. I’m pretty much resigned that it may be awhile before I can get some good card scans to print the campaign cards myself.

Good news is I still have all the Print on Demand scenarios and Nightmare I haven’t played solo yet. I decided it was better to switch and get away from being bummed about Angmar Awakened. To make it more exciting for me, I put in Tactics Bilbo because I like him a lot. Then Spirit Legolas since I haven’t played him at all and his built in readying ability will be good for this scenario. I also on Vision of the Palanitr that shadow cancelation is big and immediately thought of Erkenbrand. Originally I was going to double down on this with The One Ring and Inner Strength. By the time I got around to playing the deck, I forgot I had them in there. I had to make a sideboard change mid game when I realized my setup mistake.

Decklist

Main Deck

Hero (3)
Bilbo Baggins (Mount Gundabad)
Erkenbrand (The Antlered Crown)
Legolas (The Sands of Harad)

Contract (0)
1x Forth, The Three Hunters! (The City of Ulfast)

Attachment (37)
1x Ancestral Armor (Roam Across Rhovanion)
3x Armored Destrier (Temple of the Deceived)
2x Blade of Gondolin (Core Set)
2x Celebrían’s Stone (Core Set)
3x Dagger of Westernesse (The Black Riders)
3x Golden Belt (Challenge of the Wainriders)
3x Gondorian Shield (The Steward’s Fear)
2x Hauberk of Mail (The Wilds of Rhovanion)
3x Hobbit Pony (The Wastes of Eriador)
1x Magic Ring (The Crossings of Poros)
2x Mirkwood Long-knife (The Sands of Harad)
3x Raiment of War (The Thing in the Depths)
3x Round Shield (Mount Gundabad)
2x Silver Circlet (Wrath and Ruin)
2x Silver Harp (The Treachery of Rhudaur)
2x Unexpected Courage (Core Set)

Event (13)
3x Elven-light (The Dread Realm)
3x Feint (Core Set)
3x Hands Upon the Bow (Shadow and Flame)
1x Hasty Stroke (Core Set)
3x Sterner than Steel (The Flame of the West)

3 Heroes, 50 Cards
Cards up to Challenge of the Wainriders

Sideboard

Attachment (2)
1x Inner Strength (Wrath and Ruin)
1x The One Ring (A Shadow in the East)

Event (2)
2x Hasty Stroke (Core Set)

Deck built on RingsDB.

Play by Play

Starting Hand

  • Hobbit Pony
  • Armored Destrier
  • Mirkwood Long-knife
  • Dagger of Westernesse
  • Feint
  • Hands Upon the Bow

Setup

  • Witch King set aside
  • 3 Snaga Scouts added to the staging area
  • Threat – 28

Turn 1

1.3 Draw

  • Raiment of War

1.3 Action(s)

  • none

2.2 Planning

  • Dagger of Westernesse and Hobbit Pony attached to Bilbo
  • Armored Destrier on Erkenbrand
  • Mirkwood Long-knife on Legolas

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • None. I’ve played this quest before multiplayer and getting enemies cleared out early makes a big difference for later turns.
  • Total Quest Power = 0

3.2 Action(s)

  • none

3.3 Staging

  • Cut Off
  • Threat – 29
  • I don’t have any ally cards to discard.
  • Total Staging Area Threat = 3

3.3 Action(s)

  • none

3.4 Quest Resolution

  • Threat – 32

3.4 Action(s)

  • none

4.2 Travel

  • none

4.2 Action(s)

  • none

5.2 Optional Engagement

  • none

5.2 Action(s)

  • none

5.3 Engagement

  • Snaga Scouts x3

5.3 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Snaga Scout 1

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Erkenbrand
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – Deal 2 damage to defender (Wolves from Mordor) canceled with Erkenbrand’s ability (1 / 4)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • 6.4.3 Action(s)
    • none
  • Ready with Armored Destrier and discard shadow from Snaga Scout 2

6.4b Enemy – Snaga Scout 2

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – none
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – N/A
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 1 assigned to Bilbo (1 / 2)
  • 6.4.3 Action(s)
    • none

6.4b Enemy – Snaga Scout 3

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – none
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – Deal 2 damage to attacking enemy (2 / 2) and exhaust Bilbo to gain control of Ranger of Ithilien (Ranger of Ithilien)
  • Snaga Scout 3 destroyed.

6.7 Player Attacks

6.8b Target – Sanga Scout 1

  • 6.8b Attackers
    • Legolas
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 4
  • 6.8.3 Damage Dealt – 4 (4 / 2)
  • 6.8.3 Action(s)
    • none
  • Target destroyed.

6.8b Target – Sanga Scout 2

  • 6.8b Attackers
    • Erkenbrand
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 2
  • 6.8.3 Damage Dealt – 2 (2 / 2)
  • 6.8.3 Action(s)
    • none
  • Target destroyed.

7 Refresh

  • 7.3 Threat – 3
  • 7.4 Action(s)
    • none
  • That was a pretty awesome turn 1!

Turn 2

1.3 Draw

  • Hauberk of Mail

1.3 Action(s)

  • none

2.2 Planning

  • Raiment of War and Hauberk of Mail on Erkenbrand. Darn, no restricted attachment for Legolas, but Erkenbrand is now set up.

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Ranger of Ithilien
  • Total Quest Power =2

3.2 Action(s)

  • none

3.3 Staging

  • Uruk Vanguard
  • Total Staging Area Threat = 2

3.3 Action(s)

  • Bilbo quests thanks to Hobbit Pony targeting Uruk Vanguard
  • Quest power = 5

3.4 Quest Resolution

  • +3 quest progress
  • +1 damage to Uruk Vanguard (1 / 8)

3.4 Action(s)

  • none

4.2 Travel

  • none

4.2 Action(s)

  • none

5.2 Optional Engagement

  • None, I could but I’m one damage short of being able to kill the Vanguard. I have Feint and Hands Upon the Bow if another enemy comes out next round. I can leave him up there and most likely kill him next round.

5.2 Action(s)

  • none

5.3 Engagement

  • none

5.3 Action(s)

  • none

7 Refresh

  • 7.3 Threat – 34
  • 7.4 Action(s)
    • none

Turn 3

1.3 Draw

  • Feint 2, Not what I wanted at all.

1.3 Action(s)

  • none

2.2 Planning

  • None

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Ranger of Ithilien
  • Total Quest Power = 2

3.2 Action(s)

  • none

3.3 Staging

  • Captured Watchtower
  • Total Staging Area Threat = 3

3.3 Action(s)

  • Bilbo rides in with 3 willpower on his Hobbit Pony
  • Quest power = 5

3.4 Quest Resolution

  • +2 quest progress (5 / 7)
  • +1 damage Uruk Vanguard (2 / 8)

3.4 Action(s)

  • none

4.2 Travel

  • None, I can’t because the quest prevents me from going to West Bank locations like the Captured Watchtower.

4.2 Action(s)

  • none

5.2 Optional Engagement

  • Uruk Vanguard

5.2 Action(s)

  • none

5.3 Engagement

  • none

5.3 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Uruk Vanguard

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Erkenbrand
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – Remove defender from combat (Captured Watchtower) canceled with Erkenbrand’s ability (2 / 7).
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • 6.4.3 Action(s)
    • none
  • Armored Destrier readies Erkenbrand.

6.7 Player Attacks

6.8b Target – Uruk Vanguard

  • 6.8b Attackers
    • Erkenbrand
    • Legolas
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 7
  • 6.8.3 Damage Dealt – 6 (8 / 8)
  • 6.8.3 Action(s)
    • none
  • Target destroyed.

7 Refresh

  • 7.3 Threat – 34
  • 7.4 Action(s)
    • none

Turn 4

1.3 Draw

  • Unexpected Courage, Still not a restricted attachment but it will help me quest better.

1.3 Action(s)

  • none

2.2 Planning

  • Unexpected Courage on Legolas

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Ranger of Ithilien
  • Legolas
  • Total Quest Power = 4

3.2 Action(s)

  • Ready Legolas with Unexpected Courage. I think at this point in the game it’s better to have characters unexhausted.

3.3 Staging

  • Wainrider Captain
  • Snaga Scout returned to the staging area.
  • Total Staging Area Threat = 5

3.3 Action(s)

  • +4 willpower from Bilbo and his Hobbit Pony targeting Wainrider Captain.

3.4 Quest Resolution

  • +3 quest progress (8 / 7)
  • +1 Wainrider Captain damage (1 / 4)
  • Advance to Stage 2

3.4 Action(s)

  • none

4.2 Travel

  • None

4.2 Action(s)

  • none

5.2 Optional Engagement

  • Wainrider Captain

5.2 Action(s)

  • none

5.3 Engagement

  • Snaga Scout

5.3 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Wainrider Captain

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Erkenbrand
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – +3 attack (Cut Off)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 1 (3 / 7)
  • 6.4.3 Action(s)
    • none
  • Ready with Armored Destrier and discard Snaga Scout’s shadow

6.4b Enemy – Snaga Scout

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – none
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – N/A
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 1 assigned to Legolas (1 / 4)
  • 6.4.3 Action(s)
    • none

6.7 Player Attacks

6.8b Target – Wainrider Captain

  • 6.8b Attackers
    • Erkenbrand
    • Legolas
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 7
  • 6.8.3 Damage Dealt – 4 (5 / 4)
  • 6.8.3 Action(s)
    • none
  • Target destroyed.

7 Refresh

  • 7.3 Threat – 35
  • 7.4 Action(s)
    • none

Turn 5

1.3 Draw

  • Feint 3, Wow, I really didn’t expect to draw so many cards that aren’t restricted. I just checked my decklist about how many restricted cards I have and realized I had The One Ring and should have had that in play. To keep going without impacting the game state I took out The One Ring and Inner Strength and sideboarded in a Hasty Stroke.

1.3 Action(s)

  • none

2.2 Planning

  • None

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Legolas
  • Ranger of Ithilien
  • Total Quest Power = 4

3.2 Action(s)

  • Ready Legolas with Unexpected Courage.

3.3 Staging

  • Snaga Scout 2
  • Total Staging Area Threat = 2

3.3 Action(s)

  • +2 Willpower from Bilbo on his Hobbit Pony targeting Snaga Scout

3.4 Quest Resolution

  • +4 quest progress (4 / 5)
  • 1 damage to Snaga Scout 2 (1 / 2)

3.4 Action(s)

  • none

4.2 Travel

  • none

4.2 Action(s)

  • none

5.2 Optional Engagement

  • none

5.2 Action(s)

  • none

5.3 Engagement

  • Snaga Scout

5.3 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Snaga Scout 1

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Erkenbrand
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – no effect because not undefended (Wainrider Captain)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • 6.4.3 Action(s)
    • none
  • Ready Erkenbrand with Armored Destrier and discard Snaga Scout 2’s shadow

6.4b Enemy – Snaga Scout 2

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Erkenbrand
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – N/A
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • 6.4.3 Action(s)
    • none

6.7 Player Attacks

6.8b Target – Snaga Scout 1

  • 6.8b Attackers
    • Legolas
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 4
  • 6.8.3 Damage Dealt – 4 (4 / 2)
  • 6.8.3 Action(s)
    • none
  • Target destroyed.

7 Refresh

  • 7.3 Threat – 36
  • 7.4 Action(s)
    • none

Turn 6

1.3 Draw

  • Magic Ring, Helpful, but still not 1 of the 24 restricted attachments left in my deck.

1.3 Action(s)

  • none

2.2 Planning

  • Magic Ring on Erkenbrand.

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Ranger of Ithilien
  • Legolas
  • Total Quest Power = 4

3.2 Action(s)

  • Ready Legolas with Unexpected Courage.

3.3 Staging

  • Wainriders
  • Total Staging Area Threat = 3

3.3 Action(s)

  • +3 willpower from Bilbo targeting Wainriders

3.4 Quest Resolution

  • +4 quest progress (8 / 5)
  • 1 damage to Wainriders (1 / 4)
  • Advance to Stage 3. I guess I should have read the quest cards. Good thing I have a Ranger of Ithilien to discard next round.

3.4 Action(s)

  • none

4.2 Travel

  • None

4.2 Action(s)

  • none

5.2 Optional Engagement

  • None

5.2 Action(s)

  • None

5.3 Engagement

  • Wainriders

5.3 Action(s)

  • None

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Snaga Scout

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Erkenbrand
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – +1 attack (Uruk Vanguard)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • 6.4.3 Action(s)
    • none
  • Ready with Armored Destrier and discard Wainriders’ shadow.

6.4b Enemy – Wainriders

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Erkenbrand
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – N/A
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • 6.4.3 Action(s)
    • none

6.7 Player Attacks

6.8b Target – Wainriders

  • 6.8b Attackers
    • Legolas
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 4
  • 6.8.3 Damage Dealt – 3 (4 / 4)
  • 6.8.3 Action(s)
    • Ready Erkenbrand with Magic Ring
    • Threat – 37
  • Target destroyed.

6.8b Target – Snaga Scout

  • 6.8b Attackers
    • Erkenbrand
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 3
  • 6.8.3 Damage Dealt – 3 (4 /2)
  • 6.8.3 Action(s)
    • none
  • Target destroyed.

7 Refresh

  • 7.3 Threat – 38
  • 7.4 Action(s)
    • none

Turn 7

1.3 Draw

  • Round Shield, At last!

1.3 Action(s)

  • none

2.2 Planning

  • Round Shield on Legolas

3.1 Quest Phase

  • Ranger of Ithilien discarded 3.1 Action(s)
  • none

3.2 Committed Characters vs Main Quest

  • Erkenbrand
  • Legolas and discard Feint to ready Erkenbrand
  • Total Quest Power = 3

3.2 Action(s)

  • Ready Legolas with Unexpected Courage.

3.3 Staging

  • Massing at Osgiliath
  • Ranger of Ithilien
    • Exhausted and committed to the quest
    • Quest power = 5
  • Ruins of Osgiliath
  • Threat – 39
  • Total Staging Area Threat = 2

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +1 quest progress (1 / 1)
  • Advance to Stage 4
  • Witch-King added to the staging area.

3.4 Action(s)

  • none

4.2 Travel

  • Captured Watchtower

4.2 Action(s)

  • none

5.2 Optional Engagement

  • None

5.2 Action(s)

  • none

5.3 Engagement

  • None

5.3 Action(s)

  • None

7 Refresh

  • 7.3 Threat – 40
  • 7.4 Action(s)
    • none
  • Flip the contract.

Turn 8

1.3 Draw

  • Armored Destier 2

1.3 Action(s)

  • none

2.2 Planning

  • None

3.1 Quest Phase 3.1 Action(s)

  • Heal 1 damage on the heroes with the contract.

3.2 Committed Characters vs Main Quest

  • Bilbo targeting the Witch-king
  • Erkenbrand
  • Legolas discarding Armored Destrier to ready Erkenbrand
  • Ranger of Ithilien
  • Total Quest Power = 12

3.2 Action(s)

  • none

3.3 Staging

  • Emyn Arnen Overlook
  • Total Staging Area Threat = 12

3.3 Action(s)

  • none

3.4 Quest Resolution

  • No threat gained but no progress.

3.4 Action(s)

  • none

4.2 Travel

  • Emyn Arnen Overlook

4.2 Action(s)

  • none

5.2 Optional Engagement

  • None

5.2 Action(s)

  • None

5.3 Engagement

  • The Witch-king

5.3 Action(s)

  • None

6 Combat Phase

6.2 Action(s)

  • Feint, This way I won’t need to spend 3 threat to keep engaged and I might be able to get Captured Watchtower explored.

6.7 Player Attacks

6.8b Target – The Witch-king

  • 6.8b Attackers
    • Erkenbrand
    • Legolas
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 7
  • 6.8.3 Damage Dealt – 1 (2 / 11)
  • 6.8.3 Action(s)
    • none

7 Refresh

  • 7.3 Threat – 41
  • 7.4 Action(s)
    • none

Turn 9

1.3 Draw

  • Elven-light

1.3 Action(s)

  • none

2.2 Planning

  • None

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Erkenbrand
  • Legolas discarding Elven-light to ready Erkenbrand
  • Ranger of Ithilien
  • Total Quest Power = 10

3.2 Action(s)

  • Ready Legolas with Unexpected Courage
  • Elven-light draws Elven-light 2

3.3 Staging

  • Morgulduin
  • Total Staging Area Threat = 7

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +2 Captured Watchtower progress (2 / 2) and explored it.
  • +1 quest progress (1 / 15)

3.4 Action(s)

  • none

4.2 Travel

  • None. All locations are East bank ones I can’t travel to.

4.2 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • Feint on The Witch-king
  • Heal 1 damage on Erkenbrand with the contract.

6.7 Player Attacks

6.8b Target – The Witch-king

  • 6.8b Attackers
    • Bilbo
    • Erkenbrand
    • Legolas
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 9
  • 6.8.3 Damage Dealt – 3 (5 / 11)
  • 6.8.3 Action(s)
    • none

7 Refresh

  • 7.3 Threat – 42
  • 7.4 Action(s)
    • none

Turn 10

1.3 Draw

  • Mirkwood Long-knife

1.3 Action(s)

  • none

2.2 Planning

  • Mirkwood Long-knife on Legolas

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Erkenbrand
  • Legolas discarding Elven-light to ready Erkenbrand
  • Total Quest Power = 10

3.2 Action(s)

  • Ready with Unexpected Courage
  • Elven-light draws Hauberk of Mail

3.3 Staging

  • Captured Watchtower
  • Total Staging Area Threat = 11

3.3 Action(s)

  • none

3.4 Quest Resolution

  • Threat – 43

3.4 Action(s)

  • none

4.2 Travel

  • Captured Watchtower

4.2 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – The Witch-king

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Erkenbrand
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Ruins of Osgiliath)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 1 (2 / 7)
  • 6.4.3 Action(s)
    • Heal 1 damage with the contract (1 / 7)

6.7 Player Attacks

6.8b Target – The Witch-king

  • 6.8b Attackers
    • Bilbo
    • Erkenbrand
    • Legolas
    • Ranger of Ithilien
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 12
  • 6.8.3 Damage Dealt – 6 (11 / 11)
  • 6.8.3 Action(s)
    • none
  • Target destroyed.

7 Refresh

  • 7.3 Threat – 46
  • 7.4 Action(s)
    • none

Turn 11

1.3 Draw

  • Steerner than Steel

1.3 Action(s)

  • none

2.2 Planning

  • None

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Erkenbrand
  • Legolas discarding Elven-light to ready Erkenbrand
  • Ranger of Ithilien
  • Total Quest Power = 12

3.2 Action(s)

  • Ready Legolas with Unexpected Courage
  • Elven-light draws Raiment of War

3.3 Staging

  • Dark Pursuit just surges.
  • Wolves from Mordor
  • Threat – 48
  • Wainriders
  • Total Staging Area Threat = 10

3.3 Action(s)

  • Bibo target Wainriders for +5 willpower

3.4 Quest Resolution

  • +2 Captured Watchtower progress (2 / 2) and explore it.
  • +5 quest progress (6 / 15)
  • 1 damage to Wainriders (1 / 4)

3.4 Action(s)

  • none

4.2 Travel

  • None

4.2 Action(s)

  • none

5.2 Optional Engagement

  • None

5.2 Action(s)

  • None

5.3 Engagement

  • Wainriders
  • Wolves from Mordor

5.3 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Wainriders

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Erkenbrand
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Massing at Osgiliath)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • 6.4.3 Action(s)
    • none
  • Ready with Armored Destrier and discard Wolves’ shadow.

6.4b Enemy – Wolves from Mordor

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Erkenbrand
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – N/A
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • 6.4.3 Action(s)
    • none

6.7 Player Attacks

6.8b Target – Wainriders

  • 6.8b Attackers
    • Legolas
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 5
  • 6.8.3 Damage Dealt – 4 (5 / 4)
  • 6.8.3 Action(s)
    • none
  • Target destroyed.

7 Refresh

  • 7.3 Threat – 49 Ok, if I get any doomed or Scout enemies next staging I’m done for.
  • 7.4 Action(s)
    • none

Turn 12

1.3 Draw

  • Unexpected Courage Not the Spirit card I hoped for.

1.3 Action(s)

  • none

2.2 Planning

  • None

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Erkenbrand
  • Legolas discarding Elven-light to ready Erkenbrand
  • Ranger of Ithilien
  • Total Quest Power = 12

3.2 Action(s)

  • Elven-light draws Hobbit Pony
  • Ready Legolas with Unexpected Courage.

3.3 Staging

  • Cut off
  • Threat – 50

Postmortem

That was so close! I wonder what would have happened if I had played my deck as originally designed with The One Ring. Erkenbrand got set up easily so I can probably just tweak this to use Strength and Courage instead. Although Legolas was my main source of questing power. Bilbo was nice especially when The Witch-king was in staging but the -3 willpower otherwise hurt so much. Arod would have been really helpful near the end when all the East Bank locations showed up.Feint was nice near the end but not so good early on. I might just drop them down to 2. Tactics Legolas I’m sure would be better in this quest with all the attacking and then I could run things like War Axe to kill The Witch-king right away. It was interesting to try the Spirit Legolas though. He also made it so Erkenbrand could quest. With it being such a close game, I might just make some minor tweaks and try it again with the same line up.

Halbarad (Hero)

  • Cycle
    • Angmar Awakened
  • Set
    • The Lost Realm

“2 against 1, eh? It’s almost a fair fight for you but you really should have brought at least one more to make it even.” – Halbarad probably

Background

Halbarad received a message to join his Chieftain Aragorn in Rohan. He and 30 other Dunedain rode south. Later joined by Elrohir and Elladan, they met Aragorn and accompanied him through the Paths of the Dead. Once Aragorn summoned the dead, they rode for Pelargir fighting off the Corsairs they found there. Halbarad took command of one the Corsair ships and sailed for The Battle of Pelennor Fields. He fought in the battle but died in the fighting.

Card Theme

Halbarad like many of the Dunedain heroes has balanced stats with 2 willpower, 2 attack, and 2 defense. This fits with the Dunedain considering their small population having to be self-sufficient and ready to defend their people. The Dunedain in the game generally gain bonuses for having an enemy engaged. This makes sense with their severely depleted population and many enemies around that they would have to rise to each challenge. His ability to quest without exhausting while engaged with an enemy represents this. His ability to optionally engaged 2 enemies is more representative of the Dunedain’s actions during the Watchful Peace. During that time they fought many minor battles with orcs and goblins to keep the lands of Eriador safe.

Card Synergies and Interactions

Stat Boosts

Halbarad’s built in action advantage and balanced if mediocre stats make him a prime target for stat boosts. In sphere and in theme are the Dunedain signal attachments from the first cycle.

While the bonus is only +1, the ability to move to other heroes shouldn’t be discounted. Especially for Dunedain Warning’s defense boost that can help another hero defend for a turn. Dunedain Quest’s willpower is a bit expensive especially when the Core Set gave players Celebrian’s Stone that gives +2 for the same cost. There aren’t many options for targeted willpower boosts in Leadership although the global boosts from Leadership Faramir ally of Aragorn with Sword That Was Broken are also options.

Aside from Dunedain Mark, Leadership doesn’t have many permanent attack boosts. Sword of Numenor is a very thematic one that comes with the possibility of some resource acceleration if fighting some tougher enemies. If utilizing the side quest bonus Dunedain alongside Halbarad, Legacy Blade can be a fantastic attack buff. Tactics has more possibilities with Dagger of Westernesse being the best to possibly get more than +1 attack from a single attachment.

Defense bonuses are generally better to build up on him at least when using other Dunedain. Another defender that can safely keep a 3 or 4 attack enemy engaged helps build up their bonuses. Fortunately, Leadership has some of the best defensive attachments with aforementioned Dunedian Warning, Ancestral Armor, and Armored Destrier. The destrier doesn’t convey a bonus to defense, the action advantage and shadow control is just what the Dunedain archetype needs to keep multiple enemies engaged for several turns.

Traps

Specifically, Forest Snare and Entangling Nets synergize very well with Halbarad and the rest of the enemies engaged bonus Dunedain. Forest Snare allows a player to just keep an enemy engaged for the entire game without having to worry about defending or any shadows. Entangling Nets is similar because of the attack reduction making defending easier. The action disadvantage of defending can be offset with Outmatched or just taking the attack undefended. Shadows effects can still be an issue with it in some scenarios.

Early Engagement Effects

Normally a player can’t get Halbarad to quest without exhausting unless puts an enemy engaged with a player first thing. Dunedain Hunter and Wait No Longer can help get that ability going. They can be especially useful in true solo play if no enemies are forthcoming since they both search the top 5 cards of the encounter deck for one.

Forth, The Three Hunters Contract

One of the downsides of this contract is that the player is limited to just 3 heroes. Action advantage is key to maximizing the heroes questing and combat potential. Any hero with it built in can make use of the contract’s willpower bonus and the combat bonuses of the extra restricted attachment better than ones without.

Quest Specific

The Shadows of Mirkwood featured the Goblin Sniper that could only be engaged if it was the only enemy in the staging area. This could lead to the dreaded double Goblin Sniper situation where neither can be engaged optionally. This left only Son of Arnor and reaching 48 threat as a solution early on in the game’s life. Halbarad’s ability gives players another way to engage both snipers before 48 threat.

Intruders in Chetwood is another quest that benefits from his ability to optionally engage 2 enemies since they don’t make normal engagement checks. Leaving enemies in the staging area is not a good idea since each one raises the players’ threat by 1 for each enemy there. Wastes of Eriador similarly has enemies not make engagement checks when the day/night objective is on the day side. Engaging multiple enemies during the day is better since many have additional effects or are stronger during the night.

Ring Rating

Card Talk uses the highly scientific yet arbitrary scale of 1 ring for the card to rule them all to 10 to be cast back into the fiery chasm from whence it came.

I rate Halbarad at 6 rings. The built in action advantage works pretty well with his balanced stats. Keeping an enemy engaged to quest isn’t that difficult for many quests especially if also running traps or with an Armored Destrier. Still it has its risks especially since his balanced stats are only 2 on each. He always requires a bit of set up to be more than just a little supplement questing and combat power. Even when built up, he won’t rival the more specialized heroes with a stat of 3 or 4. Still can be a good addition to line ups with a good questing and defending hero. Starting a quest with 6 willpower from heroes typically provides enough willpower to start. Defense is hard to skimp on since one bad enemy attack can easily take out a hero. Attack power can usually wait a turn or two to come online and easy enough to get from allies or attachments.

His ability to optionally engage 2 enemies doesn’t have many uses for solo play. Still in multiplayer it can supercharge a Dunedain deck. It is still tricky to use well considering the Dunedain can take a little while to get rolling. The heroes often have weaker balanced stats. The allies can be expensive and span all 4 spheres. This can encourage players to build tri-sphere to cram as many Dunedain allies into a deck.

Halbarad at one point was one of my most played heroes. He can be used to good effect but he takes some building around and time to set up. Many quests won’t give players time for it. He’s a decent hero and well worth playing. There are just many that are better because they don’t need that set up and support.

  • Dave – 8
  • Grant – TBR
  • Ted – 7
  • Matt – 6
  • Average – 7

External Links

Sample Decks

Three Wolf Hunters for Wastes of Eriador by kattattack22

A Forth, The Three Hunters deck utilizing Halbarad as a primary quester and secondary combatant.

Three Wolf Hunters for Wastes of Eriador

Main Deck

Hero (3)
Aragorn (The Lost Realm)
Beravor (Core Set)
Halbarad (The Lost Realm)

Contract (0)
1x Forth, The Three Hunters! (The City of Ulfast)

Attachment (41)
3x A Burning Brand (Conflict at the Carrock)
3x Armored Destrier (Temple of the Deceived)
2x Celebrían’s Stone (Core Set)
3x Dúnedain Warning (Conflict at the Carrock)
3x Expert Treasure-hunter (On the Doorstep)
2x Favor of the Valar (The Battle of Carn Dûm)
3x Golden Belt (Challenge of the Wainriders)
3x Gondorian Shield (The Steward’s Fear)
3x Ranger Spear (The City of Corsairs)
2x Roheryn (The Flame of the West)
3x Steed of the North (Race Across Harad)
3x Strider (The Drowned Ruins)
3x Sword of Númenor (The Dread Realm)
2x Sword that was Broken (The Watcher in the Water)
3x War Axe (The City of Ulfast)

Event (9)
3x Daeron’s Runes (Foundations of Stone)
3x Deep Knowledge (The Voice of Isengard)
3x Feint (Core Set)

3 Heroes, 50 Cards
Cards up to Challenge of the Wainriders

Decklist built and published on RingsDB.

The Fords of Isen with Hobbit Decks 2 – December 29, 2019

Introduction

I changed up the Necromancer deck a little bit to fix some issues from the my first attempt. I thought having Erestor discarding my hand would help the Necromancers have targets to bring back with Stand and Fight. It really hindered things instead since I usually didn’t the resources for much beyond playing Stand and Fight once. Plus discarding A Test of Will without using it was never good. Dain too his place for more defense and possible resource acceleration with Hidden Cache. Plus his ability could help get allies into the discard pile.

Decklists

Hobbit Necromancers Raise the Dead

Main Deck

Hero (3)
Dáin Ironfoot (The Ghost of Framsburg)
Frodo Baggins (Conflict at the Carrock)
Merry (The Wastes of Eriador)

Ally (24)
1x Beorn (Core Set)
3x Elven Jeweler (Escape from Mount Gram)
3x Ered Nimrais Prospector (The Morgul Vale)
1x Faramir (Core Set)
3x Gandalf (Core Set)
1x Gildor Inglorion (The Hills of Emyn Muil)
1x Glorfindel (Flight of the Stormcaller)
3x Imladris Stargazer (Foundations of Stone)
1x Legolas (The Treason of Saruman)
3x Northern Tracker (Core Set)
1x Treebeard (The Antlered Crown)
3x Zigil Miner (Khazad-dûm)

Attachment (9)
3x Good Meal (The Redhorn Gate)
3x Hobbit Pipe (The Black Riders)
3x Map of Earnil (Assault on Osgiliath)

Event (17)
3x A Test of Will (Core Set)
2x Dwarven Tomb (Core Set)
3x Hidden Cache (The Morgul Vale)
3x Smoke Rings (The Black Riders)
3x Stand and Fight (Core Set)
3x The Galadhrim’s Greeting (Core Set)

3 Heroes, 50 Cards
Cards up to The Ghost of Framsburg

Sideboard

Ally (16)
1x Boromir (The Road Darkens)
1x Descendant of Thorondor (The Hills of Emyn Muil)
1x Elladan (The Mountain of Fire)
1x Elrohir (The Mountain of Fire)
3x Erebor Hammersmith (Core Set)
1x Gwaihir (Trouble in Tharbad)
1x Halbarad (The Flame of the West)
1x Mablung (The Land of Shadow)
3x Soldier of Erebor (The Ghost of Framsburg)
3x Warden of Healing (The Long Dark)

Attachment (8)
3x Expert Treasure-hunter (On the Doorstep)
2x Hobbit Pony (The Wastes of Eriador)
3x Song of Travel (The Hills of Emyn Muil)

Event (9)
3x Daeron’s Runes (Foundations of Stone)
3x Elrond’s Counsel (The Watcher in the Water)
3x Will of the West (Core Set)

Player Side Quest (1)
1x Double Back (Escape from Mount Gram)

Decklist built and published on RingsDB.

Ranger Hobbits Lay Traps

Main Deck

Hero (3)
Bilbo Baggins (The Hunt for Gollum)
Pippin (The Black Riders)
Sam Gamgee (The Black Riders)

Ally (17)
2x Anborn (The Blood of Gondor)
3x Bill the Pony (The Black Riders)
2x Galadriel (The Road Darkens)
3x Gandalf (Core Set)
2x Gimli (The Treason of Saruman)
2x Ithilien Archer (Encounter at Amon Dîn)
3x Ithilien Tracker (Heirs of Númenor)

Attachment (24)
3x A Burning Brand (Conflict at the Carrock)
3x Fast Hitch (The Dead Marshes)
3x Forest Snare (Core Set)
3x Hobbit Cloak (The Black Riders)
3x Ithilien Pit (Encounter at Amon Dîn)
3x Ranger Bow (Assault on Osgiliath)
3x Ranger Spikes (Heirs of Númenor)
3x Steward of Gondor (Core Set)

Event (9)
3x Legacy of Númenor (The Voice of Isengard)
3x Sneak Attack (Core Set)
3x Take No Notice (The Black Riders)

3 Heroes, 50 Cards
Cards up to The Treason of Saruman

Sideboard

Ally (12)
3x Haldir of Lórien (A Journey to Rhosgobel)
1x Ithilien Archer (Encounter at Amon Dîn)
3x Master of the Forge (Shadow and Flame)
3x Quickbeam (The Treason of Saruman)
2x Son of Arnor (Core Set)

Attachment (3)
3x Protector of Lórien (Core Set)

Event (11)
3x Daeron’s Runes (Foundations of Stone)
3x Peace, and Thought (Shadow and Flame)
3x Second Breakfast (Conflict at the Carrock)
2x Secret Paths (Core Set)

Decklist built and published on RingsDB.

Play by Play

HN = Hobbit Necromancers HR = Hobbit Rangers (1st player)

HR starting hand: GandalfSneak AttackHobbit CloakRanger BowFast HitchIthilien Pit

HN starting hand: Stand and Fight x2, Zigil MinerThe Galadhrim’s GreetingHobbit PipeEred Nimrais Prospector

Turn 1: HR draws Forest Snare and Gimli. HN draws Beorn.

HR played Fast Hitch and Hobbit Cloak on Bilbo.

HN played Hobbit Pipe on Frodo and Zigil Miner. Exhaust Zigil Miner naming 2 and Merry. [Ered Nimrais Prospector] (/card/06141) and Hidden Cache discarded resulting in 3 resources added. HN played Stand and Fight choosing Ered Nimrais Prospector discarding Map of EarnilElven Jeweler, and Northern TrackerMap of Earnil shuffled back into the deck.

Ered Nimrais Prospector, Pippen, Sam, and Merry quest for 8. Dunland Tribesman x2, The Islet, Dunlending Bandit, and Dunland Chieftain have 10 threat. Questing fails raising HR threat to 25 and HN to 26.

Travel to The Islet. HR optionally engage Tribesman and draws Take No Notice. HN optionally engages the other one. Bilbo defends the first tribesman. No shadow and no damage thanks to hobbit cloak. Dain defends the 2nd one. Shadow raises attack to 5. Dain discards Good Meal and Hidden Cache for +2 defense taking no damage and adding 2 resources to Merry.

Refresh and HR threat is 26. HN threat is 27 and is 1st player.

Turn 2: HN draws Faramir and Smoke Rings. HR draws Ranger Bow. Exhaust Zigil Miner choosing 2 and Merry. Northern Tracker and The Galadhrim’s Greeting for no resources. Play Stand and Fight to play Northern Tracker. HR plays Forest Snare on tribeman engaged with them.

During questing HR plays Gandalf and using Sneak Attack dealing 4 damage to the dunlending bandit killing it. Gandalf, Sam, Pippin, Merry, and prospector quest for 12. Staging reveals a treachery removing a time counter. Fords of Isen added to the staging area. 5 progress made exploring on The Islet and 4 on the quest. HN gains control of Grima.

Travel to Fords of Isen. Chieftan does not engage. Dain defends against the tribesman, no shadow, mill smoke rings from the deck to take no damage. Grima, Frodo, and tracker attack for 4 dealing 2 damage to the tribesman.

Refresh, HR threat is 27, and HN threat is 28.

Turn 3: HR draws Steward of Gondor and A Burning Brand. HN draws Ered Nimrais Prospector. HR plays Steward on Pippin. Use Steward and the resources from it to play A Burning Brand on Bilbo. HR plays Ithilien Pit. HN exhausts Miner naming 2 and Merry. Dwarven Tomb and The Galadhrim’s Greeting discarded for no resources.

Pippin, Sam, Merry, Grima, and Prospector quest for 10. Staging reveals Old Hatreds, The King’s Road, Dunland Prowler, and Fords of Isen for 10 threat. No progress made but no threat gained.

HR optionally engages prowler. Bilbo defends exhausting burning brand to discard shadow card taking no damage. Tribesman attack defended by Dain milling Hobbit pipe to take no damage. Shadow adds an additional attack that is defended by Frodo raising threat to 30. Shadow adds another attack. Norther tracker defends taking 2 damage as shadow card has no effect.

Refresh, HR threat is 28, and HN threat is 31.

Turn 4: HN draws A Test of Will and Map of Earnil. Threat increased to 29 for HR and 31 for HN. HN plays Map of Earnil then discards it to play Stand and Fight. Northern Tracker #2 played from the discard pile.

During questing HR plays Sneak Attack and Gandalf dealing 4 damage to the Chieftan. Gandalf, Pippin, Sam, Northern Trackers, and Prospector quest for 12 and place 2 progress on Fords and Road in the staging area. Bandit and King’s Road #2 added to the staging area for 12 threat. No progress made and no threat gained. Game lost as Grima will be discarded at the end of the turn.

The Shirefolk

  • Card Talk Season 5 Episode 42
    • Video episode
    • Audio episode
  • Cycle
    • Ered Mithren
  • Set
    • Mount Gundabad
  • Player Card Categories 
    • Threat Reduction

The Hobbit Enabler

Background

Hobbits came to settle The Shire from Bree in 1601 of the Third Age after getting permission from Arthedain’s King Argeleb II. In thirty years Hobbits from elsewhere in the Arnorion splinter kingdoms and Dunland came to settle until most Hobbits lived there. Shire Hobbits by the time of the quest to reclaim Erebor had become a heavily agrarian peaceful society if very sheltered. The Shirefolk were known for enjoying simple pleasures of food, smoking, and socializing.

Card Theme

One of the defining qualities of Hobbits in relation to the other races is how they’re overlooked. Part of that is their own doing in avoiding the “big folk” and the insularity of the Shire-folk. The other part of it is the underestimation of the other races. Part of that underestimation stems from the Hobbits avoiding becoming involved the other events of Middle-Earth. Another is that the Hobbits love of the more simple pleasures of life instead of great works of industry. Lastly as well is their short stature seeming as “almost like children” to most men. It is very fitting then that threat reduction is tied to cultural identity of The Shire-folk. Threat is intended to represent the attention of Sauron on the heroes and direct his forces to the great perceived threats. The Hobbits lacking any formal military, lack of widespread industry for armaments, disinterest in the geopolitics of Middle-Earth, and location far in the West made them particularly unthreatening to Mordor.

Card Synergies and Interactions

Hobbit Engage an Enemy with Higher Engagement Cost than Threat Bonus

This is where The Shirefolk really shines and obviously meant to. The Black Riders introduced this mechanism with Hobbit Cloak, Dagger of Westernesse, Lore Pippin hero, and Sam Gamgee hero to name a few. The danger to a Hobbit deck then is a low engagement cost enemy or massive threat gain. The Shirefolk counters both of those and fits into any configuration of Hobbit heroes and help to get those bonuses.

It also came in the same pack as Gaffer Gamgee that also shored up one of the biggest weaknesses of the Hobbit deck, defense. As long as threat is low and a player can spare Lore resources a round, that is one attack canceled every round or at worst every 2 rounds. It’s amazing and The Shirefolk can help keep it consistently happening.

Secrecy

The problem with Secrecy when introduced in Darrowdelf was that there few hero line ups that could have 3 heroes starting at 20 threat or lower. Hobbits fixed that with more good heroes at 6 or lower threat. Still it relied on getting good resource acceleration early with Resourceful and/or Timely Aid in hand early. Most times a player would be in secrecy for a few turns at most. The Shirefolk among other threat reduction introduced later made it easier to extend that window into the midgame. Hobbit decks with Elevenses, The Shirefolk, Smoke Rings, and Spirit Merry have many ways to keep utilizing Secrecy discounts throughout the entire game.

Pipes

Most specifically Hobbit Pipe. Hobbit Pipe turns threat reduction events into draw 1, 2, or 3 cards. A zero cost neutral event that helps the Hobbits do what they do best and draw more cards, it’s great! The Card draw then can help a player find Spare Pipe that can help find another The Shirefolk. There is really good synergy here to help keep the pipe engine moving and get some discounted powerful allies thanks to Smoke and Think.

Song of Eärendil

Song of Eärendil is a multiplayer focused card, but can be extremely powerful with Hobbits. As mentioned earlier, Hobbits have many ways to reduced threat. Spirit Merry in 3 to 4 player games can easily be reducing the Hobbit player’s threat by 2 – 4 per turn alone. Shirefolk only gives more means to offset using the second response liberally. In scenarios with a lot of threat raising effects, the Hobbit deck with this Song becomes a threat control support deck. It is not unheard of a Hobbit deck like this to keep everyone in the game and end with threat lower than its starting level.

Quest Specific

The Shirefolk is great to use in any quest with a lot of threat raising effects or Doomed. Later cycles in particular added more do X or raise threat effects. The Crossing of Poros for example has a Stage 2 that required allies to be exhausted when they enter play unless a player raises their threat by 1. The King’s Quest Stage 1 has players add a location to the staging area or raise their threat. Vengeance of Mordor cycle also hits players’ threat hard. The Power of Mordor encounter set featured in a few of the scenarios has a Doomed 5 card, another card will reduce a player’s threat elimination level by 5, and one raising threat for drawing cards.

Earlier cycles have a few stand out scenarios where threat reduction is a great idea. Shadow and Flame in the Darrowdelf cycle has players start at 0 threat and the Balrog has an engagement cost of 1. If a player can keep threat at 0 then they’re not engaged with Durin’s Bane and don’t have to take its attack. Trouble in Tharbad requires player to reduce their threat to 0 before advancing to a later stage of the game. It has a way for players to get there, but more threat reduction can help speed the game along.

Ring Rating

Card Talk uses the highly scientific yet arbitrary scale of 1 ring for the card to rule them all to 10 to be cast back into the fiery chasm from whence it came.

I rate The Shirefolk at 4 rings. It is a top notch enabler of the Hobbit strategy. It is neutral and zero cost so it can go into any Hobbit deck that uses all Hobbit heroes. The amount of threat taken off is better than most threat reduction cards except for Galadhrim’s Greeting, Lore Aragorn, and Core Set Gandalf. This helps ensure the Hobbits get their bonuses for engaging higher engagement cost enemies. The only downsides really is that it can’t be played outside Hobbit decks and it can’t be recurred with Record attachments. It’s niche tribal card but one that really helps do what it wants to.

  • Dave –
  • Grant –
  • Ted –
  • Matt – 4

External Links

Sample Decks

The Rise of the Hobbit Tacticians by Dave Walsh

Dave took it upon himself to build a Hobbit deck using only Tactics Hobbit heroes.

Main Deck

Hero (3)
Bilbo Baggins (Mount Gundabad)
Merry (The Black Riders)
Tom Cotton (The Mountain of Fire)

Ally (18)
1x Beechbone (The Battle of Carn Dûm)
2x Booming Ent (The Antlered Crown)
2x Derndingle Warrior (Escape from Mount Gram)
2x Farmer Maggot (The Black Riders)
2x Gandalf (Over Hill and Under Hill)
3x Master of the Forge (Shadow and Flame)
1x Quickbeam (The Treason of Saruman)
2x Rosie Cotton (The Mountain of Fire)
3x Treebeard (The Antlered Crown)

Attachment (20)
3x Dagger of Westernesse (The Black Riders)
3x Ent Draught (The Treason of Saruman)
3x Fast Hitch (The Dead Marshes)
3x Friend of Friends (The Mountain of Fire)
3x Protector of Lórien (Core Set)
3x Song of Wisdom (Conflict at the Carrock)
2x Sting (Mount Gundabad)

Event (18)
3x Daeron’s Runes (Foundations of Stone)
3x Drinking Song (Mount Gundabad)
3x Entmoot (The Treason of Saruman)
3x Raise the Shire (The Mountain of Fire)
3x The Shirefolk (Mount Gundabad)
3x Unseen Strike (The Redhorn Gate)

3 Heroes, 56 Cards
Cards up to Mount Gundabad

Decklist built and published on RingsDB.

Three Hobbit Hunters for Antlered Crown by kattattack22

Forth, the Three Hunters deck utilizing the low Hobbit starting threat to build up and eventually get some strong guarded attachments.

Three Hobbit Hunters for Antlered Crown

Hero (3)
Bilbo Baggins (Mount Gundabad)
Pippin (The Black Riders)
Sam Gamgee (The Black Riders)

Contract (0)
1x Forth, The Three Hunters! (The City of Ulfast)

Attachment (44)
1x Arod (The Treason of Saruman)
3x Blade of Gondolin (Core Set)
2x Celebrían’s Stone (Core Set)
3x Dagger of Westernesse (The Black Riders)
3x Dúnedain Quest (A Journey to Rhosgobel)
3x Fast Hitch (The Dead Marshes)
3x Friend of Friends (The Mountain of Fire)
1x Glamdring (Roam Across Rhovanion)
3x Golden Belt (Challenge of the Wainriders)
3x Hobbit Cloak (The Black Riders)
1x Magic Ring (The Crossings of Poros)
1x Necklace of Girion (The Wilds of Rhovanion)
3x Protector of Lórien (Core Set)
3x Ranger Spikes (Heirs of Númenor)
2x Ring Mail (The Long Dark)
2x Staff of Lebethron (The Land of Shadow)
2x Steward of Gondor (Core Set)
1x Sting (Mount Gundabad)
1x The Arkenstone (The Withered Heath)
3x Woodmen’s Path (Roam Across Rhovanion)

Event (6)
3x Hobbit-sense (Encounter at Amon Dîn)
3x The Shirefolk (Mount Gundabad)

3 Heroes, 50 Cards

Deck built on RingsDB.

The Fords of Isen with Hobbit Decks – November 10, 2019

Introduction

After successfully completed Against the Shadow cycle, I continued on to Ringmaker. Ringmaker represents a change in how I played the game. Before I was trying to create a single deck that I would tweak as needed during a cycle. This cycle I abandoned that to experiment with more deck types. I started off playing two handed to play more decks. Spoiler alert, two handed play won’t last long. Still, I remember being excited about trying these two decks I found on Ringsdb and since I couldn’t decide which to play I chose both. I had to make changes because of card overlap, but I got a 2 handed fellowship that I was excited for.

Decklists

Hobbit Necromancers Raise the Dead

Hero (3)
Erestor (The Treachery of Rhudaur)
Frodo Baggins (Conflict at the Carrock)
Merry (The Wastes of Eriador)

Ally (13)
1x Beorn (Core Set)
1x Bilbo Baggins (The Road Darkens)
2x Elven Jeweler (Escape from Mount Gram)
2x Gandalf (Core Set)
1x Gildor Inglorion (The Hills of Emyn Muil)
1x Halbarad (The Flame of the West)
1x Legolas (The Treason of Saruman)
1x Treebeard (The Antlered Crown)
3x Zigil Miner (Khazad-dûm)

Attachment (19)
3x Ancient Mathom (A Journey to Rhosgobel)
3x Expert Treasure-hunter (On the Doorstep)
3x Good Meal (The Redhorn Gate)
3x Hobbit Pipe (The Black Riders)
3x Map of Earnil (Assault on Osgiliath)
2x Protector of Lórien (Core Set)
2x Song of Travel (The Hills of Emyn Muil)

Event (18)
3x A Test of Will (Core Set)
3x Daeron’s Runes (Foundations of Stone)
2x Dwarven Tomb (Core Set)
3x Hidden Cache (The Morgul Vale)
2x Smoke Rings (The Black Riders)
3x Stand and Fight (Core Set)
2x The Galadhrim’s Greeting (Core Set)

3 Heroes, 50 Cards

Ranger Hobbits Lay Traps

Hero (3)
Bilbo Baggins (The Hunt for Gollum)
Pippin (The Black Riders)
Sam Gamgee (The Black Riders)

Ally (17)
2x Anborn (The Blood of Gondor)
3x Bill the Pony (The Black Riders)
2x Galadriel (The Road Darkens)
3x Gandalf (Core Set)
2x Gimli (The Treason of Saruman)
2x Ithilien Archer (Encounter at Amon Dîn)
3x Ithilien Tracker (Heirs of Númenor)

Attachment (24)
3x A Burning Brand (Conflict at the Carrock)
3x Fast Hitch (The Dead Marshes)
3x Forest Snare (Core Set)
3x Hobbit Cloak (The Black Riders)
3x Ithilien Pit (Encounter at Amon Dîn)
3x Ranger Bow (Assault on Osgiliath)
3x Ranger Spikes (Heirs of Númenor)
3x Steward of Gondor (Core Set)

Event (9)
3x Peace, and Thought (Shadow and Flame)
3x Sneak Attack (Core Set)
3x Take No Notice (The Black Riders)

3 Heroes, 50 Cards

Deck built on RingsDB.

Play by Play

Hobbit Rangers = HR Hobbit Necromancers = HN

HR start as first player.

HR starting hand: A Burning BrandPeace, and ThoughtAnbornForest SnareHobbit Cloak, and Bill the Pony

HN starting hand: Hobbit PipeHidden CacheDaeron’s RunesZigil MinerProtector of Lórien, and Halbarad.

Turn 1: HR draw Gandalf and Galadriel. HN draw Map of EarnilHidden CacheDaeron’s Runes, and The Galadhrim’s Greeting.

HR play [Bill the Pony] (/card/141006). Also Hobbit Cloak and A Burning Brand on Sam.

HN play Daeron’s Runes number 1 drawing Treebeard and Stand and Fight then discard HalbaradDaeron’s Runes number 2 played drawing Gandalf and Ancient Mathom then discard Gandalf. Hobbit Pipe played on Merry. Protector of Lórien played on Frodo. Zigil Miner played and exhausted naming Merry and 1. Good Meal and Expert Treasure-hunter milled for no resources.

Sam, Pippin, and Erestor quest for 7. Dunland Chieftan added to the staging area. Merry responds and exhausts to negate his 3 threat. Old Hatred revealed and attached to the quest. Pillaging and Burning has HR draw Take No Notice and HN draws Good Meal. HR raises threat by 7 for 6 cards in hand plus for drawing a card to 30. HN discards 2 Hidden Cache and Treebeard to Protector of Lórien. Then raises threat by 6 for 5 cards in card plus drawing a card. 5 threat in the staging area results in 2 progress placed on the quest.

Travel to The Islet.

HR and HN both optionally engage a prowler. Pippin draws Gandalf and threat is 32. Sam readies then defends the prowler’s attack. No shadow and no damage to Sam. Frodo defends the other prowler attack. Shadow adds 1 attack and discard a card to increase Frodo’s defense so no threat gained.

Refresh, HN discards hand, HR threat is 32,and HN is 1st player with 30.

Turn 2: HN draws Hobbit PipeLegolasSong of TravelBilbo Baggins, and Expert Treasure-hunter. HN threat is 31.

HR draws Steward of Gondor and raise threat to 33.

HN plays Hobbit Pipe on Frodo. Expert Treasure-hunter and Song of Travel on Erestor. Zigil Miner exhausted naming Merry and 1. Daeron’s Runes and Map of Earnil discarded. (I just realized that ally Bilbo is a dead card in this fellowship.

HR doesn’t play any cards during planning.

Erestor, Pippin, Bilbo, and Bill quest for 6. Treachery attached to the quest that will deal 1 damage to a character each time card(s) are drawn. The King’s Road and The Gap of Rohan added to the staging area for 8 threat with the Chieften.

Scoop and look at tweaking HN.

Postmortem

I think these two decks are not great against this quest considering how much card draw they have. Also both require some set up to get going. Plus pretty sure HN lost a lot cards it needed in the first turn from Erestor’s ability.

Deadmen’s Dike with Lore Tactics Angmar Awakened Minimum Purchase Deck – August 18, 2022

Introduction

I know the last time I attempted Deadman’s Dike with my last minimum purchase deck that I said I would try it again. I had this idea about making dual sphere deck to help speed up my early game. Also I wanted to improve the combat ability which to including Tactics. Particularly for Derndingle Warrior which I know from my old Mono Tactics deck is a great defender. Something that my previous decks had been missing.

Decklist

Hero (3)
Aragorn (The Lost Realm)
Beravor (Core Set)
Denethor (Core Set)

Ally (31)
1x Beechbone (The Battle of Carn Dûm)
3x Derndingle Warrior (Escape from Mount Gram)
3x East Road Ranger (The Wastes of Eriador)
1x Erebor Hammersmith (Core Set)
1x Fornost Bowman (The Dread Realm)
2x Galadhrim Healer (The Dread Realm)
3x Gandalf (Core Set)
2x Gondorian Spearman (Core Set)
2x Henamarth Riversong (Core Set)
3x Honour Guard (The Wastes of Eriador)
2x Miner of the Iron Hills (Core Set)
3x Ranger of Cardolan (The Wastes of Eriador)
2x Sarn Ford Sentry (The Lost Realm)
3x Wellinghall Preserver (Across the Ettenmoors)

Attachment (12)
1x Favor of the Valar (The Battle of Carn Dûm)
2x Forest Snare (Core Set)
2x Protector of Lórien (Core Set)
2x Secret Vigil (The Lost Realm)
2x Self Preservation (Core Set)
3x The Long Defeat (The Battle of Carn Dûm)

Event (7)
3x Feint (Core Set)
2x Radagast’s Cunning (Core Set)
2x Secret Paths (Core Set)

3 Heroes, 50 Cards

Deck built on RingsDB.

Play by Play

Starting Hand

  • Secret Paths
  • The Long Defeat
  • East Road Ranger x2
  • Derndingle Warrior
  • Ranger of Cardolan

Setup

  • Thaurdir set aside
  • Fornost Square in the staging area
  • Baleful Shade put into play engaged.
  • Heavy Cursed revealed and attached to the quest. Surge reveals Terror of the North that mines Ranger of Cardolan, Beechbone, and Henamarth Riversong and adding 2 the staging area threat until the end of the round. Add 1 resource token to Fornost Square.
  • Threat – 30
  • Much like how my last attempt with the other deck started. At least I have Miner of the Iron Hills in this deck.

Turn 1

1.3 Draw

  • Erebor Hammersmith

1.3 Action(s)

  • none

2.2 Planning

  • None, I’m hoping I to play an East Road Ranger and Derndingle next turn.

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Aragorn
  • Beravor
  • Iarion
  • Total Quest Power = 5

3.2 Action(s)

  • none

3.3 Staging

  • Terror of the North mines Feint, Honour Guard, and Wellinghall Preserver adding 4 to the staging area threat.
  • Add 1 resource token to Fornost Square.
  • Total Staging Area Threat = 9

3.3 Action(s)

  • none

3.4 Quest Resolution

  • Fail at questing
  • Threat – 34

3.4 Action(s)

  • none

4.2 Travel

  • Fornost Square
  • Goodnews my staging area is clear right now. Bad news is that was a rough first round of questing.

4.2 Action(s)

  • none

5.2 Optional Engagement

  • none

5.2 Action(s)

  • none

5.3 Engagement

  • none

5.3 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Baleful Shade

  • Forest Snare mined.
  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Denethor
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – +1 attack (Cursed Dead)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • 6.4.3 Action(s)
    • none

7 Refresh

  • 7.3 Threat – 35
  • 7.4 Action(s)
    • none
  • Wellinghall Preserver 2 mined.

Turn 2

1.3 Draw

  • Gandalf

1.3 Action(s)

  • none

2.2 Planning

  • Erebor Hammersmith
  • Return Forest Snare from discard pile to hand.
  • Derndingle Warrior and exhaust him.

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Beravor
  • Iarion
  • Total Quest Power = 3

3.2 Action(s)

  • none

3.3 Staging

  • Restless Evil boosts Baleful Shade
  • Total Staging Area Threat = 0

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +3 Fornost Square progress (3 / 4)

3.4 Action(s)

  • none

4.2 Travel

  • none

4.2 Action(s)

  • none

5.2 Optional Engagement

  • none

5.2 Action(s)

  • none

5.3 Engagement

  • none

5.3 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Baleful Shade

  • Forest Snare 2 mined
  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Denethor
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – Mine The Long Defeat 2 and +1 attack (Haunted Keep)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 1
  • 6.4.3 Action(s)
    • none33

6.7 Player Attacks

6.8b Target – Baleful Shade

  • 6.8b Attackers
    • Aragorn
    • Hammersmith
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 4 with -1 defense but negated by +1 from Restless Evil.
  • 6.8.3 Damage Dealt – 3
  • 6.8.3 Action(s)
    • none

7 Refresh

  • 7.3 Threat – 36
  • 7.4 Action(s)
    • none
  • Gondorian Spearman mined.

Turn 3

1.3 Draw

  • Galadhrim Healer

1.3 Action(s)

  • none

2.2 Planning

  • East Road Ranger

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Beravor
  • Iarion
  • Erebor Hammersmith
  • East Road Ranger
  • Total Quest Power = 5

3.2 Action(s)

  • none

3.3 Staging

  • Thaudir’s Damned
  • Total Staging Area Threat = 3

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +1 Fornost Square Progress (4 / 4) and explore it.
  • +1 quest progress (1 / 8)

3.4 Action(s)

  • none

4.2 Travel

  • none

4.2 Action(s)

  • none

5.2 Optional Engagement

  • none

5.2 Action(s)

  • none

5.3 Engagement

  • Thaudir’s Damned
  • Wellinghall Preserver and East Road Ranger mined. Beravor, Aragorn, Iarion, and East Road Ranger each assigned 1 damage. Erebor Hammersmith assigned 2.

5.3 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Thaudir’s Damned

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Derndingle Warrior
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – Mine The Long Defeat 3 and +1 attack (Haunted Keep)
  • 6.4.2 Action(s)
    • Deal 1 damage for +3 defense
  • 6.4.3 Determine combat damage – 1 (2 / 3)
  • 6.4.3 Action(s)
    • none

6.4b Enemy – Baleful Shade

  • Protector of Lorien mined
  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Denethor
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Broken Battlements)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 0
  • 6.4.3 Action(s)
    • none

6.7 Player Attacks

6.8b Target – Baleful Shade

  • 6.8b Attackers
    • Aragorn
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 3 with -1 defense
  • 6.8.3 Damage Dealt – 3 (6 / 5)
  • 6.8.3 Action(s)
    • none
  • Target destroyed.

7 Refresh

  • 7.3 Threat – 37
  • 7.4 Action(s)
    • none
  • Galadhrim Healer 2 mined.

Turn 4

1.3 Draw

  • Sarn Ford Sentry

1.3 Action(s)

  • none

2.2 Planning

  • Sarn Ford Sentry
  • Gandalf drawn

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Beravpr
  • Iarion
  • Sarn Ford Sentry
  • Total Quest Power = 5

3.2 Action(s)

  • none

3.3 Staging

  • Thaurdir’s Damned 2
  • Total Staging Area Threat = 3

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +2 quest progress (3 / 8)

3.4 Action(s)

  • none

4.2 Travel

  • none

4.2 Action(s)

  • none

5.2 Optional Engagement

  • none

5.2 Action(s)

  • none

5.3 Engagement

  • Thaurdir’s Damned 2
  • Derndingle Warrior 2 and Secret Vigil mined. Iarion, Sarn Ford Sentry, and East Road Ranger each assigned a damage.

5.3 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Thaurdir’s Damned 1

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Erebor Hammersmith
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – Denethor exhausted (Baleful Shade)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 4 (6 / 3)
  • 6.4.3 Action(s)
    • none
  • Defender destroyed.

6.4b Enemy – Thaurdir’s Damned 2

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Derndingle Warrior
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – East Road Ranger exhausted (Baleful Shade)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 3 (5 / 3)
  • 6.4.3 Action(s)
    • none
  • Defender destroyed.

6.7 Player Attacks

6.8b Target – Thaurdir’s Damned 1

  • 6.8b Attackers
    • Aragorn
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 3 with -1 defense
  • 6.8.3 Damage Dealt – 2 (2 / 6)
  • 6.8.3 Action(s)
    • none

7 Refresh

  • 7.3 Threat – 38
  • 7.4 Action(s)
    • none
  • Favor of the Valar mined. It’s not looking good for me. Maybe I should have played one of my Gandalfs.

Turn 5

1.3 Draw

  • Gandalf 3

1.3 Action(s)

  • none

2.2 Planning

  • Gandalf and deal 4 damage to Thaurdir’s Damned 1.

3.1 Quest Phase 3.1 Action(s)

  • none

3.2 Committed Characters vs Main Quest

  • Beravor
  • Iarion
  • Sarn Ford Sentry
  • Total Quest Power = 5

3.2 Action(s)

  • none

3.3 Staging

  • Norbury Tombs
  • Total Staging Area Threat = 2

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +3 Quest Progress (6 / 8)

3.4 Action(s)

  • none

4.2 Travel

  • None, Exploring the tombs would be nice but I’d like to get rid of Heavy Curse more.

4.2 Action(s)

  • none

5.2 Optional Engagement

  • none

5.2 Action(s)

  • none

5.3 Engagement

  • none

5.3 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Thuardir’s Damned

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – Gandalf
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – none (Seal the Tomb)
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 1
  • 6.4.3 Action(s)
    • none

6.7 Player Attacks

6.8b Target – Thaurdir’s Damned

  • 6.8b Attackers
    • Denethor
    • Aragorn
    • East Road Ranger
  • 6.8.1 Action(s)
    • none
  • 6.8.2 Total Attack – 6 with -1 defense
  • 6.8.3 Damage Dealt – 5
  • 6.8.3 Action(s)
    • none

7 Refresh

  • 7.3 Threat – 39
  • 7.4 Action(s)
    • none
  • Secret Paths mined.
  • Gandalf discarded.

Turn 6

1.3 Draw

  • Derndingle Warrior

1.3 Action(s)

  • none

2.2 Planning

  • The Long Defeat attached to the main quest.

3.1 Quest Phase 3.1 Action(s)

  • Exhaust Denethor to see top encounter card is Restless Evil and leave it on top.

3.2 Committed Characters vs Main Quest

  • Beravor
  • Sarn Ford Sentry
  • Total Quest Power = 4

3.2 Action(s)

  • none

3.3 Staging

  • Restless Evil
  • Total Staging Area Threat = 2

3.3 Action(s)

  • none

3.4 Quest Resolution

  • +2 quest progress (8 / 8) and advance to Stage 2.
  • Thaurdir added to the staging area.
  • Deadman’s Gate revealed.
  • The Long Defeat heals 1 damage from all my heroes and 2 from Iarion.

3.4 Action(s)

  • none

4.2 Travel

  • Deadman’s Gate I don’t see how I’ll quest with this in the staging area.

4.2 Action(s)

  • none

5.2 Optional Engagement

  • none

5.2 Action(s)

  • none

5.3 Engagement

  • Thaurdir

5.3 Action(s)

  • none

6 Combat Phase

6.2 Action(s)

  • none

6.3 Enemy Attacks

6.4b Enemy – Thaurdir

  • 6.4b Action(s)
    • none
  • 6.4.1 Defender – East Road Ranger
  • 6.4.1 Action(s)
    • none
  • 6.4.2 Shadow – +1 attack and reveal an encounter card if character is destroyed
  • 6.4.2 Action(s)
    • none
  • 6.4.3 Determine combat damage – 5 (7 / 3)
  • 6.4.3 Action(s)
    • none
  • East Road Ranger destroyed.
  • Reveal Terror of the North.
  • I concede it there because Thaurdir will attack again killing Aragorn leaving Iarion to die to Thaurdir’s Damned.

Postmortem

The increased combat power of this deck did better than my last one. I was running low on cards in my deck with only 14 left. I was feeling the lack of resource acceleration with Heavy Curse out there to start. Plus the combo with Terror in the North to slow things down right away didn’t help. I didn’t see either Miner of the Iron Hills to really help. The better defense definitely helped as Denethor could block the starting Shade for a while. Derndingle Warrior at least blocked twice before dying. I was still sitting on a lot of cards that didn’t get played however. I might just get lucky if the cards fall the right way with this deck or maybe Easy mode would make a big difference. It is also tempting to look at Leadership Tactics. Then I use Horn of Gondor and Valiant Sacrifice with chump blocks to make that all less painful. I would lose access to healing other than Honour Guard damage cancelation although my allies and heroes managed to soak a lot of damage from the Thaurdir’s Damned. The Angmar Awakened campaign box is supposed to release in the next week. Hopefully the print and play files will come out right away and I can just dive in with Intruders in Chetwood and take it from there. Maybe there will be some boons to help steer things in a certain direction.

Halfling Determination

  • Card Talk Season 5 Episode 41
    • Video episode
    • Audio episode
  • Cycle
    • Lord of the Rings Saga
  • Set
    • The Black Riders
  • Player Card Categories 
    • Willpower Bonus
    • Attack Bonus
    • Defense Bonus

Background

There are many instances we see the determination of the hobbits in the books culminating in Frodo carrying the Ring all the way to the fire of Mount Doom. The flavor text pins this to shortly after Frodo, Sam, and Pippin meet Gildor and his band of elven pilgrims. Sam recounts to Frodo how Gildor pressed him to stay with Frodo, and now afterwards the nature of the journey has changed for him. It is no longer about having an adventure and seeing unusual creatures. He knows now it will be a dark journey but he feels he has a purpose in it that he must fulfil.

Card Theme

Boosting all of a Hobbits basic stats is a nicely tied to the theme of this card. It is their determination that helps them find whatever they need within themselves to carry on the quest. Whether it is preserving through strange and dangerous lands, or taking up their swords to fight orcs, trolls, and giant spiders. More willpower, attack, and defense can help players realize that in the game.

Card Synergies and Interactions

Action Advantage

Halfling Determination’s boost last until the end of phase. The more times you can make use of it, the better. Hobbits fortunately have their own readying card that is cheap and easy to play with Fast Hitch. It can also target a character much like Halfling Determination. This will be very important later when discussing Halfling Determination’s interaction with a special Hobbit character card. Then of course there are the other readying staples like Unexpected Courage, Rohan Warhorse, Armored Destrier, Cram, Lembas, and Miruvor among many others. For maximum effect, you will want to play it with Hour of Wrath or Path of Need. These cards because heroes will not exhaust to quest, attack, or defend means the boosted hero can use its enhanced stats against every enemy.

Rosie Cotton

Rosie Cotton like Halfling Determination itself is a powerful boosting card for Hobbits. They work well together because Halfling Determination boosts her willpower and then she can use the resulting 4 willpower to add 4 to a Hobbit hero’s stats. A Fast Hitch on her and the willpower bonus can be doubled for questing by using her ability and questing with her. She can also become a hero with Messenger of the King and Sword-thain. This allows her to target herself with her ability and double Halfling’s Determination for combat by adding her 4 willpower to her boosted attack or defense. This turns her in a pretty strong attacker or defender with 6 in either relevant stat.

Quest Specific

The stat boosts are going to be good in almost every quest since they help with both questing and combat. A couple special cases worth mentioning are in the LOTR Saga quests. Both are special tests called hide and fortitude tests. Hide tests are used in A Shadow of the Past and fortitude tests are in Mount Doom. Both have very similar mechanics where the players commit characters (heroes only for fortitude) and use their total willpower for the test. Then encounter cards are discarded to determine the value the players need to beat. In hide tests, threat is totaled up and fortitude it is Sauron eye icons. There is a special action window after encounter cards are discarded before resolving the test. If the players are short on willpower, Halfling Determination can help push them over the edge.

Ring Rating

Card Talk uses the highly scientific yet arbitrary scale of 1 ring for the card to rule them all to 10 to be cast back into the fiery chasm from whence it came.

I rate Halfling Determination at 7 rings. It is a pretty good boost with +2 to all of the basic stats. This makes it pretty flexible, but still only a one time boost. It going to be a bit niche considering it is limited to hobbits. I find it often just doesn’t make the cut even in Hobbit decks. Largely because the best hobbit cards are in Spirit and Lore. Hobbits additionally are low on defense and Feint is generally a better 1 cost Tactics event to include over this card. It also doesn’t help that this is the hobbit version of Durin’s Song except that it lasts only until the end of the phase.

  • Dave – 4.5
  • Grant – 2
  • Ted – TBR
  • Matt – 7
  • Average – 4.5

External Links

Sample Decks

The Kids Gather ’round the Christmas Tree by Dave Walsh

Card Talk’s Christmas themed deck focused on utilizing hero Treebeard.

Main Deck

Hero (3)
Bilbo Baggins (Mount Gundabad)
Frodo Baggins (A Shadow in the East)
Treebeard (The Treason of Saruman)

Ally (11)
1x Elrond (The Road Darkens)
3x Gandalf (Core Set)
1x Gildor Inglorion (The Hills of Emyn Muil)
3x Ioreth (A Storm on Cobas Haven)
3x Rosie Cotton (The Mountain of Fire)

Attachment (26)
3x Cram (Over Hill and Under Hill)
3x Ent Draught (The Treason of Saruman)
3x Fast Hitch (The Dead Marshes)
2x Necklace of Girion (The Wilds of Rhovanion)
3x Protector of Lórien (Core Set)
3x Self Preservation (Core Set)
2x Spear of the Citadel (Heirs of Númenor)
3x Steward of Gondor (Core Set)
2x Sting (Mount Gundabad)
2x The Arkenstone (The Withered Heath)

Event (17)
3x Daeron’s Runes (Foundations of Stone)
3x Drinking Song (Mount Gundabad)
3x Halfling Determination (The Black Riders)
3x Sneak Attack (Core Set)
3x Taste it Again! (The Land of Shadow)
2x The King’s Return (The Fate of Wilderland)

Player Side Quest (1)
1x Gather Information (The Lost Realm)

3 Heroes, 55 Cards
Cards up to A Shadow in the East

Sideboard

Event (3)
3x Feint (Core Set)

Decklist built and published on RingsDB.

Dwarven Tomb

  • Player Card Categories 
    • Recursion
    • Discard Pile

Almost like having an extra copy of any Spirit card.

Background

There are 2 possible tombs from the books this card can be based on. It could be Thorin Oakenshield’s tomb where he was buried with the Arkenstone after The Battle of Five Armies. The other is tomb of Balin in Moria. The Fellowship of the Ring found Balin’s tomb in the Chamber of Mazarbul when passing through Moria and ambushed there by orcs.

The flavor text is an except from Far Over the Misty Mountains Cold. It is not version the Dwarves sing after the unexpected party at Bag End, but one they sang after Smaug was defeated. The main difference in the excerpt is the first line, “The dwarves no more shall suffer wrong,” instead of “To seek the pale enchanted gold”. This could refer to either Thorin or Balin since both were part of that company. It is possible FFG kept it intentionally ambiguous, but the art favors the description of Balin’s tomb with the shaft of light falling upon it.

The chamber was lit by a wide shaft high in the further eastern wall; it slanted upwards and, far above, a small square patch of blue sky could be seen. The light of the shaft fell directly on a table in the middle of the room: a single oblong block, about two feet high, upon which was laid a great slab of white stone.

The Fellowship of the Ring, Chapter 4: A Journey in the Dark

Card Theme

I know from a couple designer interviews that LOTR LCG is inspired by Magic the Gathering. The discard pile in Magic is called the graveyard. The thematic tie of a tomb to the discard pile recursion mechanic is well known to veteran Magic players. It still makes sense in this game as destroyed allies and heroes are put in the discard pile as well. The brining a card back out of the discard pile doesn’t fit that well with finality of the tomb. If it had been a reference to the Valar sending Gandalf back to Middle Earth then it would have been more thematic.

Card Synergies and Interactions

Powerful Spirit Events

Spirit has some of the most powerful and widely useful event cards in the game. A Test of Will of can neutralize many treachery encounter cards which can account for about a third of a scenario’s encounter cards. Additionally there are some enemies with When Revealed effects that it can cancel. Hasty Stroke can be a game saver against nasty shadows. Elrond’s Counsel and Galadhim’s Greeting are staples in threat reduction.

Dwarven Tomb can act as like an additional 3 copies of each of those events. Events are a more common target because events go right into the discard pile after being played making them easier to recur. Also allies and attachments have their own specific events, Stand and Fight and Reforged. Those 2 are generally better than Dwarven Tomb for allies and attachments because they put the card into play. Players want to keep allies and attachments in play usually as well. Still the flexibility to get any spirit card can be more advantageous in some decks.

Caldara, Dwarven Mining, and Noldor Discard

Caldara, Dwarven Mining, and Noldor Discard decks can all benefit from that flexibility due to each has a similar game plan. Put cards into the discard pile. Caldara decks want to fill it with powerful allies and when Caldara is discarded they get 2, 3, or even 4 allies for the price of an 8 threat cost hero. Dwarven Mining will put cards directly from its deck into the discard to power the abilities of its heroes and allies or possibly get free attachments via Well-Equipped or Ring of Thror. Noldor discard will discard cards from hand for abilities or to play allies with To the Sea, to the Sea! There is always the risk in these decks of either blindly or forced to discard a necessary card. Dwarven Tomb is a great insurance to get that card. Dwarven Tomb also turns the mining effects into pseudo card draw. As the Dwarves put more cards into the discard pile, the potential targets of the tomb expand.

Other Discard Recursion Cards

Dwarven Tomb and Map of Earnil fill similar roles but together can be ridiculous. The map can target the tomb to bring back another card then put the tomb on the bottom of the deck for another possible use. This can lead to an infinite loop with an empty deck as the tomb can target Map of Earnil to return to hand. Play Tomb again with the returned Map to return another Spirit card. A little card draw with Elven-light and this loop can occur every turn. Dwarven Tomb retrieving Knight of Belfalas, especially if somehow all copies ended in the discard, allows for another chain of discard recursion. The Knight can retrieve each other copy since they’re all Gondor allies. Chump block while one is in hand and just get back after replaying it.

Quest Specific

There are a few quests that will force players to discard cards from their deck. Deadman’s Dike from The Lost Realm, Dungeons of Cirth Gurat in the Haradrim cycle, and Under the Ash Mountains. There are also many cards scattered across various quests that force players to discard cards from their hand or their entire hand. Dwarven Tomb can help mitigate the downsides of these quests aside from just getting a key card back. Many of them have effects that additional effects if another copy of card is in your discard. Deadman’s Dike and Under the Ash Mountains both have a player lose if they run out of cards in their deck. Dwarven Tomb can help find a way to get some cards shuffled back into the deck.

Ring Rating

Card Talk uses the highly scientific yet arbitrary scale of 1 ring for the card to rule them all to 10 to be cast back into the fiery chasm from whence it came.

I rate this card at 4 rings. It has a pretty flexible and useful effect considering it can get any Spirit card out of the discard pile. I’ve used it fairly often even back when I had only 2 copies from my 2 old core sets. I’ve used it in discard recursion focused decks as insurance and added to decks with Spirit as potential extra copy of Test of Will. In my experience, I usually would rather just have the regular card drawn and it can cut from the deck list pretty easily if extra room is needed. It also be helpful in trimming a deck since I’ll drop a 3rd copy of A Test of Will and another generally useful Spirit event like Hasty Stroke. Dwarven Tomb then I’ll count on as the 3rd copy for both. Still I find I’ll hold on to Dwarven Tomb just in case or won’t have the spare resource to play it and the card I pull out. Discard recursion, I’ll find myself trimming Dwarven Tomb if I’m just using it as insurance. One copy sometimes is all that is needed to tilt the odds to seeing it late game when it might be needed. It’s that “just in case role” it fills that while a generally useful card when playing Spirit, that it moves more towards a niche card rather than a powerful will always include card.

  • Dave – 2
  • Grant – 2
  • Ted – TBR
  • Matt – 4
  • Average – 2.67

External Links

Sample Decks

Doomed Rohan – To Catch An Orc – Minimum Purchase by kattattack22

Rohan themed deck for To Catch an Orc using only Voice of Isengard and 1 old core set. Dwarven Tomb doesn’t feature necessarily in this deck but it serves as a possible 3rd copy of A Test of Will.

Main Deck

Hero (3)
Éomer (The Voice of Isengard)
Éowyn (Core Set)
Gríma (The Voice of Isengard)

Ally (27)
2x Erebor Hammersmith (Core Set)
3x Gandalf (Core Set)
1x Gléowine (Core Set)
3x Gondorian Spearman (Core Set)
1x Henamarth Riversong (Core Set)
3x Isengard Messenger (The Voice of Isengard)
3x Lórien Guide (Core Set)
2x Northern Tracker (Core Set)
3x Veteran Axehand (Core Set)
3x Westfold Horse-breeder (The Voice of Isengard)
3x Westfold Outrider (The Voice of Isengard)

Attachment (6)
2x Blade of Gondolin (Core Set)
2x Keys of Orthanc (The Voice of Isengard)
2x Rohan Warhorse (The Voice of Isengard)

Event (17)
2x A Test of Will (Core Set)
2x Deep Knowledge (The Voice of Isengard)
1x Dwarven Tomb (Core Set)
2x Feint (Core Set)
2x Secret Paths (Core Set)
3x Stand and Fight (Core Set)
2x The Galadhrim’s Greeting (Core Set)
3x The Wizards’s Voice (The Voice of Isengard)

3 Heroes, 50 Cards
Cards up to The Voice of Isengard

Decklist built and published on RingsDB.

Burglar’s Turn to Side Quest by kattattack22

Multiplayer questing and support deck that uses some Noldor discard effects and dwarven mining. Dwarven Tomb here is an insurance policy if forced to discard something important or turn Zigil Miner into pseudo card search.

Burglar’s Turn to Side Quest

Main Deck

Hero (3)
Arwen Undómiel (The Dread Realm)
Círdan the Shipwright (The Grey Havens)
Thurindir (Race Across Harad)

Contract (0)
1x The Burglar’s Turn (Wrath and Ruin)

Ally (25)
1x Bilbo Baggins (The Road Darkens)
3x East Road Ranger (The Wastes of Eriador)
1x Faramir (Core Set)
1x Firyal (The Mûmakil)
1x Glorfindel (Flight of the Stormcaller)
3x Lórien Guide (Core Set)
3x Mirkwood Explorer (The Thing in the Depths)
3x Northern Tracker (Core Set)
3x Rider of Rohan (Beneath the Sands)
1x Súlien (The City of Corsairs)
2x Thalion (Fire in the Night)
3x Zigil Miner (Khazad-dûm)

Event (20)
3x A Test of Will (Core Set)
3x Dwarven Tomb (Core Set)
3x Elven-light (The Dread Realm)
3x Hidden Cache (The Morgul Vale)
3x Stand and Fight (Core Set)
3x The Galadhrim’s Greeting (Core Set)
2x Will of the West (Core Set)

Player Side Quest (6)
1x Double Back (Escape from Mount Gram)
1x Explore Secret Ways (Race Across Harad)
1x Gather Information (The Lost Realm)
1x Rally the West (The Black Serpent)
1x Scout Ahead (The Wastes of Eriador)
1x The Storm Comes (The Sands of Harad)

3 Heroes, 51 Cards
Cards up to Wrath and Ruin

Sideboard

Attachment (14)
1x Ancestral Armor (Roam Across Rhovanion)
1x Celebrían’s Stone (Core Set)
1x Citadel Plate (Core Set)
1x Durin’s Axe (Wrath and Ruin)
1x Glamdring (Roam Across Rhovanion)
1x Gondorian Shield (The Steward’s Fear)
1x Legacy Blade (The Dungeons of Cirith Gurat)
1x Magic Ring (The Crossings of Poros)
1x Mithril Shirt (The Fate of Wilderland)
1x Narya (The Grey Havens)
1x Necklace of Girion (The Wilds of Rhovanion)
1x Orcrist (Fire in the Night)
1x Stone of Elostirion (Under the Ash Mountains)
1x The Arkenstone (The Withered Heath)

Decklist built and published on RingsDB.