Ranger of Cardolan

TL;DR A versatile neutral ally well positioned for unexpected combat requirements.

Background

[In] the wild lands beyond Bree there were mysterious wanderers. The Bree-folk called them Rangers, and knew nothing of their origin. They were taller and darker than the Men of Bree and were believed to have strange powers of sight and hearing, and to understand the languages of beasts and birds. They roamed at will southwards, and eastwards even as far as the Misty Mountains; but they were now few and rarely seen. When they appeared they brought news from afar, and told strange forgotten tales which were eagerly listened to; but the Bree-folk did not make friends of them.
—The Fellowship of the Ring, Book 1, Ch 9, At the Sign of the Prancing Pony

The Ranger of Cardolan was released during the Angmar Awakened cycle which featured heavy development of the Dunedain archetype. These descendants of the kingdom of Arnor are capable of an aggressive, combat focused style of play as they seek to protect and guard those more vulnerable, and happen to be able to tell a good tale now and again. As such, Ranger of Cardolan makes an excellent contributor to this style of play.

Card Theme

If you’ve played the Angmar Awakened Cycle (which is likely since that’s where this card originates), you’ve been exposed to a fair smattering of Dunedain history. However, it isn’t intuitive to piece the scraps together solely from playing the card game. Hence a brief (and hopefully accurate) review of the foundational historical pieces of Arnor, of the Northern Kingdom of the Dunedain.

Following the defeat of Sauron in the War of the Last Alliance, the rule of Arnor is assumed by Valandil, Isildur’s only surviving son following the Disaster of the Gladden Fields. Thereabout eight uneventful centuries pass until the unity of Arnor is splintered into three kingdoms: Arthedain, Rhudaur and Cardolan.

Arthedain was in the North-west and included the land between Brandywine and Lune, and also the land north of the Great Road as far as the Weather Hills. Rhudaur was in the North-east and lay between the Ettenmoors, the Weather Hills, and the Misty Mountains, but included also the Angle between the Hoarwell and the Loudwater. Cardolan was in the South, its bounds being the Brandywine, the Greyflood, and the Great Road.
—The Return of the King, Appendix A, “The Númenorean Kings”, “Eriador, Arnor, and the Heirs of Isildur”

Image credit to The Mad Hobbit blog

The chronicle of tales shows that the dread realm of Angmar was established and Rhudaur fell under it’s control. Cardolan allied with Arthedain to hold back the evil forces, but it was eventually overwhelmed and it’s royal line destroyed. A band of survivors took refuge in Tyrn Gorthad (Barrow Downs and Old Forest region) where they interred the Last Prince of Cardolan (possibly the tomb Frodo encounters) where they endured for two centuries; but eventually they were ravaged by the Great Plague and perished, allowing the evil wights of Carn Dum to possess the barrow region. Upon rescuing Frodo, Tom Bombadil remarks of his memory of the fallen people of Cardolan; to what extent he interacted with these people is unknown, but he was certainly present and contemporary with them, and may have had friendly relations.

It is speculative to suggest this ally card represents a faint, unbroken lineage of Cardolan Dunedain. Rather, it likely depicts rangers of intact Arthedain descent who are stationed, posted, or positioned in regions of the former Cardolan kingdom (additionally, similar for the Sarn Ford Sentry). Nevertheless, card’s ability is a thematic success for to spring into play from the shadows in order to protect others.

Synergies and Interactions

Let’s establish one thing at this point, the stats on the Ranger of Cardolan are quite good. A combined nine stats for four resources is cost effective and it’s neutral (non-)sphere to boot. There are a good number of heroes that have a 2/2/2 statline as well as several allies in the “Vilya Champions” group. It wouldn’t be too much of a stretch to call it the strongest non-unique neutral ally in the game (although there are interesting cases to be made for Guardian of Rivendell, etc).

Researching this card provided a lot of different clever uses for Ranger of Cardolan. But its high stats are a bit of a drawback when it comes to all of the effects that Ranger of Cardolan could trigger. If a card effect requires you to exhaust an ally/Dunedain/Ranger, then there is almost always a lower stat ally that could fit the bill (provided they are actually in play). These come at the opportunity cost of not being able to use its stats, which we’ve verified, are quite good.

To establish just a couple other points on the card’s ability that will come up later. “After you engage an enemy” is not limited to the Engagement phase. This could be triggered during non-traditional phases for engagement such as planning, questing, combat, etc. Also note, when triggering the ability, Ranger of Cardolan stays in play until the end of the round (i.e. the very end, after the refresh phase); you could get several uses out of this card over the course of the round with various readying effects available, or even in the narrow window after it refreshes but before the round ends and is discarded.

I’ll briefly acknowledge some combo’s that are viable, but on fringe of productive. Expert Trackers has an interesting combo to engage an enemy, bring in the Ranger of Cardolan and exhaust it place progress on a location; but it’s not really that productive since a different Scout/Ranger could be used to exhaust and our Ranger of Cardolan could be used to help deal with the enemy. He’s only here for a limited time, let’s make the most of it. Similarly, attachments on the Ranger of Cardolan could be useful, but that means you’re not using his ability (although very much still viable), and as before, other allies may be better targets.

There’s another set of combos that are intriguing, but still only situationally applicable because several pieces may need to be in place.

  • Descendants of Kings: more ways to get uses out of Dunedain stats/actions and you’ll likely have enemies engaged if you trigger Ranger of Cardolan’s ability
  • Tale of Tinuviel: always takes some finesse since it’s not providing action advantage. Since the stat boosting lasts until the end of the phase, extra readying is needed to get maximize the benefit (say from: Descendants of Kings)
  • Dunedain Hunter: an alluring gamble to directly take on an extra enemy to get a strong ally in play for not cost. Sometimes that enemy is more than you can handle right away, and the Ranger of Cardolan could help double-team that enemy if necessary. Plus, played during the planning phase, it gives you more opportunities to get an extra use.
  • Wait no Longer: a similar combo as previous, play during planning and appreciate exactly what extra enemy you are dealing with this round. However, it starts to get a little bit expensive to pull off.
  • Heir of Valandil: a perfectly acceptable way to reduce the cost once you’ve got some enemies engaged. Appreciate the flexibility to play Ranger of Cardolan this way if you missed the opportunity to trigger the response, of if you have Ranger of Cardolan back in your hand later in the game when the response isn’t as needed.
  • Mablung (hero): while he doesn’t share the right trait with the Ranger of Cardolan to trigger its ability, Mablung effectively defrays the cost of putting the Ranger into play during any phase.

Now to the substantive analysis, putting Ranger of Cardolan against the two staple 1-cost cards dealing emergency/unexpected combat:

Feint
Completely shuts down an attack and no secondary effect triggers: no shadow card, no forced effect related to the attack, etc.

Sneak Attack
Allows ‘enters/leaves play’ effects to trigger. If the ally survives, it could be paid for conventionally during the next planning phase, or a second sneak attack during a later phase of the same round.

Ranger of Cardolan
One resource cost is not specific to a sphere. Ally remains until the end of the round. Card is shuffled into owner’s deck for potential reuse. Takes up less ‘deck space’ with the integrated ability.

Objectively, Feint and Sneak Attack deserve their spots among the most popular and abused effects from the core set. But looking comparatively at the Ranger’s ability, would Feint and Sneak Attack be improved if they were neutral (non-)sphere? Would Feint and Sneak Attack be improved if they were shuffled into their owner’s deck after use (say, conditionally if no shadow effect was dealt to the target enemy)? The fine print to shuffle back into the owner’s deck can be incredible if there is sufficient card draw in a Dunedain deck.

The Ranger of Cardolan can be an excellent archery damage soak, effectively healing itself as it leaves play (also true for Sneak Attack). But it is also significant card economy, as it takes up half the space in your deck as a Sneak Attack and the corresponding ally.

Clearly there are some restrictions on Ranger of Cardolan. Controlling a Dunedain hero is much more limiting than being able to pay for one tactics or lore resource based on any hero lineup; there’s only six Dunedain heroes by name, and a couple more Messenger of the King candidates. But there is quite a bit of sub-archetype flexibility here: the multifaceted Aragorn, Idraen with location control, Thurindir (and Thalion) with side quests, and Beravor with card draw support. It also is only triggerable at the moment you engage an enemy; while that usually is the most impactful moment to have use of an extra ally, it lacks the flexibility to enter play if that isn’t the case.

Sidebar: Thalion mirrors the Ranger of Cardolan. Differing only in ability and unique status, they share the same card type, stats, cost, traits and sphere. It would really be a bonus achievement to trigger Ranger of Cardolan if your only Dunedain hero was Thalion after three side quests have been cleared.

Peak Power

Here we go; you’ve been looking for that overpowered combo to abuse the encounter deck with. Here we go! It was an unexpected surprise when I found the quote at the head of this article that mentioned when the Rangers would appear in Bree they “told strange forgotten tales which were eagerly listened to“.

Alright, you’re smart. You’ve probably known this combo was coming all along. But let’s go over some extra abuses of A Very Good Tale when used in the refresh phase before Ranger of Cardolan is discarded at round’s end. If you’ve snuck it into play using only one resource, you’ve got a chance to get excellent value out of that one resource.

To be explicit, all characters will ready during step 7.2 and then A Very Good Tale is playable during the action window between 7.4 and 7.5. Exhausting an ally, especially one with a high printed cost, that is about to leave play maximizes A Very Good Tale’s already potent resource acceleration and card draw effect.

Remember, there is that sneaky little action window after all cards ready and before the round ends

Here’s an extra achievement to unlock for yourself: pair Ranger of Cardolan with another ally leaving play at the end of the round. Gandalf, Elrond, Galadriel and Saruman, while costly, all have powerful when enters play effects that you can squeeze one more use out of before they depart. Combined with Ranger of Cardolan, they can bring in a pair of high cost allies. Frankly, a pair of Rangers makes a perfectly viable combo on their own.

Dwarven Sellsword and Wilyador similarly leave play at the end of the round, but they are remarkably cheap allies whose value decrease the longer you keep them hanging around; what better than to play them on the cheap, yet get another stable ally into play as they leave (however, you are compromised to a total cost of incoming allies at five resources, but still plenty of respectable allies can be brought in this way).

Backing off “Peak Power” for a moment, imagine blanking the textbox on Ranger of Cardolan; gone is the ability, but also the restriction. Is it still worth playing? Consider how playable a neutral ally is in a tri-sphere deck.

Consider also if a Bond of Friendship contract is played. Per the setup restriction, ten non-sphere cards need to be included in your deck and, with four heroes, paying for a four cost ally doesn’t require any forethought or resource hoarding. As good as they are, a strong neutral ally is much more playable than one belonging to a specific sphere. (And if you really want a third neutral ranger, remember Thalion.)

Rating, Conclusion

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.

The Ranger of Cardolan has a lot of strengths. As a neutral ally, it can fit in almost any deck. Its statline is versatile and above average per stat to resource value/ratio. With a Dunedain hero, it can bounce into play many times during a game especially as an emergency combatant and archery soak.

With a mature card pool, it can’t always get included, but it’s certainly worthy of consideration in many decks even if its ability isn’t triggerable.

  • Dave – 4
  • Grant – TBR
  • Ted – 5
  • My rating – 3
  • Average – 4.00

Spirit Théoden

Théoden is the king of Rohan, and perhaps the king of cost reduction. He has a clear role of getting out your Rohan allies efficiently. As is commonly known, Rohan has a strong theme of discarding allies in exchange for card effects. Théoden helps soften the blow of losing an ally by having it cost less. Additionally, one can build up a good sized army of Rohan allies of any sphere with Théoden’s strong resource smoothing and cost reduction features. Let the mustering begin!

Background

Théoden king, the Lord of the Mark of Rohan. He is the seventeenth king of Rohan and plays a prominent role in The Lord of the Rings. During the war of the ring he is under the spell of Saruman before Gandalf shows to free him from said spell. After this he comes to his senses and immediately thwarts Rohan in action against the evil forces of Saruman, and then Sauron. He famously calls for the mustering of Rohan and eventually presses his Rohirrim forward to the Battle of Pelennor Fields. His iconic speech closes with battle cries of death. He does meet his own death in the fields of Pelennor and in doing so leaves behind a legacy of redemption and glory.

Card Theme

Thedoen’s ability matches his theme quite well, specifically the mustering theme. His ability allows a player to reduce the cost the first played Rohan ally to zero. This is much like his attempts to rally his army in Tolkein’s work. Théoden’s ability is not great by shear power, but by numbers. The idea here is a Rohan ally swarm attempting to get any able-bodied warrior into the battle. Such a theme mimics the desperation to form forces to fight the enemy in both the Battle of Helm’s Deep and Pelennor fields.

Thematic Deckbuilding Ideas

The beauty of deckbuilding with Théoden is he can be dropped in any thematic Rohan deck. In fact, there are pages upon pages of deck ideas on RingsDB demonstrating exactly this. He is going to fit best into a Rohan themed deck with many allies and some high-cost allies, ideally both. This is a huge bonus if you love running Rohan. Any time you can drop a Westfold Horse-breeder for 0 resources, or an Eomund or Gamling for 2 you’re at a major advantage. A Spirit Elfhelm for 3 resources? Yes, please.

Other than his high threat there’s hardly any reason to exclude him in a Rohan swarm deck. His sentinel ability makes him a great defender in multiplayer which also has a thematic flare of it’s own. While Théoden boasts great stats, his value does drop outside of Rohan themed decks due to his specialized nature. Dave and Grant explain more about this in the podcast episode.

Card Synergies and Interactions

Théoden is priviledged into having access to tools specific to him. Snowmane and Herugrim both have added bonuses if you attach them to Théoden. Golden Shield is another thematic fit. Théoden can host all three due to Snowmane losing the restricted keyword when attached to Théoden. It’s clear these were developed with him in mind. Snowmane provides a free readying ability barring a successful quest. Herugrim provides and awesome base of +2 attack bonus while Golden Shield provides a fortifying base of +2 defense bonus. An Unexpected Courage ensures Théoden can utilize both of his combat attachments.

Gamling and Guthwine‘s ability to recur Rohan allies sets Théoden for a nonstop swarm. Speaking of swarm, Mustering the Rohirrim can help dig for any Rohan ally within the top 10 cards of your deck. The one resource you spend doing this is negated by Theoden’s cost reduction.

Feel like making Theoden a powerhouse attacker? Add Herugrim to him as well as a Steward of Gondor and a Song of Hope. Boost that willpower and swing away. Do the same with Golden Shield.

Finally, we can refer to Card Talk’s episode on Théoden and Théodred. I love Dave’s (rather insistent) idea of using both heroes’ ability to double resource smooth. The Rohan swarm could be never-ending with this duo. Want to take it a step further? Add Grima for maximum resource smoothing.

Quest Specific

I’m not sure there’s any specific quest Théoden is going to excel in specifically. The only immediate exception I can think of is Voyage across Belegaer where Nárelenya essentially has the same ability as Théoden.

I might suggest staying away from quests which start off combat-heavy. The reason for this is Théoden’s high threat level. For example, we all know what we have to deal with turn one during Journey Along the Anduin if your threat is over 30. Even with a great cost reduction ability it’s hard to build a board state in a situation like this.

Ring Rating

I’d ring Théoden a 3. He’s reached elite status in Rohan decks but is lackluster outside the archetype. He has good stats and the sentinel ability to help his cause but its not enough to make him a versatile hero overall. He’s high specialized and highly effective in Rohan decks which is the primary reason I give him a three. I keep him at a three because there’s no reason to consider building with him outside the Rohan archetype unless you do some Three Hunter’s shenanigans. Oh, and I freely admit I’m quite partial to Rohan!

  • Dave – 4
  • Grant – 3
  • Joe – 3
  • Average – 3.33

External Links

Sample Decks

A Sword-day: Arise, Arise, Riders of Théoden! – Devaresh

A Rohan swarm deck featuring Théoden and his attachments.

A Sword-day: Arise, Arise, Riders of Théoden!

Main Deck

Hero (3)
Éomer (The Voice of Isengard)
Éowyn (Core Set)
Théoden (The Treason of Saruman)

Ally (23)
3x Elfhelm (The Mountain of Fire)
2x Éomund (Conflict at the Carrock)
2x Escort from Edoras (A Journey to Rhosgobel)
1x Gamling (The Land of Shadow)
3x Riddermark Knight (The Dungeons of Cirith Gurat)
2x Rider of Rohan (Beneath the Sands)
3x Steward of Orthanc (Race Across Harad)
2x West Road Traveller (Return to Mirkwood)
3x Westfold Horse-breeder (The Voice of Isengard)
2x Westfold Outrider (The Voice of Isengard)

Attachment (14)
3x Firefoot (The Dunland Trap)
2x Golden Shield (The Flame of the West)
3x Gúthwinë (The Mountain of Fire)
2x Herugrim (The Treason of Saruman)
2x Snowmane (The Land of Shadow)
2x Song of Kings (The Hunt for Gollum)

Event (13)
3x A Good Harvest (The Steward’s Fear)
1x Astonishing Speed (Return to Mirkwood)
3x Elven-light (The Dread Realm)
3x Keen as Lances (Escape from Mount Gram)
3x Open the Armory (The Dungeons of Cirith Gurat)

3 Heroes, 50 Cards
Cards up to The Dungeons of Cirith Gurat

Sideboard

Ally (15)
3x Déorwine (Temple of the Deceived)
3x Elfhelm (The Dead Marshes)
3x Gandalf (Core Set)
3x Háma (The Treason of Saruman)
3x Rider of the Mark (Road to Rivendell)

Attachment (4)
3x Favor of the Valar (The Battle of Carn Dûm)
1x Song of Kings (The Hunt for Gollum)

Event (6)
2x Hasty Stroke (Core Set)
2x Mustering the Rohirrim (The Hunt for Gollum)
2x Ride to Ruin (The Hills of Emyn Muil)

Decklist built and published on RingsDB.

Wise Horse Lords of Rohan – Card Talk

A Council of the Wise deck focused on swarming. This deck combos with Théodred for increased resource smoothing.

Wise Horse Lords of Rohan

Main Deck

Hero (3)
Éowyn (The Flame of the West)
Théoden (The Treason of Saruman)
Théodred (Core Set)

Contract (0)
1x Council of the Wise (Under the Ash Mountains)

Ally (22)
1x Ceorl (Temple of the Deceived)
1x Déorwine (Temple of the Deceived)
1x Elfhelm (The Mountain of Fire)
1x Éomund (Conflict at the Carrock)
1x Éothain (The Dread Realm)
1x Escort from Edoras (A Journey to Rhosgobel)
1x Gamling (The Land of Shadow)
1x Grimbold (The Flame of the West)
1x Guthlaf (The Blood of Gondor)
1x Háma (The Treason of Saruman)
1x Horseback Archer (Core Set)
1x Riddermark Knight (The Dungeons of Cirith Gurat)
1x Rider of Rohan (Beneath the Sands)
1x Rider of the Mark (Road to Rivendell)
1x Rohirrim Scout (Challenge of the Wainriders)
1x Snowbourn Scout (Core Set)
1x The Riddermark’s Finest (The Hills of Emyn Muil)
1x Warden of Helm’s Deep (The Antlered Crown)
1x West Road Traveller (Return to Mirkwood)
1x Westfold Horse-Breaker (The Hunt for Gollum)
1x Westfold Horse-breeder (The Voice of Isengard)
1x Westfold Outrider (The Voice of Isengard)

Attachment (8)
1x Armored Destrier (Temple of the Deceived)
1x Golden Shield (The Flame of the West)
1x Gúthwinë (The Mountain of Fire)
1x Herugrim (The Treason of Saruman)
1x Horn of the Mark (The City of Ulfast)
1x Snowmane (The Land of Shadow)
1x Unexpected Courage (Core Set)
1x Windfola (A Storm on Cobas Haven)

Event (23)
1x A Test of Will (Core Set)
1x A Very Good Tale (Over Hill and Under Hill)
1x Astonishing Speed (Return to Mirkwood)
1x Battle-fury (The Drowned Ruins)
1x Captain’s Wisdom (The Thing in the Depths)
1x Charge into Battle (Wrath and Ruin)
1x Charge of the Rohirrim (Celebrimbor’s Secret)
1x Desperate Defense (The Flame of the West)
1x Dwarven Tomb (Core Set)
1x Feint (Core Set)
1x Forth Eorlingas! (The Morgul Vale)
1x Gaining Strength (The Steward’s Fear)
1x Helm! Helm! (The Treason of Saruman)
1x Last Stand (Flight of the Stormcaller)
1x Mustering the Rohirrim (The Hunt for Gollum)
1x Parting Gifts (A Journey to Rhosgobel)
1x Ride Them Down (The Antlered Crown)
1x Ride to Ruin (The Hills of Emyn Muil)
1x Sneak Attack (Core Set)
1x Stand and Fight (Core Set)
1x The Muster of Rohan (Challenge of the Wainriders)
1x Valiant Sacrifice (Core Set)
1x We Do Not Sleep (The Dead Marshes)

3 Heroes, 53 Cards
Cards up to Under the Ash Mountains

Decklist built and published on RingsDB.

Envoy of Pelagrir

  • Card Effect Categories 
    • Resource Acceleration
    • Resource Smoothing
    • Enters Play

A flexible cheap efficient ally that was necessary early in the life of the game. Now in the larger card pool, it’s a fine filler or resource smoothing card.

Background

Pelagrir is the primary coastal city of Gondor located along the Anduin. An envoy based or from Pelagrir makes sense as the envoy can board sailing or river ships to travel to many places in Middle Earth. Most notably in the Lord of the Rings trilogy, Aragorn lead the dead men of Dunharrow against the corsairs of Umbar that had taken the city.

Card Theme

Steward of Gondor back in the core set introduced the resource acceleration mechanism to the game. Heirs of Númenor as the first Gondor focused deluxe expanded on the Gondor trait having resource related mechanisms. Envoy of Pelagrir and Errand-Rider both gave it ways to move resources around. Wealth of Gondor gave it another acceleration option, and Leadership Boromir boosted ally attack while he had a resource. This is a nice way to represent the manpower and materials at Gondor’s command. It makes a lot sense as the kingdom was the largest and strongest of the free peoples during the later years of the Third Age.

Envoy of Pelagrir and Errand-Rider both provide another great thematic representation of the mechanism of moving resources from one hero to another. Both are traveling around and interacting with the various peoples of Middle Earth. The Pelargir Ship Captain, introduced later in the cycle, continued the thematic link of traveling allies with a resource smoothing ability that isn’t limited to just Gondor or Noble. Squire of the Citadel is another later example of the thematic link. Although it is not as obvious as the prior examples considering the squire would need to leave play first to basically move the resource to a different Gondor hero. Still a squire could be expected to run messages for their knight and it can tie in.

Card Synergies and Interactions

Gondor Global Boosts

Envoy is a pretty good value with 1 willpower and attack for essentially 1 resource. You can get more stats with Leadership Boromir hero or For Gondor! boosting its attack. Gondor has many good allies for combat.

I tend to think of Envoy as a cheap questing ally. Especially since it’s easy to boost its willpower with Visionary Leadership, Leadership ally Faramir, and even Sword that was Broken on Aragorn.

Bond of Friendship

The Envoy fits in well with this contract’s deckbuilding restrictions considering you have to include at least 5 neutral or Saga sphere cards. There aren’t as many neutral card options as the regular 4 spheres. It’s ability to smooth resources between Gondor and Noble heroes is even better value with the mandatory quad sphere build.

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 Envoy at 5 rings because it is one the best filler cards. I could see a a strong argument for 4 on that basis. I just find that being a good or even great filler usually gets cut from my deck. In larger card pool, I often find better choices for the particular deck I’m building. Even Gondor swarm has many great cheap options that are competing for space like Solider of Gondor, Herald of Anórien, Defender of Rammas, or Knight of Belfalas.

When it came out, the Envoy was fantastic. It was just the kind of card the game needed for the small card pool, a flexible ally that could go in any deck. Also it could make your early game much better by giving a hero that one resource needed to play another card in the same turn especially in dual sphere decks. Now, there are better cheap allies for most decks and better resource smoothing options. It still is useful, but not as universally as it was back in Against the Shadow.

  • Dave – 5
  • Grant – 4
  • Ted – 5
  • Matt – 5
  • Average 4.75

External Links

Sample Decks

A Family of Leaders by emorlecallor

Main Deck

Hero (3)
Boromir (Heirs of Númenor)
Denethor (Flight of the Stormcaller)
Faramir (The Land of Shadow)

Ally (29)
1x Anborn (The Land of Shadow)
2x Citadel Custodian (Heirs of Númenor)
3x Envoy of Pelargir (Heirs of Númenor)
3x Errand-rider (Heirs of Númenor)
3x Gandalf (Core Set)
3x Herald of Anórien (Trouble in Tharbad)
1x Ingold (The Wastes of Eriador)
2x Pelargir Ship Captain (The Morgul Vale)
3x Squire of the Citadel (The Blood of Gondor)
3x Veteran of Osgiliath (Escape from Mount Gram)
2x Warden of Healing (The Long Dark)
3x White Tower Watchman (The Drúadan Forest)

Attachment (12)
3x Rod of the Steward (Flight of the Stormcaller)
3x Steward of Gondor (Core Set)
3x Tome of Atanatar (The Blood of Gondor)
3x Visionary Leadership (The Morgul Vale)

Event (10)
3x A Very Good Tale (Over Hill and Under Hill)
1x For Gondor! (Core Set)
3x Sneak Attack (Core Set)
3x Strength of Arms (The Drúadan Forest)

Player Side Quest (1)
1x Send for Aid (The Treachery of Rhudaur)

3 Heroes, 52 Cards
Cards up to Flight of the Stormcaller

Decklist built and published on RingsDB.