Henamarth Riversong

  • Player Card Categories
    • Encounter Scrying
    • Encounter Control
    • Messenger of the King

True solo king

Background

Henamarth appears to be a character created by FFG as there is no mention of him in any of the books. Presumably he is one of the elves of Mirkwood that lived in the Woodland Realm under King Thranduil. This assumption comes from that the Core Set is part of the Shadows of Mirkwood cycle and set in and around Mirkwood. It is still quite possible he is one of the Galadhrim Silvan elves as there many different peoples of Middle Earth represented therein.

Card Theme

Knowing little of Henamarth, there is really only the card art to go by. He is all dressed in various shades of green seemingly to blend in better with the grass and forest around him. He has hand raise shielding his eyes as if trying to see something in the distance. It appears he is being depicted as a scout or sentry of some kind. In either case, seeing dangers before they are generally known fits well with his ability to see the top card of the encounter deck.

Card Synergies and Interactions

Quest Control / Willpower Bonus

Henamarth is a true solo king because knowing the top encounter card gives a player the exact staging area threat they’ll be questing against most of the time. That is barring surge and other similar effects that would lead to another card being revealed or added.

This allows the true solo player to send exactly amount of necessary willpower or hold back enough characters for combat. Willpower bonus abilities that be added are still good to have. These allow the player to use their characters more efficiently and keep as many as possible open for combat.

Encounter Control

There are a number of cards that trigger based on when a certain kind of card is revealed during staging. Thalin from the Core Set is an example of the later and works really well with Henamarth. Thalin’s 1 willpower is not that helpful for questing. A player knowing when to send him, especially in true solo, to trigger his ability versus hold him back to use his 2 attack or 2 defense is much more efficient. Expecting Mischief is very similar to Thalin but being a one time event is much riskier to play blindly. Warden of Arnor being the location version of Thalin can ensure that the Scout hero is only questing when needed. Spirit Merry hero and can quest if Henamarth shows no enemy is expected in true solo. There are also a few cards like Leadership Gimli ally, Leather Boots, and Wingfoot that can ready a character depending on the card revealed. Henamarth can ensure a player knows when the ready will be triggered and send them to the quest without worry.

There are also a few cards that trigger based on looking at the top card of the encounter deck. The Longbeard Elder gets to do a little location control if the top card is a location. The Ithilien Lookout can help set that up with his response to discard the top encounter card if it is an enemy. That would also allow the player to draw a card when playing a Cautious Halfling. Otherwise the Celduin Traveler can get rid of the top location if the player(s) don’t like it.

Messenger of the King

Henamarth as a Messenger of the King (MotK) hero doesn’t bring much in stats, but the threat cost of 3 is prime to enable Secrecy. The biggest problem with Henamarth as a MotK hero is his 1 health. He is only a single undefended attack or direct damage from a treachery away from dying. There is Elven Mail to give him 2 more hit points. Still very risky and potentially lose a Lore resource per round. Gleowine for the same threat cost can quest for the same, has 2 hit points, and can draw a card. Gleowine for the cost seems to be a better pick than Henamarth.

Silvans

Henamarth doesn’t have the enter play effects of the later Silvan allies that came out in the Ringmaker cycle. He can still benefit from Celeborn’s stat boosting ability and the cost reduction offered by O Lorien!. Galadriel synergizes well with him too since he can quest when he comes into play and still be ready to use his ability. Targeting him with The Tree People is a decent option since he is cheap to replay.

Silvans also have a few attachments that can played on allies. Generally they’re better on the stronger Silvan allies like Legolas or Marksman of Lorien or a Silvan hero. They’re still an option to make Henamarth into a ranged attacker that lowers enemy defense by 2 or potentially a secondary defender for weaker enemies with 1 defense and 3 hit points from Elven Mail and Cloak of Lorien. Silvan Trackers can heal off any damage taken quite easily.

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 Henamarth at 2 rings. He is cheap to play, gives the player 1 willpower or 1 attack, and has a useful ability. Worst comes to worst, a player can always chump block with him as well. Just tremendous value for his cost.

Then his ability is just so strong in true solo. Knowing exactly what the staging area will have most turns allows a player to split their heroes and allies most efficiently between questing and combat. If there is a treachery, foreknowledge of its effect can let a player play around it. For example, knowing the top encounter card is Necromancer’s Reach that will deal a damage to each exhausted character, then the player can just commit characters that have more than 1 hit point remaining. His ability can also help in defending because it can show what the first shadow card will be. That foreknowledge can make the difference between losing a defending hero and losing a cheap ally in their place.

The low cost means he can slot into just about every deck with Lore. He doesn’t synergize perfectly with the Silvan cards that came later, but he still works with them although there might be better options. There isn’t really any downside to him. If I’m not playing him in a deck with Lore then it is because it is built around a theme or trait.

  • Dave – 3
  • Grant – 2
  • Ted – TBR
  • Matt – 2
  • Average 2.33

External Links

Sample Decks

Pretty Fly for a Scry Guy by Durins Father

An encounter scrying deck full of direct damage effects. The direct damage is meant to kill enemies as soon as possible after they’re revealed in staging.

Main Deck

Hero (3)
Damrod (The Land of Shadow)
Denethor (Core Set)
Thalin (Core Set)

Ally (14)
2x Anborn (The Blood of Gondor)
2x Descendant of Thorondor (The Hills of Emyn Muil)
2x Henamarth Riversong (Core Set)
2x Ithilien Tracker (Heirs of Númenor)
2x Marksman of Lórien (The Drowned Ruins)
2x Master of Lore (Heirs of Númenor)
2x Warden of Healing (The Long Dark)

Attachment (16)
2x A Burning Brand (Conflict at the Carrock)
2x Ambush (The Land of Shadow)
2x Forest Snare (Core Set)
2x Gondorian Shield (The Steward’s Fear)
2x Ithilien Pit (Encounter at Amon Dîn)
2x Poisoned Stakes (The Blood of Gondor)
2x Protector of Lórien (Core Set)
2x Ranger Spikes (Heirs of Númenor)

Event (27)
2x Arrows from the Trees (Temple of the Deceived)
3x Behind Strong Walls (Heirs of Númenor)
3x Daeron’s Runes (Foundations of Stone)
3x Deep Knowledge (The Voice of Isengard)
3x Expecting Mischief (Over Hill and Under Hill)
3x Feint (Core Set)
2x Forest Patrol (Assault on Osgiliath)
2x Infighting (A Journey to Rhosgobel)
2x Interrogation (The Drowned Ruins)
2x Risk Some Light (Shadow and Flame)
2x Rumour from the Earth (Return to Mirkwood)

Player Side Quest (1)
1x Scout Ahead (The Wastes of Eriador)

3 Heroes, 58 Cards
Cards up to The Drowned Ruins

Decklist built and published on RingsDB.

Derndingle Warrior

  • Cycle
    • Angmar Awakened
  • Set
    • Escape from Mount Gram
  • Player Card Categories
    • Defense Bonus

The Ent defender

Background

Ents are sentient humanoid trees. The valar, Yavanna, wanted protectors for her trees and they were created to be those protectors. They are often called Tree Shepards as a result.

Derndingle specifically refers to a clearing in Fangorn Forest where the Ents held their Entmoot in the Two Towers. They decided at that Entmoot to attack Isengard and Saruman leading to the Last March of the Ents.

Card Theme

The Ents are demonstrated to be very fierce once roused to anger. See their destruction of Saruman’s forces as Isengard. The damage for bonuses present in many Ent cards is a reasonable mechanical representation of this. Although it is a bit a stretch for it to give anything besides an attack bonus.

Card Synergies and Interactions

Other Ents

Foremost among the Ent cards offering synergy with the Derndingle Warrior’s ability is Booming Ent. It gets +1 attack for each damaged Ent and is only limited by the number of damaged Ents a player controls. Derndingle as a sentinel defender and can use its action while defending to become damaged can easily become damaged boosting Booming Ent’s attack.

Treebeard ally is the great Ent enabler. He gains resources that can pay for or ready Derndingle Warrior. Entmoot similarly accelerates Ents by drawing more of them including any Derndingle Warriors in the top 5 cards. The second ability allows the defense bonus to be activated twice in 1 round since it is only limit 1 per attack. Wellinghall Preserver can heal the damage taken

Healing

Healing is a two fold benefit for Derndingle Warrior. First, it allows the Derndingle to keep using it’s ability. Second, if it does take damage after defending still, the healing can keep it around to defend again later. There are many options for healing besides just Wellinghall Preserver. Warden of Healing and Ioreth are the leading two. Warden because he is cheap, can heal 2 characters, and can heal multiple times a round if there are Lore resources to spare. Ioreth is great to heal a lot of damage at once. Most of the other options are less efficient than these two due to higher resource costs, action inefficiency, or other non-resource costs. On top of all these, Elrond hero can boost the effectiveness of those that don’t heal all the damage on a character.

Damage Cancelation

Honour guard is the only damage cancelation option available for the Derndingle. It helps partly like healing in stopping extra combat damage. It is nonbo though with the Derndingle’s ability because it can’t cancel the cost (the one damage) of using it.

Bonus Hit Points

More hit points also help maximize its defensive capability by expanding its capacity to take more damage either from its ability or just combat. The Ent Draught can be played since Derndingle Warrior fulfills the play restriction. Vigilant Guard is an in sphere option. Hauberk of Mail also gives Derndingle an a bonus defense as well as a hit point. Spare Pipe doesn’t do as much for the Derndingle with it’s 1 hit point but the event it fetches might help the overall deck performance.

Ally Readying

There are a couple Ent speicific options as seen earlier with ally Treebeard if he has 2 resources although often it is better to just ready Treebeard himself. Boom and Trumpted also works although there might be better targets for the +3 attack. Narya requires the play to use Gandalf or Cirdan, but offers the most synergy because not only will it ready Derndingle but boost its defense at the same time.

While he can’t have restricted attachments, there is Valiant Determination and Spare Hood and Cloak that can let him both quest and attack. Valiant Determination is the best of these as it will ensure he can do both every turn although probably not worth it for 1 willpower. Leadership Faramir hero is another way to potentially get the most use of him although it will be dependent on engaging an enemy every turn. Leadership introduced ally readying with Every Vigilant and Grim Resolve in the Core set. Ever Vigilant is a good way to ready the Warrior and get multiple defenses. Grim Resolve’s and The Free Peoples’ global readying is more aimed at turning the tide of a game to make a big quest push and then try to hold the line in combat.

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 Derndingle Warrior at 3 rings. It is a very affordable ally at 2 cost. The defense stat of 2 and 3 hit points make it a decent defending ally at that cost. It’s ability helps it rival the defensive staples Winged Guardian and Defender of Rammas. The drawback of it entering play exhausted combined with it needing to take damage for the defense bonus means sometimes it isn’t the best solution. That one turn delay can mean the difference in having to take an undefended attack or not. It can’t siege quest like Defender of Rammas and Winged Guardian since it has to defend for the defense bonus. Still it works well and can splash in many decks with Tactics.

  • Dave – 4
  • Grant – 5
  • Ted – TBR
  • Matt – 3
  • Average – 4

External Links

Sample Decks

Legolas Shoots Locations aka Mono Tactics v4 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.

Twin Council of the Wise Fellowship by kattattack22

Two player or two handed fellowship using Council of the Wise in both decks. A bit of experiment to build 2 identical decks so that pulling cards for Council of the Wise is a little more worthwhile.

Twin Council of the Wise – Beregond, Eowyn, and Legolas

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

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

Ally (17)
1x Defender of Rammas (Heirs of Númenor)
1x Derndingle Warrior (Escape from Mount Gram)
1x Elven Jeweler (Escape from Mount Gram)
1x Galadhon Archer (The Nîn-in-Eilph)
1x Galadhrim Weaver (The Treachery of Rhudaur)
1x Galadriel’s Handmaiden (Celebrimbor’s Secret)
1x Gandalf (Core Set)
1x Gondorian Spearman (Core Set)
1x Honour Guard (The Wastes of Eriador)
1x Long Lake Fisherman (The Withered Heath)
1x Northern Tracker (Core Set)
1x Rhovanion Outrider (Temple of the Deceived)
1x Rider of Rohan (Beneath the Sands)
1x Rider of the Mark (Road to Rivendell)
1x West Road Traveller (Return to Mirkwood)
1x Westfold Horse-breeder (The Voice of Isengard)
1x Zigil Miner (Khazad-dûm)

Attachment (13)
1x Ancient Mathom (A Journey to Rhosgobel)
1x Bow of Yew (The Wilds of Rhovanion)
1x Dagger of Westernesse (The Black Riders)
1x Gondorian Shield (The Steward’s Fear)
1x Magic Ring (The Crossings of Poros)
1x Raiment of War (The Thing in the Depths)
1x Rohan Warhorse (The Voice of Isengard)
1x Round Shield (Mount Gundabad)
1x Secret Vigil (The Lost Realm)
1x Silver Circlet (Wrath and Ruin)
1x Silver Lamp (The Voice of Isengard)
1x Unexpected Courage (Core Set)
1x War Axe (The City of Ulfast)

Event (19)
1x A Test of Will (Core Set)
1x Defiant Challenge (Under the Ash Mountains)
1x Desperate Defense (The Flame of the West)
1x Dwarven Tomb (Core Set)
1x Elrond’s Counsel (The Watcher in the Water)
1x Elven-light (The Dread Realm)
1x Feint (Core Set)
1x Foe-hammer (Over Hill and Under Hill)
1x Hands Upon the Bow (Shadow and Flame)
1x Hasty Stroke (Core Set)
1x Horn’s Cry (The Treachery of Rhudaur)
1x Open the Armory (The Dungeons of Cirith Gurat)
1x Quick Strike (Core Set)
1x Stand and Fight (Core Set)
1x Sterner than Steel (The Flame of the West)
1x The Galadhrim’s Greeting (Core Set)
1x The White Council (The Dunland Trap)
1x The Wizards’s Voice (The Voice of Isengard)
1x Will of the West (Core Set)

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

3 Heroes, 50 Cards

Sideboard

Hero (2)
Brand son of Bain (The Hills of Emyn Muil)
Glorfindel (Foundations of Stone)

Ally (1)
1x Celduin Traveler (The Nîn-in-Eilph)

Attachment (4)
1x Miruvor (Shadow and Flame)
1x Steed of Imladris (Across the Ettenmoors)
1x Thorongil (The Fortress of Nurn)
1x Thrór’s Key (On the Doorstep)

Event (5)
1x Helm of Secrecy (Under the Ash Mountains)
1x Hold Your Ground! (The Battle of Carn Dûm)
1x Power of Orthanc (The Voice of Isengard)
1x Reforged (The Fate of Wilderland)
1x Shadow of the Past (Return to Mirkwood)

Twin Council of the Wise – Arwen, Grimbeorn, and Lanwyn

Hero (3)
Arwen Undómiel (The Dread Realm)
Grimbeorn the Old (The Withered Heath)
Lanwyn (The Thing in the Depths)

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

Ally (17)
1x Defender of Rammas (Heirs of Númenor)
1x Derndingle Warrior (Escape from Mount Gram)
1x Elven Jeweler (Escape from Mount Gram)
1x Galadhon Archer (The Nîn-in-Eilph)
1x Galadhrim Weaver (The Treachery of Rhudaur)
1x Galadriel’s Handmaiden (Celebrimbor’s Secret)
1x Gandalf (Core Set)
1x Gondorian Spearman (Core Set)
1x Honour Guard (The Wastes of Eriador)
1x Long Lake Fisherman (The Withered Heath)
1x Northern Tracker (Core Set)
1x Rhovanion Outrider (Temple of the Deceived)
1x Rider of Rohan (Beneath the Sands)
1x Rider of the Mark (Road to Rivendell)
1x West Road Traveller (Return to Mirkwood)
1x Westfold Horse-breeder (The Voice of Isengard)
1x Zigil Miner (Khazad-dûm)

Attachment (13)
1x Ancient Mathom (A Journey to Rhosgobel)
1x Bow of Yew (The Wilds of Rhovanion)
1x Dagger of Westernesse (The Black Riders)
1x Gondorian Shield (The Steward’s Fear)
1x Magic Ring (The Crossings of Poros)
1x Raiment of War (The Thing in the Depths)
1x Rohan Warhorse (The Voice of Isengard)
1x Round Shield (Mount Gundabad)
1x Secret Vigil (The Lost Realm)
1x Silver Circlet (Wrath and Ruin)
1x Silver Lamp (The Voice of Isengard)
1x Unexpected Courage (Core Set)
1x War Axe (The City of Ulfast)

Event (19)
1x A Test of Will (Core Set)
1x Defiant Challenge (Under the Ash Mountains)
1x Desperate Defense (The Flame of the West)
1x Dwarven Tomb (Core Set)
1x Elrond’s Counsel (The Watcher in the Water)
1x Elven-light (The Dread Realm)
1x Feint (Core Set)
1x Foe-hammer (Over Hill and Under Hill)
1x Hands Upon the Bow (Shadow and Flame)
1x Hasty Stroke (Core Set)
1x Horn’s Cry (The Treachery of Rhudaur)
1x Open the Armory (The Dungeons of Cirith Gurat)
1x Quick Strike (Core Set)
1x Stand and Fight (Core Set)
1x Sterner than Steel (The Flame of the West)
1x The Galadhrim’s Greeting (Core Set)
1x The White Council (The Dunland Trap)
1x The Wizards’s Voice (The Voice of Isengard)
1x Will of the West (Core Set)

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

3 Heroes, 50 Cards

Sideboard

Hero (2)
Brand son of Bain (The Hills of Emyn Muil)
Glorfindel (Foundations of Stone)

Ally (1)
1x Celduin Traveler (The Nîn-in-Eilph)

Attachment (4)
1x Miruvor (Shadow and Flame)
1x Steed of Imladris (Across the Ettenmoors)
1x Thorongil (The Fortress of Nurn)
1x Thrór’s Key (On the Doorstep)

Event (5)
1x Helm of Secrecy (Under the Ash Mountains)
1x Hold Your Ground! (The Battle of Carn Dûm)
1x Power of Orthanc (The Voice of Isengard)
1x Reforged (The Fate of Wilderland)
1x Shadow of the Past (Return to Mirkwood)

Fellowship built and published on RingsDB.

Raven-winged Helm

  • Player Card Categories
    • Damage Cancelation
    • Burglar Treasure

It’s not a Honour Guard but great for turning a hero into a super defender.

Background

The flavor text comes from the description of Pippin’s gear after he entered Denethor’s service. It is is interesting to note this is not a Guard of the Citadel‘s mithril helm. Those had the wings of sea birds.

Card Theme

Armor preventing or mitigating damage is very true to the real world application of armor. The Raven-winged Helm card is not perfectly thematic to Lord of the Rings. Pippin can’t equip it as none of his hero versions have the sentinel keyword. Presumably Beregond as a fellow guard would also have the Raven-wing Helm, but it is not specified in the text.

Card Synergies and Interactions

Beregond

The hero the helm is made for considering it is free to play on his Tactics version. It also works great on the Spirit version considering it can help ensure the player can trigger the threat reduction.

Gwaihir Hero

Raven-winged helm is great for Gwaihir hero because it is not a restricted attachment. Gwaihir has a drawback that prevents players from using restricted attachments on him. This excludes many good defensive attachments like Gondorian Shield, Round Shield, and Ancestral Armor. Raven-winged helm basically acts another point of defense on him.

Gain Sentinel

There are many heroes with sentinel that the helm can equip to, but some strong defensive heroes like Spirit Dain don’t have it initially. Fortunately, there are some ways to give heroes sentinel. Dunedain Signal was the first one that can grant any hero sentinel. Arwen ally is the most flexible since she can grant any character sentinel. Although, to play helm using her ability will require something like Spare and Hood Cloak to exhaust her during planning. There are some trait related options like Elven Mail, Armor of Erebor, and Tireless Thoroughbred.

Erkenbrand

Erkenbrand is partly a nonbo with the helm. Canceling the damage caused by his ability stops the ability from working. This is due to a ruling that canceling the damage isn’t paying the cost so it no longer works. This would also be the case for Treebeard hero if equipped with the helm.

Allies Promoted to Heroes

Messenger of the King and Sword-thain opens up a couple good ally defenders to gaining the helm as well. In particular, Jubayr and Déorwine are great because they have built-in shadow control.

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 Raven-winged Helm at 6 rings. It is role player of a card. It is designed to help defensive heroes against high attack enemies and shadow effects with direct damage. It will also be helpful against archery. Cheating deal a damage costs have been neutered by an official ruling from former lead developer Caleb keeping its applications pretty narrow. It can go on the wider roster of heroes with the help of a few other cards. Allies promoted to heroes can even get it. This all said, it is still much more limited than Honour Guard that is also 2 Tactics resources.

  • Dave – 5
  • Grant – TBR
  • Ted – 4
  • Matt – 6
  • Average – 5

External Links

Sample Decks

Power grimbeorn the old nightmare by Grant

Grant’s go to Grimbeorn multiplayer battle deck. It’s survived Assault on Dol Guldur epic multiplayer.

Main Deck

Hero (3)
Grimbeorn the Old (The Withered Heath)
Hirgon (Beneath the Sands)
Théodred (Core Set)

Ally (21)
2x Beorn (Core Set)
3x Beorning Guardian (The Crossings of Poros)
3x Beorning Skin-changer (The Withered Heath)
1x Erestor (The Long Dark)
3x Giant Bear (Fire in the Night)
1x Grimbold (The Flame of the West)
2x Honour Guard (The Wastes of Eriador)
3x Legolas (The Treason of Saruman)
2x Warrior of Dale (The Wilds of Rhovanion)
1x Yazan (The Mûmakil)

Attachment (22)
2x Armored Destrier (Temple of the Deceived)
2x Bow of Yew (The Wilds of Rhovanion)
2x Cram (Over Hill and Under Hill)
3x Dúnedain Mark (The Hunt for Gollum)
3x Dúnedain Warning (Conflict at the Carrock)
2x Hauberk of Mail (The Wilds of Rhovanion)
2x Raven-winged Helm (The Wastes of Eriador)
2x Secret Vigil (The Lost Realm)
2x Steward of Gondor (Core Set)
2x Warrior Sword (The Ghost of Framsburg)

Event (5)
2x Feint (Core Set)
3x Sneak Attack (Core Set)

Player Side Quest (2)
1x Gather Information (The Lost Realm)
1x Send for Aid (The Treachery of Rhudaur)

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

Sideboard

Ally (4)
1x Faramir (Core Set)
3x Gandalf (Core Set)

Attachment (10)
1x Celebrían’s Stone (Core Set)
2x Necklace of Girion (The Wilds of Rhovanion)
3x Song of Travel (The Hills of Emyn Muil)
1x Steward of Gondor (Core Set)
3x Unexpected Courage (Core Set)

Event (3)
3x The Galadhrim’s Greeting (Core Set)

Decklist built and published on RingsDB.

Now It’s Time For… Deorwine?

A solo deck focused on getting Sword-thain Deorwine to defend.

Main Deck

Hero (3)
Boromir (The Dead Marshes)
Denethor (Flight of the Stormcaller)
Sam Gamgee (The Black Riders)

Ally (22)
1x Bill the Pony (The Black Riders)
3x Déorwine (Temple of the Deceived)
3x Envoy of Pelargir (Heirs of Númenor)
2x Erestor (The Long Dark)
3x Errand-rider (Heirs of Númenor)
3x Gandalf (Core Set)
3x Honour Guard (The Wastes of Eriador)
2x Legolas (The Treason of Saruman)
2x Vassal of the Windlord (The Dead Marshes)

Attachment (19)
3x Armored Destrier (Temple of the Deceived)
2x Raven-winged Helm (The Wastes of Eriador)
3x Rod of the Steward (Flight of the Stormcaller)
2x Song of Kings (The Hunt for Gollum)
3x Steward of Gondor (Core Set)
3x Sword-thain (The Dread Realm)
3x The Day’s Rising (The Antlered Crown)

Event (9)
3x Captain’s Wisdom (The Thing in the Depths)
3x Sneak Attack (Core Set)
3x We Are Not Idle (Shadow and Flame)

3 Heroes, 50 Cards
Cards up to Temple of the Deceived

Decklist built and published on RingsDB.

Faramir (Leadership Ally)

  • Player Card Categories
    • Willpower Bonus
    • Messenger of the King

Faramir shows his quality right in the Core Set.

Background

Faramir was the younger brother of Boromir. He was a brave warrior who loved lore and music and was disliked by Denethor, his father, for his gentle nature. After Boromir’s death, Faramir commanded the Rangers of Ithilien and found Frodo and Sam on a mission. Despite initially holding them captive, Faramir showed his quality and did not succumb to the lure of the Ring. He was later struck down during the War of the Ring and almost burned alive by his father. He was saved by Gandalf and healed in the Houses of Healing. There he met Eowyn, fell in love with her, and the two later wed.

Card Theme

The ally can be a representation of Faramir as the Rangers of Ithilien captain. They had to fight against superior numbers. As a result, he had to keep them moving and carefully choose their battles. It would take tremendous willpower to keep fighting in that situation and keep his men alive.

Card Synergies and Interactions

Cheap Allies

The more allies, the more targets to gain +1 willpower when he exhausts. Gondor, Outlands, Silvan, and Hobbits all have pretty low cost making it easy to play several in a few short turns. Gondor in particular has several allies in Leadership fitting in quite nicely with ally Faramir. Outlands typically has Leadership access thanks to Hirulan the Fair being in Leadership while also providing resource smoothing for Outlands allies. Silvan similarly typically uses Celeborn and/or Thranduil heroes. Hobbits have Leadership Frodo and Sam heroes to provide Leadership access.

Mustering

Cards that can put allies directly into play can help build the ally swarm and maximize his willpower boost.

Ally Readying

There’s no limit on Faramir’s ability other than how many times a player can exhaust him. Ally readying effects are more limited than those for heroes. The Core Set provided one in the same sphere, Ever Vigilant. Later expansions introduced some repeatable ally readying with Leadership Frodo hero, Leather Boots, Spare Hood and Cloak, and Narya. Although Spare Hood and Cloak either needs to have Faramir exhaust and move it to another character or a Long Lake Trader.

Global readying effects not only help by letting Faramir use ability twice, but allow the player to send all their allies to the quest and ready for combat.

Sword-thain and Messenger of the King

Both cards can make Faramir a hero. This opens up many more readying cards like Unexpected Courage for multiple uses of his ability. Messenger of the King has the big advantage of letting Faramir be a hero right away and get to using his ability more than once. It however limits readying him to just once per phase. Faramir then could only double boost a player’s willpower. Sword-thain doesn’t have this upper limit. It is less reliable since a player needs to draw and play both 4 cost cards.

Quest Specific

Faramir’s ability helps more in quests with stages where it is better to rush through them. The classic example is Stage 2 of Journey Along the Anduin. It has players reveal an additional card each turn and keeps enemies from engaging. It can be very easy for too many cards to build up in the staging area with the extra card and each player limited to engaging 1 enemy per turn. Wastes of Eriador has a similar Stage 2 where during Night the players have to discard an ally. Staying in that stage can be very detrimental as the effect combined with enemies eats away at the player board state. Questing through the stage minimizes the negative effects in each of these scenarios. Journey in the Dark, there is an objective that counts down until the arrival of the Balrog. Questing quickly through before the Balrog arrives makes the scenario much easier. Desert Crossing in the Haradhrim cycle has a time limit with players losing when they reach 60 temperature and the temperature rises every turn. Questing quickly is key to winning that scenario.

Another common situation in scenarios is players just need to quest through the last stage to win. The Hobbit Over Hill and Under Hill has this in We Must Away Ere Break of Day, and Dungeons Deep and Caverns Dim both have this. Dungeons Deep and Caverns has the added twist of treacheries all gaining surge. The Dread Realm also puts a little twist on this with requiring all locations to be explored and placing progress from the quest on each location in play. Similar to the situations above, it deals damage to characters if any locations are still in play and lingering for multiple turns can be punishing.

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 Faramir Leadership ally at 3 rings. His ability is undeniably powerful considering how vital questing is to the game. He is a little costly at 4, but in the sphere with the best resource acceleration cards its really not bad at all. If anything the main downside is he can be a win more card if played late in the game. Especially as the card pool grew to include more efficient questing allies. Still he provides an tremendous boost and with as an action, and it can be used after staging. Messenger of the King enabled providing this willpower boost ability. It also opens up many more readying cards making a double boost much more consistent, but it caps the usefulness of those effects given the limit once per phase limit. Even if a player doesn’t use his ability, he has a decent 2 defense and 3 hit points to help defend some weaker enemies.

  • Dave – 5
  • Grant – 4
  • Ted – TBR
  • Matt – 3

External Links

Sample Decks

100 Willpower by Seastan

The deck has lots of resource acceleration, card draw, and ally readying to maximize using Faramir’s ability.

100 Willpower

Main Deck

Hero (3)
Círdan the Shipwright (The Grey Havens)
Denethor (Flight of the Stormcaller)
Erestor (The Treachery of Rhudaur)

Ally (24)
3x Anfalas Herdsman (The Steward’s Fear)
3x Envoy of Pelargir (Heirs of Númenor)
3x Errand-rider (Heirs of Númenor)
3x Ethir Swordsman (The Steward’s Fear)
3x Faramir (Core Set)
3x Hunter of Lamedon (Heirs of Númenor)
1x Ioreth (A Storm on Cobas Haven)
2x Warden of Healing (The Long Dark)
3x Warrior of Lossarnach (The Steward’s Fear)

Attachment (8)
2x Light of Valinor (Foundations of Stone)
3x Narya (The Grey Havens)
3x Spare Hood and Cloak (Over Hill and Under Hill)

Event (18)
3x A Very Good Tale (Over Hill and Under Hill)
3x Captain’s Wisdom (The Thing in the Depths)
3x Daeron’s Runes (Foundations of Stone)
3x Ever Vigilant (Core Set)
3x Gaining Strength (The Steward’s Fear)
3x Wealth of Gondor (Heirs of Númenor)

3 Heroes, 50 Cards
Cards up to A Storm on Cobas Haven

Sideboard

Attachment (6)
3x Thrór’s Key (On the Doorstep)
3x Thrór’s Map (Over Hill and Under Hill)

Decklist built and published on RingsDB.

Boromir (Ally)

  • Player Card Categories
    • Defense Bonus
    • Readying
    • Surprise
    • Messenger of the King

The Hobbit protector version

Background

Eldest son of Gondor’s Steward and a commander in their army. Driven by a dream he had to go to Rivendell where he joined the Fellowship of the Ring. He fell to the temptation of the Ring and tried to take it from Frodo causing the breaking of the Fellowship. Shortly afterwards, the Uruk-Hai attacked Merry and Pippin as they searched for Frodo and lead to Boromir’s demise as he defended them. As he lay dying, he confessed his attempt to take the Ring to Aragorn.

Card Theme

This version of Boromir gets a defense bonus when the player is engaged with a higher engagement cost enemy than their threat. He is the only non-Hobbit character to have an ability the engaged with higher engagement cost enemy. All other characters with this kind of triggered ability are Hobbit characters. This clearly is intended to be Boromir as he defended Merry and Pippin from the Uruk-hai. Adding to this association is that he readies every time that he is damaged. This could easily happen as he defends from attacks, but also from characters with Archery that deal direct damage. The archery damage can be even more fitting as he had a few black arrows in him from the Uruk-hai’s bows.

Card Synergies and Interactions

Low Threat Heroes and Threat Reduction

Boromir’s defense bonus works more consistently the lower the initial threat cost of your heroes. Thematically, Hobbit heroes comprise a large portion of the heroes with with 7 threat cost or less. Although there are many other options like Spirit Glorfindel, Mirlonde, Smeagol, and Tactics Eowyn that also have a threat cost of 7 or less. If expanded to 8 many more options become available like both versions of Denethor although 3 heroes at 8 threat get close to 25 engagement cost which is one of the more common enemy engagement costs. Messenger of the King further expands the roster to unique allies with useful abilities but not many stats like Ioreth and Gleowine. Another option to start with low threat to increase the consistency of the defense bonus is to use only 1 hero with The Grey Wanderer contract.

An addendum to starting with low threat, is keeping threat low. Spirit Merry covers both considering he only has 6 threat cost and his ability can reduce the player’s threat each time an enemy is revealed. In sphere with Boromir, there is really only Secret Vigil. In the Hobbit deck that his ability works best with, there are several options like Elvenses, The Shirefolk, and the other staples like The Galadhrim’s Greeting Woodmen’s Clearing.

Healing

Healing allows a player to really maximize Boromir’s second ability. Each time he takes damage, he can ready. If a player heals him after taking that damage, he’s free to keep taking damage and readying. There’s no limit on the ability unlike the errata’d Tactics hero version.

Repeatable effects like Warden of Healing, Ioreth, and Self Preservation work very well since they can be used after Boromir is damaged by enemy or other effect. Additionally they can be boosted by Elrond Hero. Other one-time healing effects like Healing Herbs and Lore of Imladris are better if Boromir already has taken significant damage and even better if he has additional hit points from ally attachments.

Ally Attachments

There are a few ally attachments that can really boost his defensive and readying capability. Hauberk of Mail and Round Shield can increase his defense. Ent Draught, Vigilant Guard, Wild Stallion, and Raiment of War provide more hit points to let him take more damage and keep readying. Wild Stallion and Raiment of War adding attack as well make his readying even better when he is ready to attack back. Card Talk contributor Quetzal wrote a great review of Boromir on Ringsdb years ago pointing out a great interaction with Vigilant Guard. He noted you can use Vigilant Guard’s damage redirection ability to damage Boromir and ready him even more often. Quetzal suggested using this with hero Beorn because he can defend without exhausting but has low defense. Ringsdb user AJ_800 took it a step further using hero Treebeard’s ability to deal damage to Boromir up to 5 times per phase. Note, Treebeard won’t get the bonus willpower or attack since the he doesn’t pay the price of taking the damage himself.

Sword of Morthond can indirectly increase any of Boromir’s stats. It really just depends on how many of the Outlands allies are included along with Boromir.

Hirgon and Tactics Imrahil

Boromir’s 4 cost is expensive especially in a sphere with few resource acceleration options. Hirgon offers a way to discount Boromir with the added bonus of boosting his combat stats. The built-in readying of Boromir can really leverage the boost. Tactics Imrahil also can possibly find and put Boromir into play for a turn. Normally shuffling the ally back into the deck is a full on downside. There is a bit of benefit to it for Boromir ally since all damage is removed. A player could potentially get 2 or 3 readies in Boromir and then basically fully heal him by putting him back into the deck.

Messenger of the King

Messenger of the King opens up many more attachment options and offers a slightly lower threat cost at 9 compared to 11 of the regular hero version. Top among of them in power is Gondorian Fire and Blood of Numenor. They each have a player spend a resource for bonus attack or defense equal the resources on the hero. This was a mainstay of pre-errata Tactics Boromir hero that had no limit on his readying. Specifically for this version, Citadel Plates for many more hit points along with Well Preserved and The One Ring for full healing each turn can really turn him into a defending and readying machine.

Damage Cancelation

Damage cancelation is a bit of nonbo or combo that doesn’t work. As mentioned earlier, abilities like hero Treebeard that say take damage for an effect, damage is considered the cost. If the character doesn’t take the damage, then the cost isn’t payed and the effect doesn’t happen. This doesn’t mean they can’t help if Boromir would take more than 1 damage, but players have to be careful to not cancel all the damage.

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 Boromir at 3 rings. I’ll admit prior to my review, my opinion of this card was pretty middling. When I play Hobbits, I tend to make a super defender with Hobbit Cloak and other defensive attachments or just chump block. The only deck I’ve played the card in was Seastan’s Tactics Imrahil deck called Bouncy Bear. It primarily focused on using Spare and Cloak to maximize actions with the beefy allies in the deck. I realized as I prepared for this review by looking at various decklists and reading other reviews that there were many more combos with this card than I thought. I’m especially intrigued by the possibilities with Vigilant Guard readying Boromir. The cycles since The Road Darkens came out have really opened up more decks that this version can be useful in besides just Hobbit decks.

He still faces some tough competition for attention at 4 cost in Tactics between the excellent Legolas ally and fun to build around Vigilant Dunadan. The original Tactics Boromir that is still a very good hero despite his readying limited to once per phase by the errata. Leadership Boromir also sees a fair bit of play despite being a bit niche for Gondor Swarm decks. It is a card that likely has been long overshadowed by the hero versions that came out earlier in the game.

  • Dave – 5
  • Grant – TBR
  • Ted – 4
  • Matt – 3
  • Average – 4

External Links

Sample Decks

The Return of the King by AJ_800

Messenger of the King Boromir ally deck leveraging Vigilant Guard + Treebeard hero to ready Boromir several times a turn.

Main Deck

Hero (3)
(MotK) Boromir (Messenger of the King Allies)
Glorfindel (Foundations of Stone)
Treebeard (The Treason of Saruman)

Contract (0)
1x Messenger of the King (The Land of Sorrow)

Ally (15)
2x Boromir (The Road Darkens)
3x Envoy of Pelargir (Heirs of Númenor)
3x Firyal (The Mûmakil)
3x Gandalf (Core Set)
1x Ioreth (A Storm on Cobas Haven)
3x Wellinghall Preserver (Across the Ettenmoors)

Attachment (20)
2x Asfaloth (Foundations of Stone)
3x Elf-stone (The Black Riders)
3x Ent Draught (The Treason of Saruman)
3x Gondorian Shield (The Steward’s Fear)
3x Light of Valinor (Foundations of Stone)
1x Strength and Courage (The City of Ulfast)
1x The One Ring (A Shadow in the East)
3x Vigilant Guard (A Storm on Cobas Haven)
1x Well Preserved (Under the Ash Mountains)

Event (15)
3x A Test of Will (Core Set)
3x Daeron’s Runes (Foundations of Stone)
3x Drinking Song (Mount Gundabad)
3x Dwarven Tomb (Core Set)
3x Elrond’s Counsel (The Watcher in the Water)

3 Heroes, 50 Cards
Cards up to The Land of Sorrow

Decklist built and published on RingsDB.

Main Deck

Hero (3)
(MotK) Boromir (Messenger of the King Allies)
Glorfindel (Foundations of Stone)
Treebeard (The Treason of Saruman)

Contract (0)
1x Messenger of the King (The Land of Sorrow)

Ally (15)
2x Boromir (The Road Darkens)
3x Envoy of Pelargir (Heirs of Númenor)
3x Firyal (The Mûmakil)
3x Gandalf (Core Set)
1x Ioreth (A Storm on Cobas Haven)
3x Wellinghall Preserver (Across the Ettenmoors)

Attachment (20)
2x Asfaloth (Foundations of Stone)
3x Elf-stone (The Black Riders)
3x Ent Draught (The Treason of Saruman)
3x Gondorian Shield (The Steward’s Fear)
3x Light of Valinor (Foundations of Stone)
1x Strength and Courage (The City of Ulfast)
1x The One Ring (A Shadow in the East)
3x Vigilant Guard (A Storm on Cobas Haven)
1x Well Preserved (Under the Ash Mountains)

Event (15)
3x A Test of Will (Core Set)
3x Daeron’s Runes (Foundations of Stone)
3x Drinking Song (Mount Gundabad)
3x Dwarven Tomb (Core Set)
3x Elrond’s Counsel (The Watcher in the Water)

3 Heroes, 50 Cards
Cards up to The Land of Sorrow

Decklist built and published on RingsDB.

Imrahil, Prince of Dol Amoth by carlosm88

Tactics Imrahil deck featuring the Outlands allies, Sword of Morthond, and Boromir ally.

Main Deck

Hero (3)
Denethor (Flight of the Stormcaller)
Hirluin the Fair (The Steward’s Fear)
Prince Imrahil (The City of Corsairs)

Ally (25)
3x Anfalas Herdsman (The Steward’s Fear)
2x Boromir (The Road Darkens)
3x Envoy of Pelargir (Heirs of Númenor)
3x Errand-rider (Heirs of Númenor)
3x Ethir Swordsman (The Steward’s Fear)
1x Forlong (The Drúadan Forest)
3x Hunter of Lamedon (Heirs of Númenor)
3x Knights of the Swan (The Steward’s Fear)
1x Legolas (The Treason of Saruman)
3x Warrior of Lossarnach (The Steward’s Fear)

Attachment (13)
2x Gondorian Shield (The Steward’s Fear)
2x Heir of Mardil (Celebrimbor’s Secret)
3x Prince of Dol Amroth (The City of Corsairs)
2x Rod of the Steward (Flight of the Stormcaller)
3x Steward of Gondor (Core Set)
1x Sword of Morthond (Assault on Osgiliath)

Event (11)
3x Man the Walls (The Ghost of Framsburg)
1x Men of the West (Assault on Osgiliath)
3x Valiant Sacrifice (Core Set)
3x We Are Not Idle (Shadow and Flame)
1x Wealth of Gondor (Heirs of Númenor)

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

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

Decklist built and published on RingsDB.

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.

Guardian of Esgaroth – Community Review

by David Renaud

  • Card Talk Season TBD Episode TBD
    • Video episode
    • Audio episode
  • Cycle
    • Ered Mithren
  • Set
    • The Withered Heath
  • Player Card Categories 
    • Attack Bonus
    • Defense Bonus
    • Willpower Bonus

Background

Guardian of Esgaroth is fairly clear as where it stands: an armsman from Dale, likely after the events of The Hobbit. Following Bard the Bowman to rebuild their ancestral lands, the Men from Dale would benefit from trade from both the Elves of Mirkwood and the Dwarves of the Lonely Mountain.

Card Theme

The card’s theme becomes quite evident in the deckbuilding direction it demands. Dale is a wealthy land of warriors and craftsmen. Guardian of Esgaroth pushes a deck towards plenty of attachments, including weapons, armour, and horses. The Men of Dale leverage their affluent position to be well prepared for war.

Card Synergies and Interactions

Guardian of Esgaroth fits into a fairly typical Dale deck. Brand son of Bain and Bard son of Brand provide synergistic heroes, with a third slot open for player preference (either to double up with more Leadership/Spirit or open up another Sphere). Personally, I enjoy Theodred for resource smoothing.

Then the rest of the deck can be an assortment of other Dale allies and low cost attachments. In particular, Wild Stallion stands out as an excellent card for the deck, as it provides the Guardian with +2 to all stats.

Additionally, cards that provide extra actions per turn out of Guardian shine. Valiant Determination enables questing for 5 on top of attacking or defending for 5 each turn.

Spare Hood and Cloak has been a surprisingly effective card for the deck. With the heroes, it immediately draws a card. Then it lets you pass the cloak to the Guardian to get an extra action in an emergency, while also letting the Guardian pass it back in rounds in which its combat power isn’t needed. This brings an extra level of flexibility to respond to a critical turn.

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.

Guardian of Esgaroth requires support, but acts on an often unused axis of the game – universally powerful allies. There are often min/maxed allies or universally average allies, but an ally that hits 5/5/5/5 (thanks to Wild Stallion) benefits from many effects that are costed to only apply to allies instead of heroes. This allows it to benefit from cards like Strength of Arms and Valiant Determination to act in multiple phases, for example. A 5 Defense/5 Health Ally also is unlikely to die to an unfortunate shadow, meaning you can heal off the damage and reuse it. And worst case scenario, losing a buffed ally isn’t as consequential as losing a buffed hero. And you can have three of them at once.

However, it requires a significant investment in deckbuilding to make it work.

  • David – 3
  • Dave – TBR
  • Grant – TBR
  • Ted – TBR
  • Matt – TBR
  • Average – 3

4P Ranger Summons by David Renaud

This deck was part of my four player fellowship running all the “shuffle into the encounter deck” events.

Main Deck

Hero (3)
Amarthiúl (The Battle of Carn Dûm)
Bard son of Brand (The Wilds of Rhovanion)
4P Ranger Summons by David Renaud This deck was part of my four player fellowship running all the “shuffle into the encounter deck” events. Brand son of Bain (The Wilds of Rhovanion)

Ally (18)
3x Guardian of Esgaroth (The Withered Heath)
2x Knight of Dale (The Dungeons of Cirith Gurat)
3x Long Lake Fisherman (The Withered Heath)
3x North Realm Lookout (The Wilds of Rhovanion)
3x Redwater Sentry (The Wilds of Rhovanion)
1x Wiglaf (Roam Across Rhovanion)
3x Wild Stallion (Roam Across Rhovanion)

Attachment (23)
2x Ancestral Armor (Roam Across Rhovanion)
2x Bow of Yew (The Wilds of Rhovanion)
3x Hauberk of Mail (The Wilds of Rhovanion)
3x King of Dale (The Wilds of Rhovanion)
2x Raiment of War (The Thing in the Depths)
3x Round Shield (Mount Gundabad)
2x Squire’s Helm (The Withered Heath)
3x Steward of Gondor (Core Set)
3x Valiant Determination (The Ghost of Framsburg)

Event (9)
3x Campfire Tales (The Hunt for Gollum)
3x Ranger Summons (The Lost Realm)
3x Traffic from Dale (The Wilds of Rhovanion)

3 Heroes, 50 Cards
Cards up to Mount Gundabad

Sideboard

Ally (3)
3x Ranger of the North (The Lost Realm)

Deck built on RingsDB.

September 2021 Solo League by Alonewolf87

This isn’t my deck, but includes the general ideas that I would bring into a solo build of the deck.

Main Deck

Hero (3)
Bard son of Brand (The Wilds of Rhovanion)
Brand son of Bain (The Wilds of Rhovanion)
Frodo Baggins (Conflict at the Carrock)

Ally (22)
2x Gandalf (Core Set)
3x Guardian of Esgaroth (The Withered Heath)
3x Long Lake Fisherman (The Withered Heath)
3x North Realm Lookout (The Wilds of Rhovanion)
3x Redwater Sentry (The Wilds of Rhovanion)
3x Rhovanion Outrider (Temple of the Deceived)
2x Warrior of Dale (The Wilds of Rhovanion)
3x Wild Stallion (Roam Across Rhovanion)

Attachment (20)
2x Bow of Yew (The Wilds of Rhovanion)
3x Hauberk of Mail (The Wilds of Rhovanion)
3x King of Dale (The Wilds of Rhovanion)
3x Map of Rhovanion (The Wilds of Rhovanion)
3x Spare Hood and Cloak (Over Hill and Under Hill)
3x Squire’s Helm (The Withered Heath)
3x Valiant Determination (The Ghost of Framsburg)

Event (8)
3x A Test of Will (Core Set)
2x The Galadhrim’s Greeting (Core Set)
3x Traffic from Dale (The Wilds of Rhovanion)

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

Decklist built and published on RingsDB.

Rhovanion Outrider – Community Review

by Nathan Ferraro

  • Player Card Categories 
    • Location Control
    • Willpower Bonus

Background

Honestly, my Dale lore isn’t great.

Editor’s Note: There’s not much to about the men of Dale that isn’t in The Hobbit. They are Northmen that came from the southern part of Rhovanion and built Dale when Thror re-established the Kingdom Under the Mountain. The city prospered with Erebor until Smaug attacked and destroyed Dale. After the events in the The Hobbit, Bard and his son Brand ruled the lands around Dale. During the War of the Ring, forces of Mordor invaded overrunning Dale. The men joined the Dwarves of Erebor and remained there under siege until news came of Sauron’s defeat.

Card Theme

The theme is quite nice. The scout helps to eliminate threat of locations in the distance. When needed for combat, he is mounted and ready.

Card Synergies and Interactions

He works great by himself. He is even better in a dale deck when having his willpower boosted or with other location-control cards.

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.

Rhovanion Outrider is often overlooked for Northern Tracker, but he is often superior. The ability to target a single location with his ability can get around exploring many locations that have “forced: when it leaves play” abilities. He is cheaper than Northern Tracker and often times actually provides even more willpower than the Tracker. He is very affordable in many spirit decks, not just Dale or Vilya decks. In solo or two-handed play, there often aren’t that many locations in the staging area anyhow. The outrider is my go-to location control these days.

  • Nathan – 2
  • Dave – TBR
  • Grant – TBR
  • Ted – TBR
  • Matt – TBR
  • Average – 2

Sample Deck

Love of the Halfling’s Leaf without circlets

Main Deck

Hero (3)
(MotK) Bilbo Baggins (Messenger of the King Allies)
Dáin Ironfoot (The Ghost of Framsburg)
Gandalf (The Road Darkens)

Contract (0)
1x Messenger of the King (The Land of Sorrow)

Ally (19)
1x Arwen Undómiel (The Watcher in the Water)
3x Ered Luin Miner (Temple of the Deceived)
1x Faramir (Core Set)
1x Firyal (The Mûmakil)
1x Gimli (The Treason of Saruman)
1x Glorfindel (Flight of the Stormcaller)
1x Legolas (The Treason of Saruman)
2x Northern Tracker (Core Set)
3x Rhovanion Outrider (Temple of the Deceived)
1x Súlien (The City of Corsairs)
1x Thalion (Fire in the Night)
3x Zigil Miner (Khazad-dûm)

Attachment (16)
1x Ancestral Armor (Roam Across Rhovanion)
1x Armor of Erebor (Mount Gundabad)
3x Dwarf Pipe (The Mûmakil)
1x Expert Treasure-hunter (On the Doorstep)
2x Gandalf’s Staff (The Road Darkens)
1x Hobbit Pipe (The Black Riders)
1x Shadowfax (The Treason of Saruman)
2x Spare Pipe (The Land of Sorrow)
3x Unexpected Courage (Core Set)
1x Wizard Pipe (The Road Darkens)

Event (18)
3x A Test of Will (Core Set)
3x Hidden Cache (The Morgul Vale)
3x Old Toby (The Black Serpent)
3x Smoke and Think (The Land of Sorrow)
2x Smoke Rings (The Black Riders)
2x Well-Equipped (The Blood of Gondor)
2x Will of the West (Core Set)

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

3 Heroes, 54 Cards
Cards up to The Land of Sorrow

Sideboard

Ally (3)
1x Lórien Guide (Core Set)
1x Northern Tracker (Core Set)
1x Treebeard (The Antlered Crown)

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

Event (1)
1x Well-Equipped (The Blood of Gondor)

Deck built on RingsDB.

Quickbeam (Ally)

An Ent for all decks.

  • Player Card Categories
    • Enters Play
    • Messenger of the King
    • Readying

Background

Merry and Pippin stayed with Quickbeam while the other Ents discussed going to war against Saruman at the Entmoot. He decided early to attack Saruman as he was a hasty Ent and his trees suffered much at the axes of the Uruk-hai.

Card Theme

The game has a great mechanism to represent how the Ents are not hasty in the game. They enter play exhausted.

They all have good stats, often hero level stats representing how powerful these ancient tree herders are. Entering play exhausted keeps a player from utilizing their stats right away without another card effect to ready them. This results in a tempo hit. Tempo is a game concept I originally learned in Magic the Gathering. Basically it describes the pace a player is on to victory. If you are quickly playing cards that each get you closer to winning then your tempo is fast. Another player can disrupt this tempo by getting rid of or canceling those cards. Ents can help contribute to that pace of the game, but players have to delay getting that benefit for a turn since they’re not immediately available. The encounter deck then might be a card ahead in tempo since the player forgoes using a card to deal with the new treachery, location, or enemy revealed that turn. Then it becomes a question of, if the power of the Ents overtake the encounter deck’s tempo advantage,

Card Synergies and Interactions

Ent Tribal

There are many other Ent cards that synergize quite well with Quickbeam as many have effects that work with damaged Ents. Booming Ent and Leaflock each count how many damaged Ents are in play to gain attack and willpower boosts, respectively. A player then that damages Quickbeam to ready him right away can also be boosting other Ent allies. Boom and Trumpted is a little more difficult to realize the benefit using Quickbeam’s ability, but not impossible. It just will require effects that put an ally into play outside of the planning phase like Sneak Attack or Reinforcements. Then of course there are facilitating cards like Entmoot and Treebeard ally. Entmoot is fantastic tribal card draw since it is not look at the top 5 and choose one but get all the Ent cards. Even if it doesn’t offset Ted’s top drawback for all cards, it most likely will significantly thin a player’s deck to increase the change of drawing it later. Treebeard ally acts like a 4th hero in Ent centric decks since his resources can be used to play Ent allies. Lastly, Wellinghall Preserver’s healing offsets the cost of Quickbeam’s ability since it can heal him during the Refresh phase.

Ally Action Advantage / Readying

Quickbeam has a good willpower of 2 to quest and an strong attack of 3 for an ally. It can be difficult to decide which to utilize especially if his 2 willpower is always needed to quest then a player is forgoing the use of his best stat. There are fortunately many ways to ready him. As seen earlier, there are a couple Ent speicific options with ally Treebeard if he has 2 resources although often it is better to just ready Treebeard himself. Boom and Trumpted can be an incredible play especially since it will boost his attack to 6. It will be difficult to manage outside quests with Archery considering Quickbeam’s weakest stat is defense.

While he can’t have restricted attachments, there is Valiant Determination and Spare Hood and Cloak that can let him both quest and attack. Valiant Determination is the best of these as it will ensure he can do both every turn. Leadership Faramir hero is another way to potentially get the most use of him although it will be dependent on engaging an enemy every turn. Leadership introduced ally readying with Every Vigilant and Grim Resolve in the Core set. Ever Vigliant is a reasonably efficient to get 3 attack on an enemy. Grim Resolve with the global readying is more aimed at turning the tide of a game to make a big quest push and then try to clear the board in combat. The Free Peoples offers a bit more synergy considering Quickbeam is such a strong efficient character that can easily fit into a deck with variety of traits. Even better it will boost his willpower to 3 for that big quest push.

Fellowship

Quickbeam already has hero level stats with his 2 willpower and 3 attack. He works especially well with this contract considering he’s only 2 cost. This is very helpful considering it requires 9 unique characters in play. The faster a player can get those 6 unique allies out to pass the threshold, the sooner all those characters gets +1 willpower, attack, and defense. Quick beam then gets 3 willpower and 4 attack. This is great since he can’t have restricted attachments and can’t get many of the other stat boosting attachments for allies.

Messenger of the King

Messenger of the King Quickbeam is a terrible nonbo. Quickbeam is amazing because he has the stats of a 4 cost ally or regular hero for the low, low cost of 2 Lore resources. Messenger of the King makes you pay the full cost of his stats with 9 threat and he’s enters play either exhausted or with a damage unlike other 9 threat cost heroes. A player is better off choosing a different unique ally with a a good ability, or a low threat hero with a decent stat or two. Lore has enough card draw that Quickbeam is easy to dig out the player’s 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 Quickbeam at 1 ring. His cost to stats ratio is insane. Then his ability to ready once he comes into play completely offsets the Ent drawback of entering play exhausted to compensate for the higher stats. He has to take a damage, but that’s not a big deal and can even be a synergy. That can help immediately boost a Booming Ent. Otherwise, it only takes one Wellinghall Preserver to offset that cost. Even if he isn’t healed, he still has a 2 respectable hit points. There are a few quests that have effects that scale by damaged characters, but there so few and far between that it is negligible. The only arguments I have against him being a 1 is that he’s not neutral and he’s a terrible Messenger of the King hero. Otherwise, any deck I’m building with Lore that isn’t a trait centric deck or using Forth, the Three Hunters is going to have a minimum of one copy of Quickbeam. Most likely 2 to increase the changes of seeing him and minimize having a dead draw since he’s unique.

  • Dave – 3
  • Grant – TBR
  • Ted – 2
  • Matt – 1
  • Average – 2

External Links

Sample Decks

Super Hasty Ents by Master of Lore

Master of Lore created an Ent deck designed to avoid the tempo hit using Grima to play Treebeard turn 1. Faramir can ready Ents while engaging enemies or Treebeard’s resources will ready them if there are no enemies in play.

Main Deck

Hero (3)
Faramir (The Land of Shadow)
Gandalf (The Road Darkens)
Gríma (The Voice of Isengard)

Ally (19)
1x Beechbone (The Battle of Carn Dûm)
3x Booming Ent (The Antlered Crown)
3x Derndingle Warrior (Escape from Mount Gram)
2x Quickbeam (The Treason of Saruman)
1x Skinbark (The Land of Shadow)
3x Treebeard (The Antlered Crown)
3x Wandering Ent (Celebrimbor’s Secret)
3x Wellinghall Preserver (Across the Ettenmoors)

Attachment (20)
2x Ent Draught (The Treason of Saruman)
3x Favor of the Valar (The Battle of Carn Dûm)
3x Gandalf’s Staff (The Road Darkens)
3x Keys of Orthanc (The Voice of Isengard)
3x Narya (The Grey Havens)
3x Steward of Gondor (Core Set)
3x Wizard Pipe (The Road Darkens)

Event (11)
3x A Good Harvest (The Steward’s Fear)
3x Daeron’s Runes (Foundations of Stone)
3x Entmoot (The Treason of Saruman)
2x The Galadhrim’s Greeting (Core Set)

3 Heroes, 50 Cards
Cards up to The Grey Havens

Decklist built and published on RingsDB.

Pippin (Ally)

  • Player Card Categories 
    • Attack Bonus
    • Surprise
    • Messenger of the King

The best willpower ally in Tactics.

Background

Peregrine “Pippin” Took most people know as the hobbit that sang a sad song while Denethor made a disgusting mess of a tomato. He also is Merry’s cousin, a relative of Bilbo and Frodo, and good friend of Frodo and Merry. So much so that he aided in Frodo’s plan to cover his leaving the Shire. He helped Frodo pack for his apparent move from Hobbiton to Buckland. Then accompanying Frodo on his journey to Rivendell.

At Rivendell he would join the Fellowship of the Ring. Notably he caused the commotion that lead to the Fellowship being attacked by Orcs and a Troll. This ultimately led to Gandalf’s demise by Durin’s Bane. He would also inadvertently lead to Boromir’s end. This time due to being ambushed by Orcs as Boromir attempted to defend him and Merry.

It is after being captured by the Uruk-hai that he shows his quality. He keeps his wits to leave a clue for the Three Hunters and engineer his escape with Merry. Then he and Merry manage to get the Ents to attack Isengard and stop Saruman.Pippin’s curiosity about the Palantir diverts Sauron’s attention to Gondor and Rohan as Sauron thinks Pippin has the Ring at Isengard. He rides with Gandalf to Gondor and upon arrival enters Denethor’s service in honor of Boromir’s sacrifice. This position allows him to know of Denethor’s plan to burn Faramir and himself to death and get help to rescue Faramir from the funeral pyre. Pippin also participates in the final battle at the Black Gate killing a troll that subsequently falls on him and removes him from the battle. After returning home to the Shire, Pippin would help oust Sharkey/Saruman by raising the Shire against Sharkey and his men.

Card Theme

Pippin having 2 willpower is reasonable considering he volunteered to help Frodo leave the Shire. Then despite the dangers they encountered there, again volunteered for the dangerous mission to Mordor to destroy the Ring. While he wasn’t a fighter early in the story, Pippin learned how to fight as demonstrated by his taking down a Troll at the Battle of Morannon. That his attack is predicated on attacking an enemy with higher threat is aligned with other hobbit cards to represent their sneakiness and affinity for stealth or being underestimated.

Card Synergies and Interactions

Hobbit Tribal

There are 3 in sphere cards that can work very well with ally Pippin.

Many hobbit decks tend to be tri-sphere as they have several good cards across all 4 spheres. Tom Cotton‘s resource smoothing ability makes it easier to play Pippin and gives him 2 attack the turn he enters play. The second ability synergizes very well with Raise the Shire. Raise the Shire is great to help find Pippin. In the best case scenario, the players engages a higher engagement cost enemy, finds Pippin to put him into play, attacks for 4, and then returns him to hand to play Pippin again to quest for 2 and attack again for 4. Halfling Determination can make Pippin have top tier hero level willpower or attack for a phase.

Odo Proudfoot is also useful to help find Pippin. Fast Hitch, however, is a bit of a nonbo. Pippin already readies himself when engaging an enemy with higher threat cost. Secondly, his attack is conditional and may not always have attack to make good use of the ready. Lastly, if playing a Hobbit focused deck, a player likely has a better target for this that I’ll discuss in the Messenger of the King and Sword-thain section.

Engagement Control and Threat Reduction

The game has 2 ways to help ensure Pippin’s abilities can trigger, increase the enemies’ engagement cost and reduce a player’s threat. There are only a couple cards that can increase an enemy’s engagement cost, Take No Notice and Mablung ally. Both only do so by 5 and for a single phase. This limits their usefulness significantly because 5 will not push the enemies with very low engagement of 10 – 20 above the threat of most decks. This cross-section of enemies are the ones this effect would be the most useful against and needed, but they don’t increase it enough. The only repeatable engagement cost increase is from Lore Pippin‘s ability and can’t be used with his ally version.

Threat reduction is better considering there are several more cards for it. Unfortunately, in sphere there is only Secret Vigil that at best will reduce each players threat by 4. Fortunately, hobbit focused decks have The Shirefolk that can reduce threat by 4 for free and it is neutral. Elevenses is another hobbit specific option can significantly reduce threat mid to late game when lots of hobbit allies are out. Galadriel, Fastred, and Spirit Beregond all provide repeatable threat reduction. Galadriel and Beregond won’t help lower threat below more enemies’ engagement costs, but they’ll maintain threat turn after turn that a lower threat deck can still ambush the same enemies from beginning to the end of the game.

Fellowship Contract

Pippin is a thematic fit with this card. He like any other unique character gains great state buffs. This means once flipped Pippin could quest for 3 and attack for 3 when engaging an enemy with higher engagement cost than the player’s threat. On top of that, many unique allies are on the more expensive side. Pippin at only 2 Tactics resources can get into play quick and help flip the contract.

Messenger of the King and Sword-thain

As a Messengar of the King Hero, Pippin is pure value. He becomes a 4 threat hero that often times will have 6 threat of states. Especially as he will help keep the total low. It also opens up giving him state boosting attachments like Celebrian’s Stone or Dagger of Westernesse to make him more effective either questing or attacking. Thorongil is also a great option to add his Lore version to him. Then engagement costs are always at least 1 higher for better chance of triggering his abilities and possibly drawing a card as well. On top of this, Rosie can help boost his stats further even in both phases when a Fast Hitch is attached to her. Sword-thain also opens this possibilities, but it comes with the downside that Ted always points out in the podcast. That is the player has to draw it first. Still, it is great that the card referring to Pippin swearing his service to Denethor can be used on him and is useful.

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’m very close to 1 on ally Pippin because I know how hard it is to get willpower in Tactics. I’m rating him at 2 rings. Any Tactics ally with 2 willpower is almost an auto-include in mono-Tactics. That he is 2 cost for 2 willpower putting it on par with the best questing allies usually concentrated in Spirit is fantastic. On top of that he has great abilities with the conditional readying and attack that fits right in with other hobbit cards. He is great for almost any deck running Tactics or hobbits.

I didn’t rate him a 1 ring because outside hobbits or other low threat decks he is often just a 2 cost quester. Two cost questing allies are solid cards, but they’re not a card like A Test of Will that will save the players from certain defeat, or Core Set Gandalf that are so powerful that they can turn the tide of the entire game. I also think that Forth, the Three Hunters lowered the value of willpower allies in Tactics. Tactics has more restricted attachments than the other spheres making it easy to flip the contract and get the willpower boost. Three Hunters decks can quest really well when combined with some other willpower boosting attachments and the combat power of the restricted attachments to destroy enemies reliably.

Pippin ally is still an incredibly strong fair costed card with great abilities. He’s a pretty good target for Messenger of the King and works well with the Fellowship contract. He can synergize well with other hobbit cards as both his abilities that want to engage and attack enemies with higher engagement cost. He helps Tactics with one of their major deficiencies since the Core Set. There is a lot to like about this card and has become a staple of my decks with Tactics that aren’t using Forth, the Three Hunters.

  • Dave – 5
  • Grant – TBR
  • Ted – 4
  • Matt – 2
  • Average – 3.67

External Links

Sample Decks

The Doom of Men by Dave Walsh

This is Dave’s version of a “true hobbit deck.” One where most of the allies are hobbits.

Tom Cotton for the Win!

Main Deck

Hero (3)
Bilbo Baggins (The Hunt for Gollum)
Sam Gamgee (The Black Riders)
Tom Cotton (The Mountain of Fire)

Ally (23)
2x Bill the Pony (The Black Riders)
3x Bywater Shirriff (The Fate of Wilderland)
3x Cautious Halfling (Wrath and Ruin)
1x Farmer Maggot (The Black Riders)
3x Gaffer Gamgee (Mount Gundabad)
3x Gandalf (Core Set)
2x Pippin (A Shadow in the East)
3x Rosie Cotton (The Mountain of Fire)
3x Warden of Healing (The Long Dark)

Attachment (18)
2x Dagger of Westernesse (The Black Riders)
3x Fast Hitch (The Dead Marshes)
3x Forest Snare (Core Set)
3x Friend of Friends (The Mountain of Fire)
2x Hobbit Cloak (The Black Riders)
1x Protector of Lórien (Core Set)
1x Ring Mail (The Long Dark)
1x Song of Hope (The Black Serpent)
2x Steward of Gondor (Core Set)

Event (12)
3x Daeron’s Runes (Foundations of Stone)
3x Drinking Song (Mount Gundabad)
3x Sneak Attack (Core Set)
3x The Shirefolk (Mount Gundabad)

3 Heroes, 53 Cards
Cards up to Wrath and Ruin

Decklist built and published on RingsDB.

The Doom of Men by Matt Kell aka kattattack22

A Bond of Friendship “good stuff” deck for a couple of the Vengeance of Mordor quests.

The Doom of Men

Main Deck

Hero (4)
Aragorn (The Watcher in the Water)
Beregond (The Flame of the West)
Éowyn (The Flame of the West)
Ingold (ALeP – Children of Eorl)

Contract (0)
1x Bond of Friendship (The Fortress of Nurn)

Ally (25)
1x Angbor the Fearless (The City of Ulfast)
1x Arwen Undómiel (The Watcher in the Water)
1x Beorn (Core Set)
2x Envoy of Pelargir (Heirs of Númenor)
1x Firyal (The Mûmakil)
2x Galadriel’s Handmaiden (Celebrimbor’s Secret)
2x Gandalf (Core Set)
1x Glorfindel (Flight of the Stormcaller)
1x Grimbold (The Flame of the West)
2x Honour Guard (The Wastes of Eriador)
2x Ioreth (A Storm on Cobas Haven)
1x Legolas (The Treason of Saruman)
1x Meneldor (Roam Across Rhovanion)
1x Pippin (A Shadow in the East)
1x Quickbeam (The Treason of Saruman)
1x Rhovanion Outrider (Temple of the Deceived)
1x Treebeard (The Antlered Crown)
1x Veteran of Osgiliath (Escape from Mount Gram)
2x Warden of Healing (The Long Dark)

Attachment (11)
2x Armored Destrier (Temple of the Deceived)
1x Blood of Númenor (Heirs of Númenor)
1x Favor of the Valar (The Battle of Carn Dûm)
2x Gondorian Shield (The Steward’s Fear)
2x Steward of Gondor (Core Set)
1x The Red Arrow (Beneath the Sands)
2x Unexpected Courage (Core Set)

Event (14)
2x A Good Harvest (The Steward’s Fear)
2x Daeron’s Runes (Foundations of Stone)
2x Deep Knowledge (The Voice of Isengard)
2x Legacy of Númenor (The Voice of Isengard)
2x The Galadhrim’s Greeting (Core Set)
2x The Seeing-stone (The Voice of Isengard)
2x Tighten Our Belts (The Nîn-in-Eilph)

4 Heroes, 50 Cards
Cards up to ALeP – Children of Eorl

Sideboard

Hero (4)
Aragorn (Core Set)
Aragorn (The Lost Realm)
Aragorn (The Fortress of Nurn)
Beregond (Heirs of Númenor)

Ally (5)
1x Errand-rider (Heirs of Númenor)
2x Mirkwood Explorer (The Thing in the Depths)
2x Ranger of Cardolan (The Wastes of Eriador)

Attachment (13)
1x Gondorian Fire (Assault on Osgiliath)
2x Hauberk of Mail (The Wilds of Rhovanion)
1x Inner Strength (Wrath and Ruin)
1x Raven-winged Helm (The Wastes of Eriador)
2x Roheryn (The Flame of the West)
2x Sword that was Broken (The Watcher in the Water)
2x Sword-thain (The Dread Realm)
1x The One Ring (A Shadow in the East)
1x Thorongil (The Fortress of Nurn)

Event (11)
2x A Test of Will (Core Set)
2x Drinking Song (Mount Gundabad)
2x Horns! Horns! Horns! (Challenge of the Wainriders)
1x Legacy of Númenor (The Voice of Isengard)
2x Need Drives Them (The City of Ulfast)
2x Sneak Attack (Core Set)

Deck built on RingsDB.