Spare Pipe

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Fantastic card in the pipe deck, but otherwise just a filler.

Background

Pipe-weed originally grew in Numenor. The Numenorians brought it to Middle Earth. It was the Hobbits though that domesticated and started smoking it in pipes. The practice spread via Bree because it was a crossroads town.

Card Theme

The first part of the card is a huge thematic miss. While Tolkien indicated pipe-weed isn’t exactly tobacco it is related. The US Surgeon General has warned people for decades that smoking can lead to lung cancer. Gaining a hit point implying the character is healthier is completely backwards to what we know about smoking. The second part at least makes sense given Smoke Rings, Smoke and Think, and Old Toby are events. Once a character has a pipe, they’re going to want some leaf for it and start smoking it right away.

Card Synergies and Interactions

Smoke and Think

This is the card Spare Pipe was made for. It came in the same adventure pack. All the other pipes are trait restricted. Having a pipe for any character, in sphere, provides a universally good bonus, and helps you find Smoke and Think is everything a player wants to maximize the cost reduction. Between Hobbit Pipe, Wizard Pipe, Dunedain Pipe, and Dwarf Pipe that’s 12 cards to help maximize its effect. Fifteen cards adding in Spare Pipe. It can be difficult to fit four different traits into a single deck. Spare Pipe makes Smoke and Think possible to run in deck with just one of the associated traits. It is pretty efficient in one that can run 2.

A great example is a Dwarf Mining deck with Hero Gandalf. He already worked well with Dwarf mining decks. This is because Gandalf would let the player know at least of the cards to be minded. Then he can set up mining cards with Wizard Pipe. Dwarf Pipe being able to put one of those mined on the bottom of the deck fits right into this deck type too. Already that is 4-6 pipes in the deck to help get a decent cost reduction with Smoke and Think. Spare Pipe’s bonus hit point also won’t be amiss another great Dwarf Mining hero, Spirit Dain.

Hobbit Pipe

Spare Pipe enables the Hobbit Pipe threat reduction engine created by this card. Spare Pipe can help find a threat reduction event like the aforementioned Smoke Rings, Galadhrim’s Greeting, or The Shirefolk to draw additional cards. Smoke and Think added in gives it the additional resource acceleration component to play powerful allies like Glorfindel and Beorn to make up for their generally lower stats.

Old Toby

Old Toby like Smoke and Think became much better with Spare Pipe. It became a lot easier to have heal 1 damage on a wider range of heroes. Then to draw multiple cards. Especially at 2 cost it needs to draw 2 cards to have the same cost benefit as Lórien Wealth. It has to draw in the range of 4-6 cards to match the likes of Mithrandir’s Advice. It can however reach that level with some Spare Pipes among the other trait based ones.

Gloin

Gloin hero can turn into a monster resource engine and “defender” the more hit points he has. I say defender loosely in that usually he will be soaking undefended attacks. Spare Pipe provides another means of boosting those hit points besides the usual includes of Citadel Plate and Ent Draught. It can be a good early game option especially if paired with card draw events. Then it can help Gloin resource generation and near invincibility combos.

Dale

Spare Pipe could easily slot into a Dale deck. Dale is usually going to run some Spirit to utilize King of Dale. It doesn’t provide much for the Dale deck than an additional attachment for Guardian of Esgaroth. Many of the Dale allies have 2 or more hit points. Most Dale decks want to maximize the number of allies and attachments to draw cards from Brand son of Bain. There usually isn’t much room for events for Spare Pipe to pull out of the top 5.

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 Spare Pipe at 6 rings. It is a fine card. The +1 hit point is always useful. It is very flexible since it can go on any character. It likely will replace itself when played searching the top 5 cards for an event. It really enables the pipe engine with Hobbit Pipe and Smoke and Think. Outside of Pipe focused and maybe Gloin decks it is pretty marginal. Especially in Spirit that is overloaded with good cards.

  • Dave – 3
  • Grant – 3
  • Ted – 3
  • Matt – 6
  • Average – 3.75

Sample Decks

Deck Bond of Hobbitship by Dave Walsh

A Hobbit good stuff Bond of Friendship deck.

Main Deck

Hero (4)
Frodo Baggins (Conflict at the Carrock)
Merry (The Black Riders)
Pippin (The Black Riders)
Sam Gamgee (The Black Riders)

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

Ally (20)
2x Bilbo Baggins (The Road Darkens)
2x Bill the Pony (The Black Riders)
2x Boromir (The Road Darkens)
2x Farmer Maggot (The Black Riders)
2x Gaffer Gamgee (Mount Gundabad)
2x Gandalf (Core Set)
2x Quickbeam (The Treason of Saruman)
2x Rosie Cotton (The Mountain of Fire)
2x Treebeard (The Antlered Crown)
2x Warden of Healing (The Long Dark)

Attachment (18)
2x Boots from Erebor (Khazad-dûm)
2x Dagger of Westernesse (The Black Riders)
2x Fast Hitch (The Dead Marshes)
2x Hobbit Cloak (The Black Riders)
2x Red Book of Westmarch (The Land of Sorrow)
2x Ring Mail (The Long Dark)
2x Spare Pipe (The Land of Sorrow)
2x The Arkenstone (The Withered Heath)
2x Unexpected Courage (Core Set)

Event (12)
2x A Test of Will (Core Set)
2x Hasty Stroke (Core Set)
2x Peace, and Thought (Shadow and Flame)
2x Raise the Shire (The Mountain of Fire)
2x Sneak Attack (Core Set)
2x The Shirefolk (Mount Gundabad)

4 Heroes, 50 Cards
Cards up to The Fortress of Nurn

Decklist built and published on RingsDB.

Love of the Halfling’s Leaf by MrSpaceBear

Selection from the Ringsdb deck description:

This deck makes fantastic use of Smoke and Think along with the pipes for hobbits, dwarves, and wizards. In total, there are 7 pipes in the deck. The Spare Pipe can go on just about anyone, but Dáin Ironfoot is typically the first target for extra hit points. The pipes are all functional in this deck. Wizard Pipe is key to swap the top card that you want onto the top of your deck (to then Discard with Dáin Ironfoot, play with Gandalf’s ability, or mill with a Zigil Miner/Well-Equipped). The Hobbit Pipe helps to empower Smoke and Think as well as draw some cards when Smoke Rings is played later in the game. Dwarf Pipe is amazing in this deck. It should be churning through the deck quickly. Use the Dwarf Pipe to put the key pieces back on the bottom to find again. This can be key allies like Faramir in quests where high willpower is needed. It can be A Test of Will in multiplayer games where extra cancels may be needed. The Spare Pipe is a tutor for an event and helps to fuel Smoke and Think.

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 (18)
1x Ancestral Armor (Roam Across Rhovanion)
1x Armor of Erebor (Mount Gundabad)
3x Dwarf Pipe (The Mûmakil)
1x Expert Treasure-hunter (On the Doorstep)
1x Gandalf’s Staff (The Road Darkens)
1x Hobbit Pipe (The Black Riders)
1x Inner Strength (Wrath and Ruin)
1x Shadowfax (The Treason of Saruman)
2x Silver Circlet (Wrath and Ruin)
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, 56 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 (1)
1x The One Ring (A Shadow in the East)

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

Decklist built and published on RingsDB.

Sword-thain

Before there was Messenger of the King, there was Sword-thain.

Background

The term sword-thain is used only a few times in the books. We first see it used when Theoden offers to have Merry ride with him and act as his squire.

You shall be my esquire, if you will. Is there gear of war in this place, Éomer, that my sword-thain could use?

Book 5, Chapter 2: Passing of the Grey Company

It subsequently only comes up again when Theoden dismisses Merry as his pony will not be able to keep up on the ride to Minas Tirith. In the context used, it seems to be a formal title for a squire. The historical thane or thegn, however, was a lordly title similar to a knight. The term largely used prior to William the Conqueror’s conquest of England. A period of history that Tolkien studied and took inspiration from.

Card Theme

The card refers to Merry joining Theoden’s service, but in the previous chapter Pippin swears his sword to Denethor. Prior to this, the readers had not seen them really demonstrate martial prowess. If anything they had fallen into trouble in The Old Forest, in the barrows, and captured by orcs. Granted, they managed to convince the Ents to march on Isengard, but still that them being persuasive. It is once they join the armies of Gondor and Rohan and participate in the Battle ofPelannor Fields and rescue Faramir from the pyre that they become much more heroes in their own right. The change is apparent when they return to the Shire. They can easily push past gate guards, shirriffs, and turn back waylaying ruffians through shows of confidence. The Sword-thain card then represents the turning point where they “level up” much as the card promotes an ally into a full blown hero.

Card Synergies and Interactions

Resource or Attachment Acceleration

Now Sword-thain at 4 cost is fairly expensive. Even if the effect of gaining another hero is well worth it. You’re not going to play it first turn without some resource acceleration. Leadership Denethor hero, Steward of Gondor, and Legacy of Numenor are a couple options for getting it out first turn, but they require Leadership.

Bartering - Lore Event - 0 cost - Planning Action: Choose a ready player attachment on a character you control. Return that attachment to its owner's hand to reduce the cost of the next attachment played this phase by X, where X is the chosen attachment's cost.

First, I’d like to thank Marcelf over at Ringsdb for putting me onto this combo with his Barliman and Robin deck. Bartering the 0 cost Lore event offers a couple interesting options for putting it into play on the cheap. If you are running all Lore heroes or couple heroes of one sphere with a Lore hero, you can play the record attachments for 1 or 2 cost. Use Bartering to return it to your hand then play Sword-thain for free since the discount is by the printed cost. Lore offers some very low cost unique allies like Ioreth and Henamarth Riversong that can be played first turn with it. Then you can start gaining an additional resources.

Another option is to utilize Tactics Beregond’s discount on Weapon and Armor attachments. Basically any 2+ cost weapon or armor on him will let Bartering discount Sword-thain. Citadel Plate, Spear of the Citadel, Raiment of War, and Raven Winged Helm are good options to transfer the discount.

There are a couple other options for getting Sword-thain into play without paying the full 4 cost, but they are limited to dwarves.

Well-Equipped can put it into play for free onto a unique Dwarf. There’s certainly no shortage of targets with 9 of the 13 dwarves in Thorin’s Company represented by allies. Bofur even has 2 different versions. Outside The Hobbit Saga expansions, Gimli ally, Azain Silverbeard, and even the infamous Brok Ironfist.

Ring of Thror requires a Dwarf hero to use. Unlike Well-Equipped, the attachment that is discarded can go on any non-neutral unique ally.

Sneak Attack

Many unique allies are higher cost. Another way to get a Sword-thain hero is to Sneak Attack one into play. Then attach Sword-thain to it before the end of the phase. It won’t return to your hand anymore because it is no longer an ally. You can use this with other temporarily put an ally effects into play, such as, Horns! Horns! Horns! and Gwaihir’s Debt. Although with the latter you will be limited to Gwaihir and Landroval since Sword-thain can only be used on non-neutral unique allies.

Effects that Scale with the Number of Heroes

There are a number of cards that the effect is based on the number of heroes. Usually they require they belong to a particular sphere or have a named trait. Chief among these is Caldara.

Caldara can return an ally from the discard for each Spirit hero the player controls. A Sword-thain hero counts for this effect allowing you to return 3 allies with Sword-thain. You can even get up to 4 if Spirit Prince Imrahil is in play since he instantly becomes a hero when Caldara is discarded.

Another mono-Spirit favorite is Pelargir Shipwright. It’s willpower is equal to the number of Spirit heroes you control. This means with a Sword-thain Spirit hero, it has 4 willpower rivaling that of Eowyn and Cirdan.

I mentioned earlier the record attachments can be played for 1 or 2 cost. This is because Tome of Atanatar, Scroll of Isildur, Map of Earnil, and Book of Eldacar cost 1 less for each hero of the matching sphere. It’s possible to make these cost 0 once Sword-thain hits play.

Mithrandir’s Advice can draw a card for each Lore hero. This card in a mono-Lore deck with Sword-thain can draw nearly as many cards as Peace and Thought without having to exhaust 2 heroes. Then a free Scroll of Isildur can recur it for you.

Tactics Merry and Frodo’s Intuition similar to the others do more for each hero you have. The difference being that their effects are based on the number of Hobbit heroes rather than the sphere. Frodo’s Intuition overlaps with another kind of scaling effect by giving each hero +1 willpower. These card don’t explicitly scale like those mentioned. Instead these get better the more heroes you have because they affect each one. Tighten Our Belts, Legacy of Numenor, and We Are Not Idle can all garner up to 4 resources with a Sword-thain hero. Hour of Wrath when in Valour (threat is 40 or higher) will let all heroes attack and defend without exhausting. Captains of the West will boost all Noble heroes’ willpower and have them quest without exhausting. While Captains of the West is trait restricted, there are many unique Noble allies that make great Sword-thain heroes.

Unique Allies

While it is a requirement of the card, there are definitely some better targets than others. Generally, the unique allies with strong combat stats or very useful abilities are top targets. Jubayr is a good example of both. His strong defense and ability to discard a shadow makes a solid defending ally. Once he is a hero additional attachments open up like Dunedain Warning and Armored Destrier that can turn into a defender for the entire table. Tactics Nori is one where his combat stats aren’t stellar and making him a hero can help make his ability more reliable. Then he can have great attack boosting attachments like Dagger of Westernesse or War Axe. He could even have a Rohan Warhorse to possibly destroy 2 enemies and get 2 cards from the discard on the bottom of the deck.

Speaking of readying, there are more options for readying heroes than allies. This is great for allies with great abilities that trigger by exhausting like Leadership Faramir and Rosie. Faramir could add 2 or more willpower to a player’s questing characters. Rosie has always had potential to use her ability multiple times a round thanks to Fast Hitch, but opens up to running her without Lore. Additionally, willpower boosting attachments like Celebrian’s Stone and Fireside Song can make her ability even more powerful.

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 Sword-thain at 3 rings. The 4 cost can be a big ask especially without some resource acceleration. There are a couple ways, however, to play it on the cheap. When built around it, you can get some really great mileage out that extra hero. It can really improve the effectiveness of unique allies with strong abilities like Rosie and Leadership Faramir. It even opens up some unique ally turned hero voltron builds. Especially as it doesn’t have the readying limit that Messenger of the King does. There is also a fun factor to this card. If your favorite character for some reason isn’t a hero but an ally. Then you can make them one. There are fun builds out there that aim to get 5 – 7 heroes or at least near hero allies. These usually have 3 normal heroes, a Sword-thain hero, Thalion, Treebeard, Over Hill and Under Hill Gandalf, and/or Radagast. Sword-thain won’t fit into every deck, and it is on the expensive side. Despite those drawbacks, it offers a lot of deck building possibilities.

  • Dave – 6
  • Grant – 4
  • Ted – 7
  • Matt – 3
  • Average – 5

Sample Decks

Barliman and Robin by Marcelf

Sword-thain is a major piece of resource acceleration in this deck. Scroll of Isildur is used for Bartering Sword-thain or Resourcefuls into play. The Scrolls are important to play and use to recur Risk Some Light over and over again. Getting to be free also helps accelerate resources.

Barliman and Robin

Main Deck

Hero (3)
Bilbo Baggins (The Hunt for Gollum)
Folco Boffin (The Dungeons of Cirith Gurat)
Pippin (The Black Riders)

Ally (19)
1x Barliman Butterbur (The Black Riders)
3x Erebor Hammersmith (Core Set)
1x Firyal (The Mûmakil)
1x Gaffer Gamgee (Mount Gundabad)
1x Gandalf (Over Hill and Under Hill)
1x Ghân-buri-Ghân (The Flame of the West)
1x Gildor Inglorion (The Hills of Emyn Muil)
1x Henamarth Riversong (Core Set)
3x Ithilien Lookout (The Dunland Trap)
1x Mablung (The Land of Shadow)
2x Mirkwood Explorer (The Thing in the Depths)
1x Quickbeam (The Treason of Saruman)
1x Robin Smallburrow (The Drowned Ruins)
1x Warden of Healing (The Long Dark)

Attachment (12)
1x Fast Hitch (The Dead Marshes)
3x Love of Tales (The Long Dark)
3x Resourceful (The Watcher in the Water)
3x Scroll of Isildur (The Morgul Vale)
2x Sword-thain (The Dread Realm)

Event (19)
2x Bartering (The Wilds of Rhovanion)
3x Deep Knowledge (The Voice of Isengard)
3x Drinking Song (Mount Gundabad)
3x Mithrandir’s Advice (The Steward’s Fear)
2x Peace, and Thought (Shadow and Flame)
3x Risk Some Light (Shadow and Flame)
3x The Shirefolk (Mount Gundabad)

3 Heroes, 50 Cards
Cards up to Mount Gundabad

Decklist built and published on RingsDB.

Aggro Caldara v4 by Beorn

Post-errata Caldara deck utilizing Noldor discard to fill the discard pile with targets for Caldara’s ability.

Main Deck

Hero (3)
Arwen Undómiel (The Dread Realm)
Caldara (The Blood of Gondor)
Círdan the Shipwright (The Grey Havens)

Ally (30)
1x Elfhelm (The Dead Marshes)
3x Emery (The Blood of Gondor)
1x Escort from Edoras (A Journey to Rhosgobel)
1x Gamling (The Land of Shadow)
2x Glorfindel (Flight of the Stormcaller)
1x Háma (The Treason of Saruman)
3x Imladris Stargazer (Foundations of Stone)
3x Jubayr (The Mûmakil)
3x Northern Tracker (Core Set)
3x Pelargir Shipwright (Assault on Osgiliath)
3x Prince Imrahil (The Flame of the West)
1x Rhovanion Outrider (Temple of the Deceived)
1x Súlien (The City of Corsairs)
1x Westfold Horse-Breaker (The Hunt for Gollum)
3x Zigil Miner (Khazad-dûm)

Attachment (9)
2x Light of Valinor (Foundations of Stone)
3x Narya (The Grey Havens)
1x Steed of Imladris (Across the Ettenmoors)
3x Sword-thain (The Dread Realm)

Event (11)
3x A Test of Will (Core Set)
1x Dwarven Tomb (Core Set)
3x Elven-light (The Dread Realm)
2x Hidden Cache (The Morgul Vale)
2x Stand and Fight (Core Set)

3 Heroes, 50 Cards
Cards up to The Mûmakil

Decklist built and published on RingsDB.

Ring around the Rosie (saga) by TheChad

Chad of Cardboard of the Ring’s LOTR Saga deck that makes Rosie the Sword-thain hero. Then boosts her willpower with Celebrian’s Stone, Fireside Song, etc.

Main Deck

Hero (3)
Merry (The Wastes of Eriador)
Pippin (The Black Riders)
Sam Gamgee (The Black Riders)

Ally (18)
1x Bill the Pony (The Black Riders)
2x Celduin Traveler (The Nîn-in-Eilph)
3x Gandalf (Core Set)
2x Ithilien Lookout (The Dunland Trap)
3x Master of the Forge (Shadow and Flame)
1x Quickbeam (The Treason of Saruman)
3x Rosie Cotton (The Mountain of Fire)
1x Treebeard (The Antlered Crown)
2x Warden of Healing (The Long Dark)

Attachment (18)
1x Celebrían’s Stone (Core Set)
3x Fast Hitch (The Dead Marshes)
2x Fellowship of the Ring (The Road Darkens)
2x Fireside Song (Beneath the Sands)
3x Friend of Friends (The Mountain of Fire)
2x Resourceful (The Watcher in the Water)
1x Song of Hope (The Black Serpent)
1x Staff of Lebethron (The Land of Shadow)
3x Sword-thain (The Dread Realm)

Event (15)
3x A Test of Will (Core Set)
3x Elevenses (The Thing in the Depths)
3x Frodo’s Intuition (The Black Riders)
3x Sneak Attack (Core Set)
3x Timely Aid (The Redhorn Gate)

3 Heroes, 51 Cards
Cards up to The Mountain of Fire

Sideboard

Attachment (5)
3x Hobbit Cloak (The Black Riders)
2x Hobbit Pony (The Wastes of Eriador)

Decklist built and published on RingsDB.

Big Hero Six by Zeromage

This deck aims to have 6 heroes in play or at least 4 heroes and 2 hero-like allies in play (Gandalf and Treebeard).

Main Deck

Hero (3)
Beravor (Core Set)
Círdan the Shipwright (The Grey Havens)
Denethor (Flight of the Stormcaller)

Ally (24)
1x Arwen Undómiel (The Watcher in the Water)
3x Envoy of Pelargir (Heirs of Númenor)
3x Erebor Hammersmith (Core Set)
3x Errand-rider (Heirs of Númenor)
1x Faramir (Core Set)
3x Galadriel’s Handmaiden (Celebrimbor’s Secret)
3x Gandalf (Over Hill and Under Hill)
1x Glorfindel (Flight of the Stormcaller)
1x Henamarth Riversong (Core Set)
3x Treebeard (The Antlered Crown)
2x Warden of Healing (The Long Dark)

Attachment (13)
3x Ent Draught (The Treason of Saruman)
1x Gandalf’s Staff (The Road Darkens)
1x Light of Valinor (Foundations of Stone)
3x Narya (The Grey Havens)
1x Shadowfax (The Treason of Saruman)
3x Steward of Gondor (Core Set)
1x Unexpected Courage (Core Set)

Event (13)
3x Daeron’s Runes (Foundations of Stone)
3x Dwarven Tomb (Core Set)
3x Elrond’s Counsel (The Watcher in the Water)
2x Gaining Strength (The Steward’s Fear)
2x The Galadhrim’s Greeting (Core Set)

3 Heroes, 50 Cards
Cards up to Flight of the Stormcaller

Decklist built and published on RingsDB.

Ranger Bow

  • Player Card Categories Willpower Bonus
    • Direct Damage
    • Staging Area Attack
    • Ally Attachment

A tool for Ranger decks looking to dispatch enemies in the staging area which is easier said than done.

Background

The flavor text points the Ranger Bow as those carried by the Rangers of Ithilien. In fact, the text is from when Frodo and Sam first met the rangers after their capture:

If they were astonished at what they saw, their captors were even more astonished. Four tall Men stood there. Two had spears in their hands with broad bright heads. Two had great bows, almost of their own height, and great quivers of long green-feathered arrows. All had swords at their sides, and were clad in green and brown of varied hues, as if the better to walk unseen in the glades of Ithilien. Green gauntlets
covered their hands, and their faces were hooded and masked with green, except for their eyes, which were very keen and bright.

The Two Towers, Book 4, Chapter 4: Of Herbs and Stewed Rabbit

It is later revealed these rangers are selected from people descended from Ithilien’s former residents. They secretly cross the Anduin to engage in guerilla tactics to harry the forces of Mordor.

Card Theme

The direct damage into the staging area is very thematic to the Rangers of Ithilien. Their job is set up ambushes and harass the enemy at every opportunity then fade away back into their secret hiding places. Keeping low threat or otherwise avoiding engaging enemies to damage them outside of direct combat represents their tactics very well.

Card Synergies and Interactions

Cheap Ranger Allies

The Ranger Bow of course requires a ranger character to use it. While ranger heroes are certainly an option, allies are better as heroes tend to have strong stats or abilities that require them to exhaust. Top ally candidates are Guardian of Ithilien, Ithilien Tracker, Ithilien Lookout, and Andrath Guardsman. All are or can be 1 or 2 cost making them cheap to play. Aside from Ithilien Lookout, they all have 1 stat scores that won’t be terribly missed if exhausted to use the bow.

Guardian of Ithilien is the first choice since can help get an enemy back up into staging but after it enters play, its utility is diminished. It could be useful for a chump block but with a Ranger Bow it provides more value turn after turn. The one direct damage into the staging area can allow it to damage an enemy on its own. It it kills an enemy, this could possibly reduce threat in the staging area for some pseudo questing.

Ithilien Tracker is a good second choice also with its one attack that won’t be missed. It’s ability can be hit or miss since it is an action that has to be triggered prior to staging. Ithilien Lookout is another useful inclusion for a secrecy deck with its cost lowered to one. While it has a more useful 2 attack than the others, the bow is a good option for it while avoiding engagements. Andrath Guardsman similar to the Guardian of Ithilien loses utility once played. The bow gives it some ongoing utility.

Engagement Control, Threat Reduction, and Return to Staging Area

All of these types of cards can help keep enemies in the staging area for Ranger Bow. The method just differs slightly. Engagement control cards like Take No Notice, Advance Warning, Mablung ally, and Lore Pippin hero, Noiseless Movement, and Rohirrim Scout either increase the engagement cost of enemies or prevent engagement.

Threat reduction helps keep you below the engagement of enemies so they don’t come down at all. In Lore with Ranger Bow there are only 2 options, but they’re great. Woodmen’s Clearing at 0 resource cost can lower your threat by 3 once the location it is attached to is explored. Location control effects are quite prevalent in Lore making this fairly easy to do. Lore Aragorn, which I like to think of as Strider because of the art, is the other option. His refresh action to reset your threat to its starting level is the biggest threat reduction effect in the game. Of course these are not the only options even in mono-Lore. There are a couple neutral options like core set Gandalf ally and Keen as Lances that work well too. There are more neutral cards and in other spheres. I’ll cover them later as they overlap with other synergies.

If you can’t avoid engagement there are cards to return them to the staging area. Guardian of Ithilien is a great double duty card here. It sends an enemy back up to the staging area and is a ranger for the Ranger Bow to go on. Best case is you’ve damaged an enemy the previous round, return it to the staging area with Guardian, and then shoot it dead with Ranger Bow. Another double duty card is Fastred hero. Not only will he send an enemy back, but he will also reduce threat for doing so.

Ithilien Archer and Terrible to Behold are other options but are just not worth it. The archer is expensive at 3 cost. It’s 2 attack usually isn’t going to damage an enemy on its own. If you can damage an enemy, you might as well try to kill it since that means the attack already has been defended. Terrible to Behold at least cancels the attack and returns it, but as the cost of exhausting a Noble character. At that point you might as well have defended the attack.

Hobbits

Hobbits can work quite well with the bow. They offer some of the lowest threat cost heroes in the game, additional threat reduction, and engagement control. Particularly in the Lore sphere with Ranger Bow. As mentioned earlier, hero Pippen its chief among them for increasing engagement cost of enemies per Hobbit hero you control. Folco Boffin also in the lore sphere is a great choice because his threat cost can be 4 when you’re running only Hobbit Heroes. Plus he can be discarded for an emergency threat reduction. The last in sphere option, Bilbo Baggins, is less optimal than others considering his 9 threat cost. He’s not bad when paired with Pippin and Folco for 19 starting threat, and more card draw is never a bad thing.

A couple of the spirit Hobbit Heroes also have very useful abilities to to pair with Ranger Bow. Spirit Merry with his threat reduction ability can help keep Heroes below the engagement cost of enemies. Spirit Pippin can send an enemy back up to the staging area to make it a target for the Bow. They also provide Spirit access for many threat reduction cards like Galadhrim’s Greeting, Smoke Rings, and the more Hobbit specific Elvenses. Lastly but certainly not least is The Shirefolk if using all Hobbits.

Robin Smallburrow offers another way to increase engagement cost of enemies. It’s a bit conditional with having to travel, but the increase by quest points can be significant. Particularly in later cycles when locations were given more quest points to counter direct location progress effects like Asfaloth.

Other Direct Damage and Staging Area Attack

Ranger Bow dealing only 1 damage means it is unlikely to kill an enemy in a single turn. Even with 2 or 3 copies out unless you’re playing earlier scenarios where enemies could have 1 or 2 hit points like Shadows of Mirkwood, Darrowdelf, or The Hobbit Saga. More cards with these effects make this strategy more effective and consistent. Heroes like Thalin from the Core Set, Argalad, and Tactics Bilbo can all do a direct damage to enemies in the staging area. Argalad besides being in sphere is the most flexible as his ability is an action that can be triggered after staging. Bilbo and Thalin on the other hand have to quest to get the damage. A number of allies also have direct damage effects typically from entering play like the Core Set Gandalf, Descendent of Thorondor, Galadhon Archer, and Rumil. There are some thematic options as well with Forest Patrol, Poisoned Stakes, Leadership Anborn ally, Arrows from the Trees, and Lore Faramir ally.

The other route is to use heroes that can attack directly into the staging area either to soften up or finish off targets of the Ranger Bow. Haldir hero, Dúnhere and Leadership Éomer all have staging area attack built in. They also have the staging area attack specific attachments, Bow of the Galadhrim and Spear of the Mark, to make them very effective at attacking into the staging area. Great Yew Bow and Hands Upon the Bow can allow any ranged hero to attack into the staging area as well.

Quest Specific

Ranger bow will really shine against enemies like the Core Set’s Goblin Sniper and Khazad-Dum’s Orc Drummer. High engagement cost, low hit points, and an incredibly annoying ability while they’re in the staging area. Little surging enemies in later cycles similar to Ered Mithren’s Stray Goblin are also good targets. It creates action advantage by not having to defend them and gets a little threat out of the staging area.

Quests to not bring the Ranger Bow against are definitely Intruders in Chetwood, Dungeson of Cirith Gurat, and Helm’s Deep. Intruders in Chetwood enemies can’t be damaged while Orc War Party is in play. The quest starts with one in play and there are 2 others in the encounter deck. More often than not, enemies won’t be able to take damage. In Dungeons of Cirith Gurat, enemies guarding objectives are immune to player card effects during stage 1. They’re often guarding objectives since they will capture allies as objectives. The second stage when the players have to avoid engaging enemies for 2 turns Ranger Bow would be great, except they’re all immune to damage. Helm’s Deep many of the enemies have the toughness X keyword that cancels the first X damage any time damage is dealt to them. Ranger Bow’s damage then will just get canceled every time it is used against them.

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 Ranger Bow at 7 rings. It can be useful, but you have to build in some encounter control, low threat, or return to staging area effects to use continually. Otherwise, it just softens up enemies when engaged and there are attack boosting attachments that would be a better use of deck space. The 1 direct damage isn’t enough to kill an enemy at least every other turn without 2 copies in play. This direct damage also is generally outclassed by staging area attack. Dunhere, Haldir, and Leadership Eomer can all get their attack up to kill an enemy in a single turn with a couple attachments. It is not unplayable, but the card pool generally has better options for what this is trying to do.

  • Dave – 8
  • Grant – 9
  • Ted – 7
  • Matt – 7
  • Average – 7.75

Sample Decks

Ye Olde Ranger Trap Deck by Matt Duckworth

The main idea is enemy manipulation in staging. The focus is to either trap enemies as they come into play, or use Ithilien Archer or Mablung to bounce select enemies you engage back into traps in staging. As you are laying traps and trapping enemies, Damrod functions to both accelerate resources and fuel additional card draw. The main attack power comes from Faramir, who is boosted both by sticking enemies in staging with low threat and Ranger Spikes, as well as equipping Dagger of Westernesse.

Ye Olde Ranger Trap Deck

Main Deck

Hero (3)
Damrod (The Land of Shadow)
Faramir (Assault on Osgiliath)
Mirlonde (The Drúadan Forest)

Ally (22)
2x Anborn (The Blood of Gondor)
2x Gandalf (Over Hill and Under Hill)
1x Henamarth Riversong (Core Set)
2x Ithilien Archer (Encounter at Amon Dîn)
2x Ithilien Lookout (The Dunland Trap)
2x Ithilien Tracker (Heirs of Númenor)
3x Mablung (The Land of Shadow)
3x Master of the Forge (Shadow and Flame)
2x Mirkwood Pioneer (The Nîn-in-Eilph)
3x Rivendell Minstrel (The Hunt for Gollum)

Attachment (23)
2x Ambush (The Land of Shadow)
2x Dagger of Westernesse (The Black Riders)
2x Forest Snare (Core Set)
2x Ithilien Pit (Encounter at Amon Dîn)
2x Poisoned Stakes (The Blood of Gondor)
2x Protector of Lórien (Core Set)
2x Ranger Bow (Assault on Osgiliath)
3x Ranger Spikes (Heirs of Númenor)
3x Secret Vigil (The Lost Realm)
1x Song of Battle (The Dead Marshes)
2x Wingfoot (The Nîn-in-Eilph)

Event (6)
2x Distant Stars (Escape from Mount Gram)
2x Forest Patrol (Assault on Osgiliath)
2x Mithrandir’s Advice (The Steward’s Fear)

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

3 Heroes, 52 Cards
Cards up to The Black Riders

Decklist built and published on RingsDB.

Smoke Screen Alliance by Matt Kell (kattattack22)

A Ranger Hobbit Last Alliance deck also featuring Pipes. General game plan is mulligan for Hobbit Pipe(s). Multiple if possible. Once some Hobbit Pipes are in play use the threat reduction events to draw cards. Last Alliance provides some resource acceleration throughout the game. Smoke and Think helps pay for the high cost Ranger allies.

Main Deck

Hero (3)
Aragorn (The Watcher in the Water)
Frodo Baggins (Conflict at the Carrock)
Pippin (Encounter at Amon Dîn)

Contract (0)
1x The Last Alliance (ALeP – Children of Eorl)

Ally (20)
1x Bilbo Baggins (The Road Darkens)
2x Cautious Halfling (Wrath and Ruin)
2x Curious Brandybuck (The Wastes of Eriador)
2x Gaffer Gamgee (Mount Gundabad)
3x Guardian of Ithilien (The City of Corsairs)
2x Ithilien Tracker (Heirs of Númenor)
1x Mablung (The Land of Shadow)
2x Northern Tracker (Core Set)
1x Odo Proudfoot (Under the Ash Mountains)
2x Ranger of Cardolan (The Wastes of Eriador)
1x Robin Smallburrow (The Drowned Ruins)
1x Sam Gamgee (The Thing in the Depths)

Attachment (13)
3x Dúnedain Pipe (The Black Serpent)
3x Hobbit Pipe (The Black Riders)
3x Ranger Bow (Assault on Osgiliath)
3x Spare Pipe (The Land of Sorrow)
1x Thorongil (The Fortress of Nurn)

Event (18)
3x Deep Knowledge (The Voice of Isengard)
3x Drinking Song (Mount Gundabad)
3x Smoke and Think (The Land of Sorrow)
3x Smoke Rings (The Black Riders)
3x The Galadhrim’s Greeting (Core Set)
3x The Shirefolk (Mount Gundabad)

3 Heroes, 51 Cards
Cards up to ALeP – Children of Eorl

Sideboard

Hero (5)
Aragorn (Core Set)
Aragorn (The Lost Realm)
Aragorn (The Fortress of Nurn)
Frodo Baggins (A Shadow in the East)
Pippin (The Black Riders)

Ally (14)
2x Bilbo Baggins (The Road Darkens)
1x Cautious Halfling (Wrath and Ruin)
1x Curious Brandybuck (The Wastes of Eriador)
2x Elladan (The Mountain of Fire)
2x Elrohir (The Mountain of Fire)
1x Gaffer Gamgee (Mount Gundabad)
1x Odo Proudfoot (Under the Ash Mountains)
1x Ranger of Cardolan (The Wastes of Eriador)
1x Robin Smallburrow (The Drowned Ruins)
1x Sam Gamgee (The Thing in the Depths)
1x Súlien (The City of Corsairs)

Event (7)
3x Elrond’s Counsel (The Watcher in the Water)
3x Old Toby (The Black Serpent)
1x Will of the West (Core Set)

Deck built on RingsDB.

Ranger Bow Target Practice by Jim H (teamjimby)

A Secrecy deck with scrying and card draw to support using Ranger Bow.

Main Deck

Hero (3)
Glorfindel (Foundations of Stone)
Mirlonde (The Drúadan Forest)
Pippin (The Black Riders)

Ally (19)
1x Bilbo Baggins (The Road Darkens)
3x Celduin Traveler (The Nîn-in-Eilph)
3x Guardian of Ithilien (The City of Corsairs)
2x Henamarth Riversong (Core Set)
3x Ithilien Lookout (The Dunland Trap)
1x Ithilien Tracker (Heirs of Númenor)
1x Mablung (The Land of Shadow)
3x Master of the Forge (Shadow and Flame)
2x Warden of Healing (The Long Dark)

Attachment (16)
1x Asfaloth (Foundations of Stone)
1x Hobbit Pipe (The Black Riders)
3x Light of Valinor (Foundations of Stone)
3x Poisoned Stakes (The Blood of Gondor)
3x Ranger Bow (Assault on Osgiliath)
2x Ranger Spikes (Heirs of Númenor)
3x Resourceful (The Watcher in the Water)

Event (14)
3x A Test of Will (Core Set)
3x Daeron’s Runes (Foundations of Stone)
3x Elrond’s Counsel (The Watcher in the Water)
3x Risk Some Light (Shadow and Flame)
2x The Galadhrim’s Greeting (Core Set)

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

3 Heroes, 50 Cards
Cards up to The City of Corsairs

Sideboard

Ally (1)
1x Warden of Healing (The Long Dark)

Attachment (3)
1x Asfaloth (Foundations of Stone)
1x Ithilien Pit (Encounter at Amon Dîn)
1x Ranger Spikes (Heirs of Númenor)

Event (4)
3x O Elbereth! Gilthonial! (Shadow and Flame)
1x The Galadhrim’s Greeting (Core Set)

Decklist built and published on RingsDB.

Secret Vigil – Community Review

by Jason Meyer

  • Card Talk Episode TBD
  • Cycle
    • Angmar Awakened
  • Set
    • The Lost Realm 

  • Player Card Categories 
    • Staging Area Threat Reduction
    • Threat Reduction

Background

I suppose since the quote comes from Aragorn from The Fellowship of the Ring, it’s meant to bring one back to this idea of Dunedain Rangers keeping a vigil on the many Free Peoples. That’s a reassuring thought, when thinking of the many dangers outside the more populated areas of Hobbiton and Bree.

Card Theme

Thematically, it’s spot-on for me because it’s a Secret Vigil, observing an enemy in the staging area (so it’s seen as less of a Threat), and then while it’s engaged, one has determined some of its weak spots, and upon killing it, the death of such a high threat enemy has emboldened the cast of characters to regain some hope in their endeavor, and are able to move forward with less of that sense of impending doom that comes with much of Middle-Earth adventuring (at least in this game).

Card Synergies and Interactions

Bond of Friendship & Grey Wanderer Contracts

I would have liked this card to work better at helping one stay in Secrecy, but I’ve found that (to kill) an enemy while in Secrecy, I tended to have Hobbits or a Spirit Glorfindel; and it just hasn’t quite worked. Instead, I’ve liked this, like in my Bond of Friendship decks, for when I needed an extra Tactics card. Also, I’ve liked having this in some Grey Wanderer decks with a single hero that has high attack power (Legolas, Gandalf) to help me stay at pretty low Threat for a few more rounds.

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.

For only 1 Tactics resource, I’ve been finding this card to be pretty useful. It’s an attachment that can be played on any enemy, so if the (-1) Threat would be helpful in the Staging area (and often questing with Tactics is difficult) that’s good. But it can be attached to even an Engaged enemy, so if there’s an Ungoliant Spawn, Mumak, Giant Centipede, or some other high Threat enemy that is about to be killed, the Threat reduction kicks in. I know Dave is primarily a solo player, but I play 2-handed; and since Secret Vigil reduces EACH player’s Threat by that enemy’s printed Threat. In Tactics, Threat reduction is very beneficial. Also, that it’s a 1 cost, it has made its way into Bond of Friendship decks I’ve made. That the player can choose where it goes, makes it stand out from the typical attachments that can be put on enemies, so there’s less of a chance of this being accidentally attached to some 1-Threat enemy.

  • Jason – 5
  • Dave – TBD
  • Grant – TBD
  • Ted – TBD
  • Matt – TBD

Sample Decks

20210806_Bond_Dwarf by Jason Meyer

Main Deck

Hero (4)
Bifur (Khazad-dûm)
Dáin Ironfoot (Return to Mirkwood)
Nori (Over Hill and Under Hill)
Thorin Stonehelm (Wrath and Ruin)

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

Ally (21)
1x Bofur (Over Hill and Under Hill)
1x Bombur (Road to Rivendell)
1x Dwalin (On the Doorstep)
2x Dwarven Sellsword (The Drowned Ruins)
2x Erebor Hammersmith (Core Set)
2x Erebor Toymaker (Mount Gundabad)
2x Ered Luin Miner (Temple of the Deceived)
1x Fili (Over Hill and Under Hill)
2x Gandalf (Core Set)
1x Glóin (On the Doorstep)
1x Kili (Over Hill and Under Hill)
2x Longbeard Map-Maker (Conflict at the Carrock)
1x Miner of the Iron Hills (Core Set)
2x Veteran Axehand (Core Set)

Attachment (16)
2x Boots from Erebor (Khazad-dûm)
2x Cram (Over Hill and Under Hill)
2x Dwarrowdelf Axe (Khazad-dûm)
2x Secret Vigil (The Lost Realm)
2x Song of Battle (The Dead Marshes)
2x Song of Wisdom (Conflict at the Carrock)
1x Unexpected Courage (Core Set)
1x Warrior Sword (The Ghost of Framsburg)
2x Woodmen’s Clearing (The Withered Heath)

Event (13)
2x A Test of Will (Core Set)
1x Ancestral Knowledge (Khazad-dûm)
1x Beorn’s Hospitality (Core Set)
2x Bulwark of the West (The Crossings of Poros)
1x Dwarven Tomb (Core Set)
2x Feint (Core Set)
2x Hasty Stroke (Core Set)
2x Sneak Attack (Core Set)

4 Heroes, 50 Cards
Cards up to The Fortress of Nurn

Guided by Fate

  • Player Card Categories 
    • Encounter Control
    • Discard Pile

Finally a card that really enables player encounter cards like Ranger of the North, Winds from the Sea, Eagles of the North, and Tom Bombadillo!

Background

The phrase, “guided by fate” shows up in the Two Towers when Gishkanah is killed right before he can kill Merry and Pippin.

“Grishnákh flung himself on the ground flat, dragging the hobbits under him; then he drew his sword. No doubt he meant to kill his captives, rather than allow them to escape or to be rescued; but it was his undoing. The sword rang faintly, and glinted a little in the light of the fire away to his left. An arrow came whistling out of the gloom: it was aimed with skill, or guided by fate, and it pierced his right hand. He dropped the sword and shrieked. There was a quick beat of hoofs, and even as Grishnákh leaped up and ran, he was ridden down and a spear passed through him. He gave a hideous shivering cry and lay still.” – The Two Towers, Chapter 3: The Uruk-hai

This is a bit of deus ex machina with the well timed arrow and a random rider of Rohan saving the Hobbits from an untimely demise. The art of Gandalf and one of the Eagles is more representative of another bit of deus ex machina from The Hobbit. That is the eagles’ timely rescue of Bilbo, Gandalf, and Thorin’s Company from the trees they sought refuge in but their goblin pursuers had set fire to.

The title of this card alludes to a greater theme in Lord of the Rings of the roles of fate and free will. There are many instances where the choices the characters make end up serving a greater purpose. Bilbo a seemingly happy hobbit homebody chooses to join Thorin’s Company. In doing so finds a magic ring that had long remained hidden eventually leading to its destruction and that of Sauron. Radagast unwittingly lures Gandalf into Saruman’s trap for him. As a result of Gandalf’s eventual escape when Galadriel sends Gwaihir to look for him, they are alerted to Saruman’s treachery and fall into shadow. Aragorn to prove himself worthy of Arwen, works hard to become a leader of men and the true heir of Isildur. He then is just the leader Gondor needs as the Steward falls into madness and death to stand against Mordor and draw attention away from the ringbearer.

This is all built into Middle Earth. Nowhere more clearly than “The Music of Ainur” within The Simarillion that is Middle Earth’s creation myth. Iluvatar, the god figure, creates the Ainur from his thoughts to sing the song that would become Arda or Middle Earth. One of the most powerful of them, Melkor the the eventual big bad of the First and Second Ages, attempted to subvert and corrupt the song. Iluvatar, however introduces new themes that subsume Melkor’s music into them. After the song ends Iluvatar says about it,

“And thou, Melkor, shalt see that no theme may be played that hath not its uttermost source in me, nor can any alter the music in my despite. For he that attempteth this shall prove but mine instrument in the devising of things more wonderful, which he himself hath not imagined.” – The Simarillion, Ainulindale

It’s clear here that while the people and even spirits of Middle Earth have free will, it is all guided by fate to fit into the larger plan.

Card Theme

The card theme of the seeming fortuitous event that helps our heroes is extremely fitting. Especially as the mechanism makes the encounter player cards more likely to appear when they’re needed. That it is at the direction of the players reinforces the agency of fate in steering the ultimate destiny of Middle Earth. One seeming mismatch in theme is the art doesn’t correspond to the event in the books where the title is used. The art, however, ties into the eagles theme of player cards in Fire of the Eastement adventure pack. As mentioned earlier, the eagles also are often found to show up when needed most.

Card Synergies and Interactions

Player Encounter Cards

There are currently 4 events that can shuffle a set aside player card with the Encounter keyword, Ranger Summons, Flight of the Eagles, Flight to the the Sea, and Tom Bombillo!

Flight of the Eagles and the associated Eagle of the North given the eagle theme of the pack, are the main intended combo piece. They’re arguably the most useful pair of the player encounter cards. Flight of the Eagles is 0 resource cost and gets an eagle to leave play. This is a very useful effect for many eagle cards like Descendant of Thorondor, Meneldor, Eagles of the Misty Mountains, and Gwairhir (both hero and ally versions). On top of that, Eagle of the North is a strong attacking ally and good at questing especially for the generally willpower poor eagles and Tactics in general.

The other 3 events don’t do anything other than shuffle in a set aside card. Ranger of the North with its direct damage or progress can help get rid of a troublesome enemy or location. It’s stats are good and flexible and the ranged and sentinel gives it additional utility in multiplayer. Wind from the Sea is the only one with a shadow effect which makes for an interesting decision on when to use the action on Guided by Fate hoping to reveal it during staging or as a shadow card.

Encounter Control & Scrying

There are some player cards that can help make sure that whichever card Guided by Fate shuffled into the top 5 is the one revealed, or at least let a player know when to expect it. Denethor from the core set and Risk Some Light both are not let you see the top 1 and 3 cards, respectively but move a card to the bottom of the encounter deck. Firyal likewise can discard the first of the 5 encounter cards if it isn’t the desired one. Far-sighted will let a player see where the card is shuffled in at among the top 5. Henamarth Riversong and Rumor from the Earth only take a look at the top card, but for true solo players this is sufficient to determine if the card shuffled in by will be revealed during staging.

On the flip side, Guided by Fate can help set up certain encounter control cards. Prime among them are Wait No Longer and The Hidden Way. Guided by Fate’s action can ensure they do not whiff. Additionally the players can ensure that a weaker enemy or less troublesome location is put into play as well as revealing 1 less encounter card.

Dunedain Hunter and Pathfinder

Similar to Wait No Longer and The Hidden Way, a player can ensure these allies will always find an enemy or location and can enter play.

Victory Display

Out of the Wild and Scout Ahead combo really well with the action ability on Guided by Fate. Much like A Shadow of the Past, players can set up these cards to remove a particular card from the encounter deck since the encounter discard pile is public knowledge. Best part is it repeatable for victory display fellowships.

Quest Specific

Guided by Fate is a boon for quests with objective cards that don’t get shuffled back in when discarded or revealed as a shadow. The Hunt for Gollum and A Journey to Rhosgobel back in the first cycle are early examples with Signs of Gollum and Athelas objectives. Both are important to successfully completing the quest and having to discard one as a shadow can extend the game. In the case of the Athelas it could mean the difference in winning the scenario if the players can’t find enough to completely heal Wilyador.

The Ghost of Framsburg and The Ruins of Belegost are later quests where players are searching for Loot objectives and have the game go long if they’re discarded. The Ghost of Framsburg at least provides a location that can attach a Loot objective in the discard to an enemy. The Ruins of Belegost, however, Loot can only be found through the Discover X keyword. Locations with Discover have the players look at the top X cards to reveal 1 Loot Card and 1 Hazard card when it becomes the active location. If revealed any other way, they are just discarded. Guided by Fate can be a way get those Loot cards back into the deck right before the travel phase.

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 remember being very excited when I got Lost Realm for Ranger Summons and possibly getting a Ranger of the North from the encounter deck. A 2/2/2/3 ally for 1 cost seemed incredible. Playing it true solo, I learned you can’t count on it showing up particularly any time soon in a game. Guided by Fate fixes that issue for those cards and makes them much more playable. There are also a number of other use cases with encounter control cards, zero cost Dunedain allies, and quests where the players need to find certain objectives.

I rate Guided by Fate at 6 rings. All those use cases considered, they’re not universal. A more general application would be just to try recurring some less problematic encounter cards. I think, however, that the other encounter control options like Firyal, Denethor, or victory display cards would be better and more consistent at avoiding the worst the encounter deck has. Still if you’re going to run player encounter cards, this a fantastic enabler particularly for true solo players.

  • Dave – Thumbs up
  • Grant – Thumbs up
  • Ted – Thumbs up
  • Eric – Thumbs up
  • Matt – 6

A note on the podcast hosts’ ratings, when they recorded the episode on the card it was a spoiler. Fire in the Eastement had not released. They gave the card their spoiler impression thumbs up or thumbs down. It has subsequently come out, and I feel comfortable giving Guided by Fate a preliminary ring rating.

External Links

Sample Decks

Eagles and Dunedain by SchadenfreudeNE

A Dunedain and Eagles alliance featuring 2 Rangers of the North and an Eagle of the North.

Main Deck

Hero (3)
Alagos (ALeP – Fire on the Eastemnet)
Aragorn (The Lost Realm)
Faunith (ALeP – Fire on the Eastemnet)

Contract (0)
1x The Last Alliance (ALeP – Children of Eorl)

Ally (29)
2x Andrath Guardsman (The Mûmakil)
2x Chieftain of the Skies (ALeP – Fire on the Eastemnet)
2x Dúnedain Hunter (The Lost Realm)
2x Eagle Emissary (The Land of Sorrow)
3x Eagles of the Misty Mountains (Return to Mirkwood)
2x Meneldor (Roam Across Rhovanion)
2x Messenger of Manwë (ALeP – Fire on the Eastemnet)
3x Northern Bowmaster (Under the Ash Mountains)
3x Ranger of Cardolan (The Wastes of Eriador)
3x Vassal of the Windlord (The Dead Marshes)
2x Veteran Eagle (ALeP – Fire on the Eastemnet)
1x Wilyador (The Land of Sorrow)
2x Winged Guardian (The Hunt for Gollum)

Attachment (7)
3x Golden Crown (ALeP – Fire on the Eastemnet)
2x Guided by Fate (ALeP – Fire on the Eastemnet)
2x Support of the Eagles (Return to Mirkwood)

Event (14)
2x Breath of Arda (ALeP – Fire on the Eastemnet)
3x Flight of the Eagles (Roam Across Rhovanion)
3x Hidden Roosts (ALeP – Fire on the Eastemnet)
3x Ranger Summons (The Lost Realm)
3x The Eagles Are Coming! (The Hunt for Gollum)

3 Heroes, 50 Cards
Cards up to ALeP – Fire on the Eastemnet

Sideboard

Ally (6)
3x Eagle of the North (Roam Across Rhovanion)
3x Ranger of the North (The Lost Realm)

Decklist built and published on RingsDB.

Fast Hitch

A card so nice, they reviewed it twice (at least).

TL;DR It’s a Hobbit staple.

Background

Hobbit stats are rubbish: to begin with. There is no doubt whatever, about that. If you’re of the persuasion the first statement would read better with the word “stats” omitted, then you are probably off to find a better use of your time. Unless you’re getting into extended fan-created content (ALEP: The Last Alliance Contract) from here on, the following discussion is clearly in the context of Hobbitish application.

Card Theme

The source material for Fast Hitch comes from Sam and Frodo’s journey through the Emyn Muil. Our beloved podcast hosts appreciated this context the first time around, but a veil of forgetfulness had passed over all of them by the second time they discussed this card. Please reference The Two Towers: Chapter 1. The Taming of Smeagol to delight yourself with the fullest quotation.

After the elven rope gifted to Sam by Galadriel comes loose:

Sam did not laugh. “I may not be much good at climbing, Mr. Frodo,” he said in injured tones, “but I do know something about rope and about knots. It’s in the family, as you might say. Why, my grand-dad, and my uncle Andy after him, him that was the Gaffer’s eldest brother he had a rope-walk over by Tighfield many a year. And I put as fast a hitch over the stump as any one could have done, in the Shire or out of it.”

Even though an internet search today for fast hitches will result predominately in towing hitches, the demographic most interested in them is unsurprising: Farmers (and tangentially modern farming certainly relies on fast tow hitches to quickly attach and unattach equipment from tractors). The ability to quickly secure loads, equipment, or produce is key to agrarian values and skills that just such a Gamgee Hobbit family would have prided themselves on and found essential to efficiently cultivating lands.

Hopefully, it is obvious why knotting knowledge and the ability to quickly fasten loads would thematically represent action advantage for Hobbits. In the source material, the fact the elven rope loosens itself and returns to its owner is a sore point for Sam, but it also allows them to continue their quest sooner, without having to leave the rope behind.

Of note, in knot tying theory, a hitch is a knot used to fasten a rope to another object. Clearly an accurate use in this circumstance. Another thematic win is achieved by designing this card for the Lore sphere; from the core rules, “the sphere of Lore emphasizes the potential of a hero’s mind. Intellect, wisdom, experience, and specialized knowledge are all under the domain of this sphere.” A small quibble is it would have been nice if there was a Gamgee hero with the printed Lore icon; a MotK Gaffer is the closest we come.

Synergies and Interatcions

In the greater context, Fast Hitch compares most directly with the core staple Unexpected Courage; attachments that provide a repeatable readying effect. Note that Fast Hitch can be used on any character, not just heroes.

It’s easy to ask, “name a Hobbit that’s not a good target for Fast Hitch?” Clearly they all are, but one must consider the opportunity cost that exists. Because of this, there are clearly better targets for the readying. Also, should multiple Fast Hitches be stacked on a single character, or should they be spread around.

There exist two main strategies for building for Fast Hitch: you are planning to sufficiently boost a Hobbit’s stats to make the extra actions pay off or you are planning to use actions that require a character to exhaust. But let it be stated, Rosie Cotton merges these two strategies in powerful ways.

Stat Boosting

  • Characters that have above average or stat boosting abilities: Sam Gamgee (Leadership), Tom Cotton, Tactics Merry
  • Attachments for boosting Hobbits: Hobbit Cloak, Staff of Lebethron, Sting, Ring Mail, Friend of Friends, etc as well as plenty of others (i.e. play an off-theme Steward of Gondor, then Gondorian Shield becomes quite effective)
  • Events for boosting: Halfling Determination (best for combat as you might get multiple uses out of the boost).

Ability Triggers

Characters with abilities you may want multiple uses of:

  • Firstly, MotK Rossie Cotton: if her power isn’t self-evident, more in the next section.
  • Tactics Merry: top attack potential for Hobbits, with an attacking buddy they can really mow down the enemies. Top thematic points for pairing with a partner deck triggering Tactic Eowyn’s ability. You will have to figure out some potential ranged damage though (partner attack w/printed range, Dunedain Cache, etc.)
  • Spirit Merry: even though Hobbit Pony may do it better, questing-readying-triggering is quite effective.
  • Other more niche cases include Spirit Pippin and Tactics Bilbo Baggins

Peak Power

If your ambition is to feature Fast Hitch in the most powerful ways, building around MotK Rosie Cotton is your objective. Making Rosie a hero (yes, Sword-thane is similarly viable, but requires considerably more resources to set up), opens her up to all willpower boosting effects that target heroes (consider Fireside Song, Red Book of Westmarch, Celebrian’s Stone, Necklace of Girion, Stone of Elostirion, Strider, Courage Awakened, Hobbit Pipe + Smoke Rings, etc.). Having multiple hitches on Rosie will allow her to quest, then ready and exhaust to boost another questing Hobbit, while finally readying and exhaust to boost a combat hobbit. Not to mention all the decision points of whether you want to trigger her ability; you might want to limit your progress, while a big enemy reveal might have you prioritizing combat. It is still incredibly strong even if you can’t get her willpower boosted.

Defending enemy attacks is always a vital part of this game. As such, our defense capable Hobbits can greatly benefit from Fast Hitch: Sam Gamgee, Tom Cotton, and Spirit Frodo.

Even though Hobbit decks tend to be tri-sphere, you still must have access to Lore. There are only 3 printed heroes that are Lore Hobbits. While A Good Harvest, Song of Wisdom, or intentional discarding an attachment and playing it with Reforged can work, they are probably a bit too big of a momentum hit unless you’re utilizing those cards in other ways to facilitate your deck. Also note, the Bond of Friendship contract plays nicely with a couple of Fast Hitches. Additionally, Fast Hitch is a nice inclusion for many of the saga quests, since the extra hero is often a Hobbit and may have some nifty utility in the quest.

Rating, Conclusion

Even though their stats are rubbish, a pleasant side effect is that giving Hobbits action advantage through Fast Hitch doesn’t feel overpowered. Many decisions underlie skillful play of this card that is thematically appropriate for the hiding in the shadows, tricksey Hobbit archetype.

You knew it before you read all this, Fast Hitch is a near auto-include in any Hobbit deck. There are many shenanigans yet to be uncovered if you’ve extended your LCG experience with the ALEP fan content; the Last Alliance contract opens up the Hobbit trait to any other trait archetype.

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.

Dave: w/Hobbits 1, w/out Hobbits 10: overall 5

Grant: 3

My rating: 4 — I agree with Dave’s logic to split the difference between it’s usefulness with or without Hobbits; but as the card pool grows beyond the official FFG releases, there are more ways to use Fast Hitch than a strictly pure Hobbit deck.

Radagast and Radagast’s Staff

The hero and attachment the Eagles deck needed.

Background

Radagast is one of the wizards sent from Valinor to be an emissary of Manwë and the Valar to the peoples of Middle Earth. It is said that that he was a greatly interested in plants and animals although his knowledge of them was second to Gandalf. He lived for a time in Rhosgobel, a small settlement between the Carrock and the Old Forest Road of Mirkwood. As a result, he and Beorn knew of each other as Beorn considered him not bad for a wizard in The Hobbit. He was also a noted friend of the great eagles. He was also used as a pawn by Saruman to bring Gandalf to Orthanc, Whereupon Saruman imprisoned Gandalf preventing from returning to The Shire to inform Frodo what he learned of The One Ring.

Card Theme

Radagast’s interest and friendship with the various beasts of Middle Earth are represented heavily in his abilities and those of his staff. His resource smoothing and the staff’s resource acceleration for creatures reflect bringing those friends to his aid. Whether having them act as spies, carrying messages, or sending Gwaihir to rescue Gandalf from Orthanc. This also ties into his ability to quest without exhausting when a creature is played. As mentioned in the earlier examples, Radagast is able to cover a lot of ground with the help of his bird and beast allies.

The last ability to return a creature enemy to the staging area I don’t think has a thematic link to the books. It seems more to be inspired by The Hobbit: Desolation of Smaug movie directed by Peter Jackson. In the movie, shadowy forms of giant spiders can be seen while Radagast is trying to heal a sick hedgehog. It is only after he draws out the magical sickness the spiders apparently retreat.

Card Synergies and Interactions

Creature Allies

The obvious one here to take advantage of Radagast’s Staff cost reduction and readying, the hero’s ability to smooth resources, and get him to quest without exhausting. The creatures allies available in the game can give a deck a suite of card draw as well as potential answers to enemies, locations, and direct damage. Eagles are the primary contingent of creature allies in the game. Vassal of the Windlord, Winged Guardian, and Wilyador are cheap efficient attacking and defending allies. Their discard effects feed The Eagles of the Misty Mountains to create mid to late game combat behemoths.

Additionally, Descendent of Thorondor‘s direct damage when entering and leaving play can take out enemies in the staging area making combat easier as well as providing pseudo-questing by removing some staging area threat. Meneldor has a similar enters and leaves play ability except for placing progress on locations. Using as many Eagle allies as possible makes The Eagles Are Coming! into a more reliable way to draw multiple cards.

The non-Eagle allies provide the other utility effects to round out a creature deck. Messenger Raven can generate card draw by successfully naming the player card type on top the player deck. Wizard Pipe can reliably set this up. That it returns the raven to hand allows Radagast to reliably quest without exhausting for 1 resource per turn. Riddermark’s Finest can be discarded for location progress for another location control option. Loyal Hound’s damage cancellation and can stop direct damage effects helps make defending with Radagast safer. The insurance in defending is helpful considering the only Lore defensive bonus he can have is Protector of Lorien.

Return Ally to Hand Effects

Meneldor’s Flight, Born Aloft, Flight of the Eagles, and Gwaihir’s Debt much like the core set Sneak Attack let you get extra triggers on the Eagles enter and leave play effects. Particularly useful for Descendent of Thorondor, Meneldor, and even ally Gwaihir if you want to get an Eagle ally back. Normally playing those 3 allies multiple times would be difficult considering their 3, 4, and 5 cost. Radaghast’s Staff makes it much more reasonable to get an extra play or two out of them. Returning creature alies to hand also make sure you have one to play each turn to trigger Radagast’s action advantage.

Defense Bonus

Radagast’s 3 defense stat puts him into the top tier of Lore hero defenders with core set Denethor, Treebeard, and Elrond. He’s in sphere for one of the best shadow control cards in the game, A Burning Brand. If Radaghast is the primary defender, being able to cancel a shadow effect every turn is always going to be good. Unfortunately, the only in-sphere defensive boost he can have is Protector of Lorien. Lore has enough card draw to provide the means to reliably boost his defense higher with it.

Tactics, however, has some additional defense boosting options, and if playing Eagles then a player is likely to include a Tactics hero as well. Gondorian Shield and Round Shield can are nice cheap options to put Radagast in the 4+ defense that is often necessary in many quests.

Word of Command

Word of Command let’s you search your deck for any card to add to your hand, but the requirement of exhausting an Istari carries a heavy opportunity cost. Gandalf and Saruman heroes and allies versions have great stats that players typically want to use. The ally versions tend to not stay in play more than a round. Radagast ally doesn’t have those drawbacks but is very expensive at 5 cost. This means you’re not going to get use its effect early in the game when it would be the most useful. Radagast’s ability to quest without exhausting after playing a creature makes Word of Command easier to play in the early game. Especially in true solo where after questing there may not even be any enemies for combat.

Quest Specific

One ability of Radagast’s Staff haven’t mentioned much yet is that it can return a creature enemy to the staging area. It’s easy to overlook since many earlier player cards triggered off the Orc and Goblin traits. There are a lot of creature enemies in the game. The core set alone has King Spider, Wargs, Hummerhorns, Ungoliant’s Spawn, Marsh Adder, Forest Spider, Black Forest Bats, and Eastern Crows.

This ability can be a game saver if Attercop, Attercop is revealed in Return to Mirkwood. Attercop’s 8 attack is difficult for many decks to deal handle, but the 2 threat is easier to quest over. Wastes of Eriador has exclusively Warg enemies that are also have the Creature trait. The Day / Night mechanism in that quest can make it easy to get overwhelmed with too many enemies and having a way to send one back to the staging during Night could be very useful. The Múmakil has exclusively creature enemies some with very nasty abilities. The staff can do some great work in it by sending back a Territoral Ape when the active location has 4 threat or help to avoid gaining a Strangling Python as an attachment or having Giant Centipede blank a hero’s textbox

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 Radagast hero at 4 rings. Built in action advantage, good defense stat in Lore so can have A Burning Brand. The hero with his Staff basically makes the creature ally deck work. Downside is he is a little higher threat at 11. Even that isn’t too difficult to get into a deck especially with the Lore Hobbit heroes or Mirlonde. This all makes him a very solid hero, but you need at least some creature allies to leverage the hero’s abilities. Outside a deck without creature allies, Radagast still can be a decent Lore defender.

Radagast’s Staff I rate at 3 rings. The cost reduction makes it Steward of Gondor for creature allies. This makes it one of the best trait based resource accelerators. Amazing value for the more expensive Eagle allies and Giant Bear. It also can ready those strong allies like Eagles of the Misty Mountains. Without creatures allies, the staff seems to take a bigger hit in utility than the hero. The only ability that can be used then is the return creature enemy to the staging area. This ability is more useful than it seems at first glance. The game is rife with spiders, bats, wolves, crows, scorpions and other creature enemies it can return to the staging area.

Overall, I like the Staff better than the hero. The staff with its cost reduction and readying of creature allies is fantastic in an Eagles deck. You don’t even need the hero to use it. You can use it with Radagast ally which doesn’t completely offset his high cost, certainly makes it more playable.

The on the other hand, I have trouble with using as a primary defender. Part of it is the lack of traits to give him some of the stronger defensive attachments like Ancestral Armor or Armored Destrier. Another part is I wish he had a Tactics icon to be in sphere with many of them and could get Support of the Eagles. It is thematic that he is Lore and there are songs, but it would have been easier if he had just been a Tactics hero. I also think his overall Istari package of staff and creature allies isn’t as widely useful or interesting as the Gandalf and Saruman heroes. It is nice that he is lower threat than either of the other 2, but really if I’m playing this hero it’s to facilitate playing expensive Eagle allies. Everything after that is a nice bonus to take advantage of.

Hero

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

Staff

  • Dave – 5
  • Grant – 5
  • Ted – 2
  • Matt – 3
  • Average 3.75

External Links

Sample Decks

The Eagles Are Coming! by radAGHAST 

This deck aims to swarm the board with Eagles utilizing the discount from Radagast’s Staff and Hirgon’s ability after questing succesfully.

Main Deck

Hero (3)
Éowyn (The Flame of the West)
Hirgon (Beneath the Sands)
Radagast (The Fate of Wilderland)

Ally (31)
3x Descendant of Thorondor (The Hills of Emyn Muil)
3x Eagle of the North (Roam Across Rhovanion)
3x Eagles of the Misty Mountains (Return to Mirkwood)
3x Gandalf (Core Set)
2x Gwaihir (Trouble in Tharbad)
2x Landroval (A Journey to Rhosgobel)
3x Loyal Hound (The Fate of Wilderland)
3x Meneldor (Roam Across Rhovanion)
3x Vassal of the Windlord (The Dead Marshes)
3x Warden of Healing (The Long Dark)
3x Winged Guardian (The Hunt for Gollum)

Attachment (6)
2x A Burning Brand (Conflict at the Carrock)
1x Magic Ring (The Crossings of Poros)
3x Radagast’s Staff (The Fate of Wilderland)

Event (16)
3x Daeron’s Runes (Foundations of Stone)
3x Flight of the Eagles (Roam Across Rhovanion)
3x Gwaihir’s Debt (The Fate of Wilderland)
1x Justice Shall Be Done (A Storm on Cobas Haven)
3x The Eagles Are Coming! (The Hunt for Gollum)
3x Word of Command (The Long Dark)

3 Heroes, 53 Cards
Cards up to The Fate of Wilderland

Decklist built and published on RingsDB.

Mono-Lore of the Eagles by The Purple Wizard

An Eagle centric Vilya deck that adds in some of the best questing and support allies from Lore and Spirit. It also utilizes Protector of Lorien to make Radagast into a serious defender with the extra cards drawn by Erestor.

Main Deck

Hero (3)
Elrond (Shadow and Flame)
Erestor (The Treachery of Rhudaur)
Radagast (The Fate of Wilderland)

Ally (34)
1x Arwen Undómiel (The Watcher in the Water)
3x Descendant of Thorondor (The Hills of Emyn Muil)
3x Eagles of the Misty Mountains (Return to Mirkwood)
1x Ered Nimrais Prospector (The Morgul Vale)
2x Firyal (The Mûmakil)
3x Gandalf (Core Set)
1x Ghân-buri-Ghân (The Flame of the West)
2x Glorfindel (Flight of the Stormcaller)
1x Gwaihir (Trouble in Tharbad)
1x Landroval (A Journey to Rhosgobel)
3x Loyal Hound (The Fate of Wilderland)
1x Mablung (The Land of Shadow)
3x Meneldor (Roam Across Rhovanion)
3x Vassal of the Windlord (The Dead Marshes)
3x Warden of Healing (The Long Dark)
3x Winged Guardian (The Hunt for Gollum)

Attachment (15)
2x A Burning Brand (Conflict at the Carrock)
1x Favor of the Valar (The Battle of Carn Dûm)
2x Protector of Lórien (Core Set)
3x Radagast’s Staff (The Fate of Wilderland)
1x Unexpected Courage (Core Set)
3x Vilya (Shadow and Flame)
3x Wizard Pipe (The Road Darkens)

Event (5)
3x The Evening Star (The Grey Havens)
1x The Galadhrim’s Greeting (Core Set)
1x Will of the West (Core Set)

3 Heroes, 54 Cards
Cards up to The Fate of Wilderland

Sideboard

Ally (15)
2x Ered Nimrais Prospector (The Morgul Vale)
2x Ghân-buri-Ghân (The Flame of the West)
1x Gwaihir (Trouble in Tharbad)
3x Imladris Stargazer (Foundations of Stone)
1x Jubayr (The Mûmakil)
1x Landroval (A Journey to Rhosgobel)
3x Northern Tracker (Core Set)
1x Quickbeam (The Treason of Saruman)
1x Robin Smallburrow (The Drowned Ruins)

Event (4)
2x The Galadhrim’s Greeting (Core Set)
2x Will of the West (Core Set)

Decklist built and published on RingsDB.

Stone of Elostirion

Guarded (location). Restricted.

Attach to a hero. Attached hero gets +2  [willpower].

You draw 1 additional card during the resource phase.

Stone of Elostirion is the latest of the player Guarded X attachments introduced in Ered Mithren cycle and only one of two released in Vengeance of Mordor. I think there is a strong case that it is the most playable of the Guarded X attachments with a lot of appeal to variety of players. The Guarded (location) mechanism provides Pippin players some opportunities to exploit location control combos with this card. Those combos provide means to basically negate the effects of adding another location. The automatic extra card per turn combined with a willpower boost is a powerful combination that a Boromir player can appreciate. While Bilbo players can enjoy the deep dive into Middle Earth stemming from the card’s background to theme.

Background

The Stone of Elostirion as indicated by the card art, is one of the palantiri. It was a rather unique one at that considering it was not linked to the others. Instead, it only looked West to Varda. It resided in one of three towers at the aptly named Tower Hills that was part of the former nation of Arnor. It was still there during the stated timeframe of the game between The Hobbit and Lord of the Rings as it left Middle Earth with the ringbearers. Gildor Ingolorian when he meet Frodo and company in Fellowship of the Ring, reportedly was returning from a visit to the stone with his company of elves. Although, this is not specifically mentioned within the text of their meeting.

Card Theme

The mechanics of this card fit right into the its background from the books. It being guarded by a location is perfect considering wandering companies of Elves would travel to the Tower Hills just to see it. Their hope to see Elbereth as Gildor and his company sing of is inspiring to them represented by the willpower boost of +2.

Palantir

The other thematic element to this card is the potential knowledge one can gain from through the different palantiri. Generally, knowledge in the game is represented by card draw. This is consistent with the other Palantir player cards (except for the Saga boon). The Palantir attachment allows players to exhaust it to possibly draw cards. The Seeing Stone is very targeted card draw for a card with Doomed. One noticeable difference between these two and Stone of Elostirion is the others come at the cost of direct threat gain. Stone of Elostirion could cause threat gain from questing unsuccessfully, but it doesn’t instantly raise threat for its card draw effect. This fits since it was not linked to the other palantiri . The Stone then didn’t carry the risk of Sauron spying or influencing people through the palantir in his possession.

Thematic Deckbuilding Ideas

  • Leadership or Lore Gildor Inglorion
    • He is the one that actually visited the Stone.
    • The Stone is in sphere with his ally version
    • Either version has location control options to help play Stone more easily (see Card Syngeries and Interactions section)
  • Frodo Baggins (Leadership hero especially)
    • Represents the Frodo leading his friends through the Shire evading the Black Riders
    • In sphere with Marnier’s Compass
  • Sam
  • Merry
  • Pippin
  • Wandering Exile
    • Many bands of elves traveled Eriador in the Third Age were called wandering companies.
    • Gildor calls his company of elves exiles in his meeting with Frodo.
  • Other non-unique Noldor allies
    • Gildor and his wandering companies of elves are identified by Frodo as high elves, but only Gildor is referenced by name.

Card Synergies and Interactions

Discard Location Effects

Guarded X cards come under a player’s control as soon as they’re “free of encounters” This means that players cards that discard the guarding location in play are generally the fastest and easiest way to get The Stone of Elostirion. Marnier’s Compass chief among them considering it only requires a leadership or scout character, it is repeatable, and can be done with the location in the staging area. Distant Stars, Short Cut, and Heirs of Eärendil all work as well, but the required character traits are not as broad. Distant Stars and Short Cut also require you can travel to the guarding location.

Direct Location Progress

Another way to accelerate getting Stone of Elostirion under your control is placing progress without having to quest. Cards like Asfaloth, Northern Tracker, Spirit Aragorn Hero, Mirkwood Explorer, Arod that can place progress on locations in the staging area are generally better. Many quests have locations that limit this method. There are others that place progress on the active location that still can help clear the guarding location faster, such as, Tactics Legolas Hero, Lórien Guide, and Steed of Imladris.

Automatic Card Draw

There are three heroes in the game that also have draw additional card(s) effects like the Stone, Lore Bilbo hero, Erestor hero, and Círdan the Shipwright. They will have the player draw 7 cards (and discard 1) each resource phase. Once the stone is out it can get up to 8 cards. This set up with the Perilous Voyage Contract a player could potentially draw the entire 100 card deck in 12-13 turns.

Quest Specific

Temple of the Deceived is the ideal scenario to play this card. All the locations are placed out as a map and there are none in the encounter deck. Once the Stone is played, the player fails to find any locations and gain control of it immediately.

Ring Ratings

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 Stone of Elostirion at 3 rings. It has 2 pretty powerful and widely useful effects on it. An additional card per turn means more options for what a player can do on their turn. The 2 willpower stat boost isn’t as exciting as the card draw, but it is a great value. Allies with 2 willpower at 2 cost are efficient for sending to the quest. The Stone only costs 1 resource and gives the same amount of additional willpower.

The other cost in adding a location to the staging area, is significant. This can be bypassed, mitigated, or even negated if build for it as mentioned in the card synergies section. Many of those cards are even in the same sphere as the Stone. Those location control cards do take up valuable deck space, but without them then when you play the card is key. Usually once the player deck is established and gaining ground in the mid to late game. Then it is in danger of becoming a “win more” card because you may not really need the willpower and card draw. It is that point in the game, however, when that extra card could be more valuable in keeping a deck from stalling out.

The quest being played will make it more or less playable as well. Many later quests prevent or limit location control strategies or have terrible locations that be extremely difficult to deal with. Besides Temple of the Deceived there will be others with locations that are not much of an issue to deal with. Others like Dungeons of Cirith Gurat encourage “voltron” builds that focus on building up the heroes with attachments. Stone of Elostirion is one of few player cards options with a +2 willpower boost and help boost the deck’s questing capability.

That all said, Stone of Elostirion is certainly powerful but has drawbacks to match. This is why a 3 seems appropriate. It will get considered for every deck I build with Lore because of its 2 widely useful effects. It may not make the final list because it can be tricky to play, don’t have the deck space for some location control, or the quest has troublesome locations. If I rated purely on power or how playable it is, I could see giving it a 4 or 5 rating. It gets an extra boost from me for interactions with location control and the theme. This card added more details to the meeting of Gildor and the Hobbits in Fellowship of the Ring for me. Prior to this review, I thought this was the Palantir Saruman had and was mistaken in that. This game continues to expand my knowledge and relationship to the stories of Middle Earth. I appreciate this card more as a result.

  • Dave – 3
  • Grant – 3
  • Ted – 4
  • Matt – 3
  • Average – 3.25

External Links

Sample Decks

Guarded-o-rama by Card Talk Dave

A Forth the Three Hunters deck with Tactics Bilbo, Leadership Eomer, and Tactics Eoywn focusing on getting Guarded cards to be free of encounter cards.

Main Deck

Hero (3)
Bilbo Baggins (Mount Gundabad)
Éomer (The Mountain of Fire)
Éowyn (The Flame of the West)

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

Attachment (39)
3x Cram (Over Hill and Under Hill)
3x Dagger of Westernesse (The Black Riders)
1x Durin’s Axe (Wrath and Ruin)
2x Firefoot (The Dunland Trap)
3x Golden Belt (Challenge of the Wainriders)
2x Golden Shield (The Flame of the West)
2x Gúthwinë (The Mountain of Fire)
1x Magic Ring (The Crossings of Poros)
2x Mariner’s Compass (The Grey Havens)
1x Mithril Shirt (The Fate of Wilderland)
1x Necklace of Girion (The Wilds of Rhovanion)
3x Rohan Warhorse (The Voice of Isengard)
2x Spear of the Citadel (Heirs of Númenor)
3x Steward of Gondor (Core Set)
1x Sting (Mount Gundabad)
1x Stone of Elostirion (Under the Ash Mountains)
1x The Arkenstone (The Withered Heath)
1x Thorongil (The Fortress of Nurn)
3x War Axe (The City of Ulfast)
3x Warrior Sword (The Ghost of Framsburg)

Event (12)
3x Bilbo’s Plan (The Land of Sorrow)
3x Foe-hammer (Over Hill and Under Hill)
3x Open the Armory (The Dungeons of Cirith Gurat)
3x The King’s Return (The Fate of Wilderland)

3 Heroes, 51 Cards
Cards up to The Fortress of Nurn

Scout’s Honor by Uruk-Guy

Scout themed multiplayer support deck with many direct location progress effects.

Main Deck

Hero (3)
(MotK) Haleth (Messenger of the King Allies)
Aragorn (The Fortress of Nurn)
Legolas (The Sands of Harad)

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

Ally (14)
2x Dunedain Pathfinder (Race Across Harad)
2x Firyal (The Mûmakil)
2x Forest Road Traveler (Fire in the Night)
1x Haleth (The Fortress of Nurn)
2x Mirkwood Explorer (The Thing in the Depths)
2x North Realm Lookout (The Wilds of Rhovanion)
2x Rhovanion Outrider (Temple of the Deceived)
1x Súlien (The City of Corsairs)

Attachment (31)
3x Ancient Mathom (A Journey to Rhosgobel)
2x Dúnedain Pipe (The Black Serpent)
3x Elf-stone (The Black Riders)
2x Leather Boots (Fire in the Night)
2x Light of Valinor (Foundations of Stone)
2x Map of Rhovanion (The Wilds of Rhovanion)
2x Mirkwood Long-knife (The Sands of Harad)
1x Mithril Shirt (The Fate of Wilderland)
2x Necklace of Girion (The Wilds of Rhovanion)
2x Ring of Barahir (The Steward’s Fear)
1x Silver Circlet (Wrath and Ruin)
1x Silver Harp (The Treachery of Rhudaur)
1x Stone of Elostirion (Under the Ash Mountains)
1x Thorongil (The Fortress of Nurn)
2x Unexpected Courage (Core Set)
1x Warden of Arnor (The Three Trials)
3x Woodmen’s Clearing (The Withered Heath)

Event (11)
3x A Test of Will (Core Set)
2x Desperate Defense (The Flame of the West)
3x Elven-light (The Dread Realm)
2x Scouting Party (Temple of the Deceived)
1x The Galadhrim’s Greeting (Core Set)

3 Heroes, 56 Cards
Cards up to The Fortress of Nurn

Sideboard

Ally (3)
1x Mirkwood Runner (Return to Mirkwood)
1x Rider of Rohan (Beneath the Sands)
1x Warden of Healing (The Long Dark)

Attachment (2)
1x Protector of Lórien (Core Set)
1x Silver Circlet (Wrath and Ruin)

Followed

Followed helped Trap decks and especially thematic ones using Rangers with their ability to quest. The requirement for the enemy to be engaged first syngerizes very well in particular with Dunedain. Outside those decks, it isn’t a card that can just be thrown into a deck. Likely a deck will need a good defender with action advantage or attack cancelation to keep them enemy engaged. Also shadows from the enemy or other negative effects due to scenario rules can be a concern. Still it’s a good and interesting card to build around. Staging area threat reduction in Tactics with it’s generally Low willpower characters shouldn’t be underestimated.

Background and Card Theme

There’s not much to go on for any lore connection on this card. There’s no flavor text. The art seems to just be an orc or goblin in the woods with a clear trail behind. I tend to think of it as the rangers following threats back to their camp or lair so they can eliminate them. This fits given the Ranger and Trap synergy in the game, but the books don’t have a scene that fits with that.

The card could describe Three Hunters portion of the Two Towers. In particular, Aragorn, Gimli, and Legolas tracking the Uruk-hai that eventually leads to them learning of the threat of Saruman’s betrayal. There is also an argument that by following the Uruk-hai that took Merry and Pippin, they made it helped seem to Sauron that one of them had The One Ring. Thus, helped Frodo and Sam in their quest by drawing his gaze away. In addition, the Three Hunters ultimately help save Rohan and reduce the threat of a two pronged assault on Gondor.

That said, I think the Rangers following threats and eliminating them is the intended theme. Aside from the Trap synergy, many of the other staging area threat reduction cards are themed around the scouting and knowledge of the land that both the rangers of the north and Ithillien would use against invaders. Many of these cards like Secret Paths, Familiar Lands, Explore Secret Ways, Guarded Ceaselessly, and Spirit Aragorn hero reduced staging area threat from locations. There are a couple others with this theme that targeted enemies in Secret Vigil and Argalad, a scout traited hero.

Card Synergies and Interactions

Other Traps

Forest Snare is the best trap to pair with Followed. It takes care of the biggest drawback of keeping an enemy engaged. That is dealing with the attack and even more importantly the shadow cards. Shadow cards are the other big randomness factor in the game. There are many scenarios where they have effects besides plus attack score that can set a player back. Discard an attachment, exhaust a character, or at the extreme Sleeping Sentry’s Defending player must discard all exhausted characters he controls are all avoided because the snared enemy doesn’t attack

Outmatched is clearly meant to work with Followed. It is in the same sphere and like Forest Snare takes care of the action disadvantage keeping an enemy engaged puts a player at. Unlike Forest Snare, it doesn’t get rid of the shadow card. It is reasonable considering it is cheap compared to Forest Snare. Tactics also doesn’t lack for strong defenders. Entangling Nets can make an enemy with Followed and Outmatched even safer to defend with the -2 attack. Setting up for a single enemy to get all three isn’t as easy as getting Followed on one and later snaring it. Still having another option for keeping an enemy around adds consistency to the deck.

Emyn Arnen Ranger

Released in the same pack, Emyn Arnen Ranger doubles the effectiveness of Followed. This ranger turns ranger & trap decks into questing powerhouses. This ally and Followed can achieve the same willpower level as the best questing heroes even with only a 2 threat enemy trapped with Followed.

Dunedain

The Dunedain archetype has several cards that get additional bonuses for the number of enemies engaged with them. One weakness of building purely Dunedain is willpower. All the Dunedain heroes start with 2 willpower at most. Followed reducing staging area threat allowing the Dunedain can quest better and boost the stats of Guardian of Arnor, Fornost Bowman, and Warden of Annuminas is great. Dunedain Hunter’s cost of putting an enemy engaged with the player from the top 5 encounter cards gives player more control over what enemy is trapped by Followed. It even can set up an immediate Forest Snare.

Wait No Longer

Wait No Longer from earlier in the Sands of Harad cycle, like the Dunedain Hunter gives the player greater control over trapping an enemy with Followed. It also provides some pseudo-questing power by reducing the number of encounter cards entering the staging area.

Shadow Control

I mentioned a few times, a drawback to keeping an enemy engaged is having to deal with the shadow effects. Besides attack cancelation effects like Forest Snare, another way to mitigate this is with repeatable ways to cancel, discard, or look at shadows. Prime among the shadow discard options is Armored Destrier. It not only discards the shadow card of the Followed enemy but can ready your defender counteracting the action disadvantage. A Burning Brand, Erkenbrand, Balin, Jubayr, and Gandalf’s Staff all also offers repeatable shadow cancelation/discard. Cards like Silver Lamp and Dark Knowledge that let the player see a shadow aren’t as helpful but at least offer some foreknowledge to let the player decide how best to defend.

Quest Specific Limitations

There are a few quests where Followed’s effect is very limited because keeping enemies engaged will keep the player(s) from beating the scenario. Escape from Umbar and Passage of the Marshes are prime examples as each have a stage that either can’t be defeated or can’t have progress placed on it while an enemy is engaged. Passage of the Marshes also features several enemies that prevent threat reduction while engaged making Followed a greater detriment.

Any quest with the Archery keyword also makes Followed more of a liability. Taking direct damage each turn is not worth the willpower boost. Quests with archery already require some healing or damage cancelation. The additional deck space to offset keeping an enemy with archery in play every turn isn’t worth the additional willpower in most cases.

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 Followed at 6 rings. It’s a good card especially in trap focused deck. Getting a form of questing power in Tactics for 1 resource is a great value considering most Tactics cards it takes 2 resources for 1 willpower and 3 for 2 willpower. That said, it is still a trap and there enemy immunities and specific scenarios where this just wont’ work. It also isn’t very reliable being able to trap the preferred enemy into it without some building around it. When it does work, it can provide great value. Especially when paired with other traps and the Emyn Arnen Ranger. It’s good but it’s a more niche card

  • Dave – 8
  • Grant – 5
  • Ted – 7
  • Matt – 6
  • Average – 6.5

External Links

Sample Decks

Ye “New” Ranger Trap Deck (Peak Faramir) by Matt Duckworth

This is a very efficient Gondor Ranger and Trap deck. Faramir can usually get some bonus attack thanks to the deck’s relatively low starting threat of 26 and Ranger Spikes. Questing power starts off solid with Tactic’s Eowyn 4 willpower. Emyn Arnen Rangers and Followed can get it to ramp up significantly.

Ye “New” Ranger Trap Deck (Peak Faramir)

Main Deck

Hero (3)
Damrod (The Land of Shadow)
Éowyn (The Flame of the West)
Faramir (Assault on Osgiliath)

Ally (19)
3x Emyn Arnen Ranger (The Crossings of Poros)
2x Erebor Hammersmith (Core Set)
1x Gandalf (Core Set)
3x Guardian of Ithilien (The City of Corsairs)
2x Henamarth Riversong (Core Set)
2x Ioreth (A Storm on Cobas Haven)
3x Mablung (The Land of Shadow)
3x Master of the Forge (Shadow and Flame)

Attachment (19)
1x Black Arrow (On the Doorstep)
3x Followed (The Crossings of Poros)
3x Forest Snare (Core Set)
3x Ithilien Pit (Encounter at Amon Dîn)
2x Ranger Spear (The City of Corsairs)
3x Ranger Spikes (Heirs of Númenor)
2x Secret Vigil (The Lost Realm)
2x Song of Wisdom (Conflict at the Carrock)

Event (12)
3x Daeron’s Runes (Foundations of Stone)
3x Feint (Core Set)
3x Hands Upon the Bow (Shadow and Flame)
3x Proud Hunters (Race Across Harad)

3 Heroes, 50 Cards
Cards up to The Crossings of Poros

Sideboard

Ally (10)
3x Dúnedain Hunter (The Lost Realm)
3x Dunedain Lookout (Beneath the Sands)
1x Ioreth (A Storm on Cobas Haven)
3x Mirkwood Explorer (The Thing in the Depths)

Attachment (9)
3x Entangling Nets (Temple of the Deceived)
3x Gondorian Shield (The Steward’s Fear)
2x Protector of Lórien (Core Set)
1x Song of Wisdom (Conflict at the Carrock)

Event (4)
3x Distant Stars (Escape from Mount Gram)
1x Interrogation (The Drowned Ruins)

Decklist built and published on RingsDB.

Dunedain Set a Trap at the Battle of Carn Dum by Matt Kell

A Dunedain and Trap deck based on Seastan’s Dunedain Trappers but updated and tuned for Battle of Carn Dum. It takes some set up to get going. Once some enemies are trapped, Aragorn has Spirit icon, and Amarthuil has Blood of Numenor to become a very strong defender, it snowballs to victory. Threat management is key to running the deck to buy that time to build up.

Main Deck

Hero (3)
Amarthiúl (The Battle of Carn Dûm)
Aragorn (The Watcher in the Water)
Damrod (The Land of Shadow)

Ally (19)
3x Emyn Arnen Ranger (The Crossings of Poros)
2x Fornost Bowman (The Dread Realm)
3x Galadriel (The Road Darkens)
3x Guardian of Arnor (The Battle of Carn Dûm)
3x Master of the Forge (Shadow and Flame)
3x Northern Tracker (Core Set)
2x Sarn Ford Sentry (The Lost Realm)

Attachment (25)
3x Armored Destrier (Temple of the Deceived)
2x Blood of Númenor (Heirs of Númenor)
2x Celebrían’s Stone (Core Set)
3x Entangling Nets (Temple of the Deceived)
2x Favor of the Valar (The Battle of Carn Dûm)
3x Followed (The Crossings of Poros)
3x Forest Snare (Core Set)
2x Heir of Valandil (The Lost Realm)
3x Steward of Gondor (Core Set)
2x Sword that was Broken (The Watcher in the Water)

Event (6)
3x A Test of Will (Core Set)
3x Feint (Core Set)

3 Heroes, 50 Cards
Cards up to The Crossings of Poros

Decklist built and published on RingsDB.