Guard of the Citadel

  • Card Talk Season 6 Episode 5
    • Video episode
    • Audio episode
  • Cycle
    • Shadows of Mirkwood
  • Set
    • Core and Revised Core Set

The most basic of allies.

Background

Guarding the citadel and the White Tree was the highest honor and duty to the guards in Minas Tirith. They couldn’t leave their posts for any reason except if commanded by their lord. They could wear Elendil’s livery of the White Tree with a silver crown and stars on a field of black. They also wore mithril helms with wings of sea birds. The flavor text comes from The Council of Elrond. It is near the closing of Elrond’s recounting of The One Ring’s history and the aftermath of the Last Alliance.

Card Theme

The theme here is all in the name and traits since there are no mechanisms other than its stats.

Card Synergies and Interactions

Gondor Global Stat Boosts

The Core Set alongside this ally introduced the first Gondor global stat boost with For Gondor!. It worked to give each a character + 1 attack. It also gave Gondor characters +1 defense. The enemies in the core set often had 2 attack and the defense could save the Guard assuming there was no shadow effect. Faramir doesn’t just provide his bonus willpower to Gondor characters, but he is Gondor traited. Simliarly, Sword that was Broken thematically should be Gondor related as the sword of High King Elendil although the boost is given to all characters.

Then the Against the Shadow cycle introduced more Gondor centric cards. Leadership Boromir hero gave all Gondor allies +1 attack as long as he had a resource in his resource pool. Then much later in the cycle, Visionary Leadership could give all Gondor allies an extra willpower.

The Outlands, representing the southern fiefs of Gondor, provide global boosts to other Outlands characters. Sword of Morthond allows a Gondor ally to gain the benefit of these global bonuses as well.

Gondor Swarm

The global boosts available to Gondor are better the more allies they can get into play. Fortunately, the trait has many cheap allies like Guard of the Citadel. Some even help find or put additional allies into play like Soldier of Gondor and Herald of Anorien. Soldier of Dol Amroth can make Tactics Gondor allies cheaper. Pelargir Ship Captain, Envoy of Pelargri, and Errand Rider can help smooth resources for more allies in addition to being more cheap allies. Squire of the Citadel has one of the cheapest printed costs and Citadel Custodian can become free with enough Gondor allies in play.

Ally Attachments

Gondor doesn’t get any specific bonuses for attachments on allies like Dale. Guard of the Citadel does have a very useful trait to get ally attachments, Warrior. There are several that can increase the Guard’s combat ability with bonus attack, defense, and hit points. Bonus willpower is hard to come by with only Wild Stallion as an option.

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 Guard of the Citadel at 7 rings. I view the Guard as the Grizzly Bears of LOTR LCG. For those that haven’t played Magic the Gathering, Grizzly Bears is the epitome of a vanilla creature. It costs 2 for 2 attack and 2 defense/hit points. Nothing really bad about it other than it lacks any abilities. Great for a beginner deck. Guard of the Citadel fills the same role. It is a low complexity ally that is cheap and good enough. Later on as people build out their card pools, there’s usually not much reason to pull out Guard of the Citadel as there are many other 2 cost Gondor allies with the same or better stats and an ability.

  • Dave –
  • Grant –
  • Ted –
  • Matt – 7

External Links

Sample Decks

The Armies of Gondor by Gizlivadi 

Mono Leadership Gondor Swarm

Main Deck

Hero (3)
Aragorn (Core Set)
Boromir (Heirs of Númenor)
Denethor (Flight of the Stormcaller)

Ally (27)
3x Envoy of Pelargir (Heirs of Númenor)
3x Errand-rider (Heirs of Númenor)
2x Faramir (Core Set)
2x Galadriel (The Road Darkens)
3x Gandalf (Core Set)
2x Guard of the Citadel (Core Set)
3x Herald of Anórien (Trouble in Tharbad)
1x Ingold (The Wastes of Eriador)
3x Squire of the Citadel (The Blood of Gondor)
3x Veteran of Osgiliath (Escape from Mount Gram)
2x White Tower Watchman (The Drúadan Forest)

Attachment (16)
2x Celebrían’s Stone (Core Set)
2x Heir of Mardil (Celebrimbor’s Secret)
3x Rod of the Steward (Flight of the Stormcaller)
3x Steward of Gondor (Core Set)
2x Sword that was Broken (The Watcher in the Water)
1x Tome of Atanatar (The Blood of Gondor)
3x Visionary Leadership (The Morgul Vale)

Event (8)
3x A Very Good Tale (Over Hill and Under Hill)
2x Sneak Attack (Core Set)
3x Strength of Arms (The Drúadan Forest)

3 Heroes, 51 Cards
Cards up to Flight of the Stormcaller

Decklist built and published on RingsDB.

Dúnedain Message

  • Card Talk Season 6 Episode 4
    • Video episode
    • Audio episode
  • Cycle
    • Angmar Awakened
  • Set
    • Across the Ettenmoors
  • Player Card Categories
    • Card Search

Basically an extra copy of a side quest.

Background

The flavor text comes from The Council of Elrond chapter in The Fellowship of the Ring. More specifically when Gandalf is telling of how he came to suspect and eventually know Bilbo’s magic ring was The One Ring. He was relating when he first started to wonder, he notice many spies around the Shire. He then asked the Dunedain for help and they increased their watch over The Shire.

Card Theme

Many cards that draw additional cards or search for a particular card are associated with knowledge. Particularly in the form of the spoken or written word. Dunedain keeping watch over The Shire and the surrounding areas would have considerable knowledge of it and the happenings there. A message from them would contain intelligence especially considering the added context of Gandalf asking them to watch The Shire for him from the flavor text.

Card Synergies and Interactions

Side Quests

Dunedain Message needs side quests to find. It is hard to go wrong with the first player side quest, Gather Information. It is only 4 quest points making it one of the easier quests to complete. It is also neutral making it easy to slot into a deck with Dunedain Message. The Storm Comes is also a neutral side quest that offers great resource smoothing for ally cards. The Leadership side quests, Send for Aid and Prepare for Battle offer powerful benefits although their a little harder to complete with 6 quest points. Outside the Leadership sphere Keep Watch, Scout Ahead, and Double Back all have very useful effects worth having sooner than later.

Side Quest Bonus

Thurindir is amazing to run in any deck with a side quest in it because he gets a bonus willpower once the side quest is completed. He automatically gets to search for one at the start of the game. Dunedain Message can help find more side quests to complete and power him up. This is especially helpful as many of the side quests are limited to 1 copy per deck.

Thurindir is not the only player card to get better as players complete or attempt to complete side quests. East Road Ranger in particular is helpful because they can quest for 3 when the active quest is a side quest. The others like Thalion, Vigilant Dunadan, Rider of Rohan, Halfast Gamgee, and Legacy Blade require the quest to be completed. Thalion and Legacy Blade like Thurindir are better the more side quests are completed. Thalion can become a hero if 3 or more are completed. Legacy Blade gives +1 attack per side quest completed to max of 3.

Weather Hills Watchman

The Weather Hills Watchman can search the top 5 cards of the deck for a card with the Signal trait. This includes the Dunedain Message helping to make Dunedain side quest bonus a little more consistent.

Quest Specific

Running player side quests is very scenario dependent. Some scenarios purposely get harder the longer players take to complete them.

  • The Ringmaker cycle with the Time mechanism is the prime example. Every few turns, an encounter card will trigger a nasty effect the player(s) will have to deal with or survive.
  • Journey in the Dark from the LOTR Saga players gives players only so many turns before the Balrog arrives.
  • The first stage in the Over the Misty Mountains Grim, has very strong and tough Giant enemies and bouncing boulders that are are hero killers. It is best in that quest to hurry to the second stage.
  • Flight of the Stormcaller and Race Across Harad, the players are chasing the enemies and being chased, respectively. Delays in questing means letting the enemies escape or catch up and it is game over.
  • Deadman’s Dike and Under the Ash Mountains the scenario is trying to mine the player(s) deck(s). Each turn whittles away a little more at the deck. If deck(s) run out, it is game over.

On the flip side, there are quests where it is helpful to not advance too quickly or even stay on a particular stage for awhile.

  • Journey Along the Anduin in the Core Set, staying on stage 1 even after defeating the Hill Troll is a good idea. Stage 2 forces the players to reveal an additional encounter card so questing through it quickly to avoid location lock or having too many enemies is ideal. Then the last stage could introduce up to 4 enemies in true solo for a player to fight. Both of these stages are much easier with a large board of allies.
  • Conflict at the Carrock and We Must Away ‘Ere Break of Day it helps to stall on Stage 1. Once the player(s) have a strong board state, then advance to Stage 2 to take on the strong trolls that ambush them.
  • There are quests with no quest points like The Steward’s Fear or The Morgul Vale because advancing the quest is dependent some other trigger. In those scenarios a player might as well quest against a side quest and get a benefit beside not just raising their threat.

These are by no means exhaustive lists. The Vision of the Palantir’s scenario analyses, however, indicate at the start of each if a quest is good to use side quests in or not.

Ring Rating

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

I rate Dunedain Message at 8 rings. There is some utility to the card considering that the side quests from the Angmar Awakened cycle are limited to one copy per deck. The card can act like an additional copy of a side quest to increase the chances of finding it. Unfortunately, it is in Leadership which doesn’t have many side quest centric cards. Lore has more of the side quest bonus cards including Thurindir that can search for a side quest at set up anyway. On top of that, Lore has more card search cards like Word of Command and Heed the Dream that can find side quests or whatever card a player needs. Dunedain Message just is a very limited use case card that is easily overshadowed by better alternatives.

  • Dave – 9
  • Grant – TBR
  • Ted – 8
  • Matt – 8

External Links

Sample Decks

The Storm Comes! by ksym77

Deck uses Kahliel hero and The Storm Comes side quest to play many powerful unique allies.

Main Deck

Hero (3)
Faramir (The Land of Shadow)
Kahliel (The Mûmakil)
Théodred (Core Set)

Ally (28)
1x Beorn (Core Set)
1x Déorwine (Temple of the Deceived)
3x Dwarven Sellsword (The Drowned Ruins)
1x Elfhelm (The Dead Marshes)
2x Elrond (The Road Darkens)
3x Elven Jeweler (Escape from Mount Gram)
3x Errand-rider (Heirs of Númenor)
3x Firyal (The Mûmakil)
3x Gandalf (Core Set)
1x Gildor Inglorion (The Hills of Emyn Muil)
1x Glorfindel (Flight of the Stormcaller)
3x Jubayr (The Mûmakil)
3x Yazan (The Mûmakil)

Attachment (6)
2x Kahliel’s Headdress (The Mûmakil)
3x Lord of Morthond (Encounter at Amon Dîn)
1x Tome of Atanatar (The Blood of Gondor)

Event (13)
3x Captain’s Wisdom (The Thing in the Depths)
3x Dúnedain Message (Across the Ettenmoors)
2x Reinforcements (The Treachery of Rhudaur)
2x Sneak Attack (Core Set)
3x Strength of Arms (The Drúadan Forest)

Player Side Quest (3)
1x Prepare for Battle (The Mûmakil)
1x Send for Aid (The Treachery of Rhudaur)
1x The Storm Comes (The Sands of Harad)

3 Heroes, 50 Cards
Cards up to The Mûmakil

Decklist built and published on RingsDB.

Sam Gamgee (Leadership Hero)

  • Player Card Categories
    • Willpower Bonus
    • Attack Bonus
    • Defense Bonus
    • Readying
    • Surprise

Don’t be fooled, he’s no simple gardener.

Background

Sam is a gardener at Bag End, where he meets Bilbo Baggins and learns about the greater wonders of the world. Sam becomes Frodo’s companion on his journey to destroy the One Ring, after eavesdropping on Frodo and Gandalf’s conversation about the ring’s true nature. Sam joins the fellowship and insists on bringing his pony, Bill, along. He saves Frodo’s life from the Watcher in the Water. After the Breaking of the Fellowship, Sam is the only member to journey with Frodo and Gollum to Mordor. When Gollum betrayed the Hobbits to Shelob, Sam took up Sting and fought off the giant spider. Then he went on to rescue Frodo from the Tower of Cirith Ungol and return The One ring to Frodo’s care. The two disguised as orc made their way to the slopes of Mount Doom. Sam watched in dismay as Frodo claimed the Ring as his own, and then as Gollum claimed Frodo’s ring finger taking the Ring with it. After the Gollum and the Ring’s destruction in the fires of Mount Doom, the Eagles came and rescued both Sam and Frodo. They were hailed as heroes by the newly crowned King Elessar of Gondor.

Card Theme

Sam despite being a simple gardener that had never left the Shire persevered over great odds in the quest to destroy The Ruling Ring. This demonstrates his strength of will. The readying and combat bonuses fit with Sam finding hidden reservoirs of strength when needed such as his fight with Shelob. The also game represents the Hobbits affinity for stealth with various bonuses for engaging enemies with higher engagement cost than their threat. This can easily be construed as the advantage they get from the element of surprise.

Card Synergies and Interactions

Stat Boosts

Sam’s built-in readying along with the availability of Fast Hitch, and other readying effects like Armored Destrier make stat boosts very effective on him. His ability already can make him a 4/2/2 hero for the entire round. Dunedain Warning and Mark are good in sphere options to boost his combat effectiveness after engaging an enemy with engagement cost higher than a player’s threat.

Hobbits also many trait specific boosts or ones that use the same Hobbit Surprise mechanism. Hobbit Cloak in sphere with Sam is both that can turn Sam into a Beregond level defender. Dagger of Westernesse while not limited to Hobbits does use their surprise for an additional attack bonus. Rosie in particular is a minimum +2 boost to whichever stat Sam needs. Let’s not forget Sam’s beloved Bill who not only gives all Hobbits a hit point but is free with Sam in play.

Then there are a few cards that can boost all the basic stats (except hit points) like Sting, Halfling Determination, and Friend of Friends. These are great the more readying Sam has to each bolstered stat in a single round.

Sam being a Leadership hero means he has access to Steward of Gondor. This also makes Sam eligible for two of the biggest combat boosts, Blood of Numenor and Gondorian Fire. Even activating both each round will net a +1 bonus from Steward’s additional resources. The Red Book of Westmarch can accelerate this further.

Engagement Control

Sam’s ability is a response to engaging an enemy with higher engagement cost. Normally, the only opportunity for this is Optional Engagement during step 5.2. This usually is fine to utilize Sam’s now 2 attack or defense during combat since it lasts until the end of the round. Ideally, a player would engage an enemy during the quest phase to get the additional willpower and still have Sam ready with higher attack and defense for combat. Not to mention it will lower the threat in the staging area. Westfold Outrider‘s has an action that can force an engagement during the quest phase but at the cost of discarding it. Son of Arnor, Mablung, and Lore Faramir ally when put into play can also force an enemy engagement. Sneak Attack, Reinforcements, or Horns! Horns! Horns! are necessary to put them into play during the quest phase.

Secrecy

Hobbits are all fairly low threat heroes making starting at 20 or less threat for Secrecy viable. Sam provides Leadership access for one of the key acceleration cards in Secrecy, Timely Aid. The other, Resourceful, is neutral and can be included with the other Leadership Secrecy cards. Swift and Silent can ready a hero and get itself back if threat is 20 or less. The other two, Rivendell Scout and Dunedain Wanderer mostly are stats for a good value if played for the Secrecy cost.

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 Sam at 3 rings. His 3 willpower combined with his ability tend to make him into a dual questing and defending hero in a Hobbit deck. Granted he needs a little set up to be a good defender. Fortunately Leadership has plenty of defense boosts including the Hobbit Cloak that can get his defense to 4 depending on the enemy’s engagement cost. Outside a Hobbit deck, he is a lower cost questing hero at worst. His ability may not trigger as often but 3 willpower is still good. He only has 3 hit points which is on the lower side for a hero. Still it is better than nearly all the Hobbit heroes.

I think Sam is good, but loses out as a general purpose questing hero to 4 willpower heroes particularly Eowyn. They’re very similar in threat cost and stat line to each other. Spirit Eowyn is 1 more threat cost and has 1 more willpower and easier to activate willpower bonus. Tactics Eowyn is 2 less threat cost with 1 more willpower and a very useful once per game ability. Later quests tend to require 6-7 willpower in the first couple of turns. It is much easier to manage that level with a 4 willpower hero than 3 willpower one. A single 2 willpower ally + 4 willpower hero and a player can quest well. Additionally the condition on his readying ability works well with other low threat heroes. Combined with heroes that have threat 10 or more, it won’t trigger much throughout the game. It makes him less useful in decks with high threat cost heroes or Bond of Friendship other than keeping starting threat from being too high. His 3 willpower means he’s fine outside Hobbits and Secrecy, but he really shines in those decks.

  • Dave – 1
  • Grant – 1
  • Ted – TBR
  • Matt – 3
  • Average = 1.67

External Links

Sample Decks

Tom Cotton for the Win! by Dave Walsh

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

Tom Cotton for the Win!

Main Deck

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

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

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

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

3 Heroes, 53 Cards
Cards up to Wrath and Ruin

Decklist built and published on RingsDB.

The Secret Life of Eagles by Stoved86

This deck focuses on 3 important aspects: Eagles, Hobbits, and Secrecy.

Tom Cotton for the Win!

Main Deck

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

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

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

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

3 Heroes, 53 Cards
Cards up to Wrath and Ruin

Decklist built and published on RingsDB.

Steward of Gondor

  • Player Card Categories
    • Resource Acceleration

The resource acceleration to rule them all.

Background

The office of Steward originally established as older men of high trust and wisdom. It changed over time to have men chose from the house of Hurin and from there it became a hereditary title. The Steward Mardil took over rule of Gondor with the death of King Eärnur who left no heir to the throne. (It was also unknown if he alive or dead after riding to Minas Morgul to answer the Witch-King’s challenge.) The Stewards then ruled Gondor until King Elessar (Aragorn) took the throne following the final defeat of Sauron and Mordor.

Card Theme

Gondor was the largest and strongest kingdom of the free peoples during the later years of the Third Age. The resource acceleration provided by this is a nice way to represent the manpower and materials at Gondor’s command. It makes sense that the Steward as the ruler at the time of the game’s setting would marshal be able to marshal those resources.

The large thematic disconnect with the card is that any hero can be the Steward of Gondor and become Gondorian. At least it is very unthematic for the hereditary title Steward of Gondor as known from the Lord of the Ring trilogy. It would work if it referred to the original meaning of the title, but that was about 2500 years before the years between Bilbo’s party and Frodo’s leaving the Shire.

Card Synergies and Interactions

Blood of Númenor and Gondorian Fire

These two attachments can turn any hero into combat monsters. Those with built-in readying even more so. It can be any hero because Steward will give the necessary Gondor trait to play either one on the hero. A quick example, I think illustrates how well these work with Steward. First turn, use Steward on a hero to have 3 resources. During combat, activate Blood to defend for +2 defense for the entire phase. Then before attacking activate Fire, spend another resource, and gain +1 attack. That still leaves 1 resource on the hero. Each turn, they will gain a resource and the bonuses will increase by 1. Three turns of this, even a hero with 0 defense will have the same defense as Beregond (without any attachments). If the player can build up for 1 turn before activating, they will defend with +5 surpassing Beregond. Pre-errata Tactics Boromir hero with these attachments could handle all enemies engaged with the player or the entire table with Dunedain Signal and Dunedain Cache.

Abilities that Cost Resources

Elrohir, Elladan, Eomer, and Grimbeorn in particular have abilities that not only work well with Steward of Gondor, but also the previously mentioned Blood and/or Fire. Elrohir and Elladan can readying after defending and attack, respectively, for 1 resource each time. There are no limits on this which can make them combat beasts. Eomer can only use his ability once per round since a player can commit him to the quest only once. Still the additional attack from Gondorian Fire can ensure he kills the enemy targeted in the staging area. Grimbeorn for 1 resource can attack right after defending. The only limits to his ability to defend then attack an enemy is how much he can ready and resources to activate the response.

There are a couple heroes that benefit from Steward to use their abilities multiple times. Na’asiyah basically has weaker versions of Blood and Fire built in. The bonuses apply only for a single attack although the bonus is +2 for each resource spent.

Balin’s does have a limit, but it is once per attack. It can still be used against multiple enemies or enemies that attack multiple times per round. Leadership Eomer like Grimbeorn

There are many other heroes with abilities that cost resources, but they cost 1 resource and limited to once per round. Leadership Aragorn, Leadership Frodo, and Gildor are all in sphere examples. Steward really helps to use the ability and still have resources for other cards.

Allies have a few abilities that cost resources as well. Most notably Warden of Healing and Erebor Record Keeper have readying abilities. A few eagle allies like Eagle Emissary, Winged Guardian, and Wilyador and the Dwarven Sellsword require resources to keep them in play. There are a couple other attachments that require resources to activate their ability. Song of Hope offers the more limited willpower version of Blood of Numenor and Gondorian Fire. Steed of the Mark gives some action advantage although ultimately expensive compared to Unexpected Courage. The Dream-Chaser cycle introduced many events that had additional effects if players spend resources from another sphere. Steward can make those additional costs much more affordable.

Resource Smoothing

Resource smoothing is all about changing one resource type to another. There are several neutral options for this to leverage Steward besides just the sphere of the hero it is played on. A Good Harvest is the easiest of these since the player can name whichever sphere is needed. The Storm Comes side quest takes a little work but once completed the resources can be used for the first ally each turn. Gandalf is a little trickier to leverage his resource smoothing but it can be done with some help. The Songs from the first cycle are great if the player knows which sphere they need since it sticks around for the entire game.

Hirulan the Fair, Kahliel, and Radaghast have built in resource smoothing for Outlands, Kahliel, and Creature allies. Elrond hero tops all of them smoothing for all ally cards.

The other option is just to move resources from one hero to another. There are some cards that can do this and many are Gondor related. Chief among them is Errand-Rider since it can exhaust each round to move a resource from one hero to any other. Denethor Leadership and Bifur hero can do so repeatedly as well but are limited who they transfer to. Envoy of Pelargir, Pelargir Ship Captain, and Parting Gifts are all one time transfers.

Quest Specific

One of the more annoying treacheries in the Core Set is Caught in a Web. It forces players to pay 2 resources to ready a hero with the condition attachment. Fortunately that is the number of extra resources given by Steward so the player can ready the hero without too much trouble.

The Druadan Forest scenario introduced the Prowl keyword which discarded resources from heroes equal to the Prowl value. Then penalized players if they didn’t have resources or forced them to pay more to avoid bad effects.

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 Steward at 1 ring. It’s the resource acceleration card to rule them all. I remember the first few games I played, it was a was struggle to build up with many ally cards costing 3 resources. Then when I put Steward of Gondor into play, it suddenly made sense why they cost that much. The introduction of many more affordable 2 cost allies into the card pool only made it stronger. There’s a reason that basic deck building advice is have resource acceleration and card draw. The encounter deck is typically going to put out 1 enemy or location in true solo ever turn. If the player can get to play 2 allies, attachments, or combination thereof every other turn or better every turn the player will win. Two extra resources per turn ensures that unless the player stuffs their deck with 4+ cost cards.

The only real drawback to the card is that it is unique. A player will want 3 copies to draw it as early as possible and after that it can be a potential dead draw. Even then it can still be helpful to have a back up in case a treachery or shadow forces a player to discard it. The unique limitation is felt more in multiplayer as players have to plan who will use it. There are other less efficient options and even playing on the curve with only low cost card is very possible with a full card pool. It is not an insurmountable problem.

Dave and Grant discussed it falling off in the late game, but that is a good problem to have. If resources are piling up on the hero with Steward, then if all is going well that means the player has played many cards and has no use for them. It is also comforting to know that any card that has a resource match with that hero can be played. This isn’t even considering Blood and Fire decks where the pile of resources is the goal to fuel a heroes like Boromir, Elladan, Elrohir, etc. If all isn’t going well and there is a pile of resources, then likely it was a poor shuffle or a sign that the deck needs some tweaking.

  • Dave – 5
  • Grant – 4
  • Ted – TBR
  • Matt – 1
  • Average – 3.33

External Links

Sample Decks

R/lotrlcg Crowdsource Deck by r/lotrlcg

A deck created via Reddit polls at r/lotrlcg featuring Na’asiyah + Steward of Gondor.

R/lotrlcg Crowdsource Deck May 8, 2020

Main Deck

Hero (3)
Éowyn (The Flame of the West)
Glorfindel (Foundations of Stone)
Na’asiyah (A Storm on Cobas Haven)

Ally (19)
3x Arwen Undómiel (The Watcher in the Water)
2x Beorn (Core Set)
2x Elfhelm (The Dead Marshes)
3x Escort from Edoras (A Journey to Rhosgobel)
3x Gandalf (Core Set)
3x Pippin (A Shadow in the East)
3x Westfold Horse-breeder (The Voice of Isengard)

Attachment (15)
3x Ancient Mathom (A Journey to Rhosgobel)
3x Dagger of Westernesse (The Black Riders)
3x Light of Valinor (Foundations of Stone)
3x Steward of Gondor (Core Set)
3x Unexpected Courage (Core Set)

Event (15)
3x A Good Harvest (The Steward’s Fear)
3x A Test of Will (Core Set)
3x Elrond’s Counsel (The Watcher in the Water)
3x Feint (Core Set)
3x Foe-hammer (Over Hill and Under Hill)

Player Side Quest (1)
1x Rally the West (The Black Serpent)

3 Heroes, 50 Cards
Cards up to A Shadow in the East

Decklist built and published on RingsDB.

Descendants of Imladris by captainace

Children of Elrond deck building up Elrohir and Elladan with Blood and Fire.

Descendants of Imladris

Main Deck

Hero (3)
Arwen Undómiel (The Dread Realm)
Elladan (Road to Rivendell)
Elrohir (The Redhorn Gate)

Ally (17)
3x Ethir Swordsman (The Steward’s Fear)
2x Faramir (Core Set)
3x Galadriel (The Road Darkens)
3x Gandalf (Core Set)
3x Northern Tracker (Core Set)
3x Weather Hills Watchman (The Lost Realm)

Attachment (21)
3x Ancient Mathom (A Journey to Rhosgobel)
3x Blood of Númenor (Heirs of Númenor)
3x Dúnedain Mark (The Hunt for Gollum)
3x Dúnedain Warning (Conflict at the Carrock)
3x Gondorian Fire (Assault on Osgiliath)
1x Gondorian Shield (The Steward’s Fear)
2x Rivendell Blade (Road to Rivendell)
3x Steward of Gondor (Core Set)

Event (12)
3x A Test of Will (Core Set)
3x Elrond’s Counsel (The Watcher in the Water)
3x Elven-light (The Dread Realm)
3x Tighten Our Belts (The Nîn-in-Eilph)

3 Heroes, 50 Cards
Cards up to The Dread Realm

Decklist built and published on RingsDB.

Faramir (Leadership Ally)

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

Faramir shows his quality right in the Core Set.

Background

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

Card Theme

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

Card Synergies and Interactions

Cheap Allies

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

Mustering

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

Ally Readying

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

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

Sword-thain and Messenger of the King

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

Quest Specific

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

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

Ring Rating

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

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

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

External Links

Sample Decks

100 Willpower by Seastan

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

100 Willpower

Main Deck

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

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

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

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

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

Sideboard

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

Decklist built and published on RingsDB.

Gloin (Hero)

  • Player Card Categories
    • Resource Acceleration

Pain is truly gain with this hero.

Background

Gloin was a member of Thorin’s Company in the quest to retake Erebor and father of Gimli. Gloin in The Hobbit is described as wearing a white hood and good at making fires. He fought in and survived the Battle of Five Armies. Afterwards, his share of the treasure made him wealthy.

He also appears in The Fellowship of the Ring. He and Gimli had come to Rivendell to inquire about Balin’s colony at Moiria. He tells Frodo about Erebor since the Battle of Five Armies while he recovers from the Morgul blade wound. He also speaks at the council relating how a messenger from Mordor came to Erebor asking about Hobbits.

Card Theme

Gloin trading damage for resources is pretty thematic. This is if you consider he took long arduous journey, fought in a big battle, lost some kin in the process, but in the end had a lot of gold to show for it all. Some players will be refer to resources as money or dollars since you have to pay to play the card. Once the resources are spent they’re gone until the player gains more. The mechanics work then work to represent Gloin’s wealth from retaking Erebor although it came at a personal cost.

Card Synergies and Interactions

Healing

Healing lets a player basically turn Gloin into a resource generation machine. The Core Set included Self Preservation that did this well since it healed 2 damage a round. Many of the enemies in the first cycle had 2 attack that was fairly safe to take undefended. It could be assigned to Gloin and fully healed with Self Preservation. It essentially turned into second Steward of Gondor.

Darrowdelf, the second cycle, introduced the best healing card in the game with Warden of Healing. One point of healing isn’t great for Gloin, but then Elrond hero also released in the same cycle. Elrond boosts to healing 2 damage. The Warden’s action also lets it ready for 2 Lore resources. Giving Gloin a Lore resource icon then lets him take damage again and again. Then use the resources generated to just heal it all. The Warden then at the same time can heal 2 damage from any other character.

There were of course other healing cards introduced in later cycles. Many the healing cards were more one time effects that aren’t as effective as Self Preservation or Warden. Then the last cycle introduced 2 more healing attachments with easily repeatable healing. Well Preserved in particular is fantastic for Gloin. It can be found with The One Ring at the start of the game, gives Gloin +1 hit point, and will heal all damage once per round. It is fast to set up and get Gloin generating resources from taking damage right at turn 1.

Song of Healing trades cards in hand for 1 point of healing. It synergizes with Gloin thanks to Elven-light. Once Gloin has the Spirit icon, his resources can be used to draw cards. Elrond allows Gloin to net 1 resource for each Elven-light discarded and played.

Hit Point Boosts

The more hit points Gloin has, the more damage he can take at once. This has become more important as the game introduced enemies with higher and higher attack values to allow Gloin to absorb those attacks safely.

Damage Redirection + Ent Heroes

The other trick to generating resources on Gloin is have him take damage. Defending enemy attacks, undefended attacks, damage from the Archery keyword, or other encounter direct damage effects are always options available. There are limits to this especially in multiplayer since players are limited to one optional engagement each. Song of Mocking helps get around the limitation on engaging enemies. Another play just has to make sure to assign all damage to the hero selected by Song of Mocking. It is not limited and multiple copies can go on Gloin to cover more players. Vigilant Guard is similar although it doesn’t move all damage. It has 3 big advantages over Song of Mocking.

  1. It gives Gloin 2 additional hit points.
  2. The damage is redirection is a response.
  3. It is not limited to damage deal to heroes.

Gloin will need to gain the Warrior trait from Mighty Warrior. Once set up, however, just any source of damage can be sent to Gloin. This is huge because with the 2 Ent heroes, players can trigger the resource generation. Treebeard hero is best for this since the ability only deals 1 damage, and he can use his ability 5 times per phase. He won’t get the bonus if the damage is redirected because he isn’t paying the damage cost. Still 5 resources in a single phase is a Gandalf ally into play. Quickbeam can also work for this although he will still take a damage and it can only be used 1 per phase. Quickbeam also has to exhaust first before the action will work.

Resource Smoothing

Resource smoothing really opens up what players can do with the pile of resources on Gloin. I previously mentioned that with Lore or Spirit icons, Gloin can continuously ready Warden of Healing or draw cards from Elven-light. Narvi’s Belt and A Good Harvest are two of the best smoothing options since they can smooth for any sphere over a phase. The cycle of Song attachments provide a more permanent way for Gloin to get the right resource icon.

High Cost Cards

Gloin can enable playing some of the most expensive and powerful cards in the game even including his son, Gimli. Players can get unique allies with hero level stats and abilities, make an ally into hero, ready all their characters, or have a heroes (or all heroes in valour) defend and attack without exhausting.

Dunedain Allies

The Dunedain allies work very well with Gloin enabling their engaged enemy bonuses and providing much needed resources. Many of the Dunedain allies cost 3 or more resources and more resources in all spheres can help get them into play. A built up Gloin ideally with healing and plenty of hit points can just take several undefended attacks making it easier for Dunedain to keep enemies engaged round after round.

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 Gloin at 3 rings. He basically has a whole deck type centered around his ability to turn damage into resources. There isn’t just one build of it, but most of the very effective ones do share a few cards in common like Elrond hero and Warden of Healing. The Gloin voltron deck though is very vulnerable to attachment removal from the encounter deck. It can also be quite slow to set up. They can do some crazy combos like drawing the entire player deck in a few turns, reduced all player threat to zero, or attack every enemy in the staging are without heroes exhausting. The investment in Gloin can be very worthwhile.

There are some builds are less centered on Gloin using just a little healing and not going all in on additional hit points. Core Set builds in particular work well as an alternative to Steward and gain action advantage by taking undefended attacks. These less centric builds can even include Dwarf decks considering he will have 3 willpower and 3 attack when Leadership Dain is in play and ready. The addition of Well Preserved with The One Ring I think makes it easier to include Gloin without having the entire deck center around maximizing his ability. His threat cost of 9 is not high although he doesn’t bring much stat wise with 2 willpower and attack (sans Dain), but he can still slot in pretty well into a variety of decks.

Dave – 5

  • Grant – 7
  • Ted – TBR
  • Matt – 3

External Links

Sample Decks

Sample Decks

The Dain and the Discard by Dave Walsh

A Dwarf Mining voltron deck although Gloin is really only used for Leadership access.

The Dain and the Discard

Main Deck

Hero (3)
Dáin Ironfoot (The Ghost of Framsburg)
Gandalf (The Road Darkens)
Glóin (Core Set)

Ally (17)
2x Erebor Guard (The Sands of Harad)
3x Erebor Toymaker (Mount Gundabad)
3x Ered Luin Miner (Temple of the Deceived)
3x Ethir Swordsman (The Steward’s Fear)
2x Gimli (The Treason of Saruman)
1x Glorfindel (Flight of the Stormcaller)
3x Warden of Healing (The Long Dark)

Attachment (24)
1x Ancestral Armor (Roam Across Rhovanion)
2x Gandalf’s Staff (The Road Darkens)
1x Hardy Leadership (Shadow and Flame)
2x King Under the Mountain (On the Doorstep)
2x Narya (The Grey Havens)
1x Ring of Barahir (The Steward’s Fear)
2x Ring of Thrór (The Ghost of Framsburg)
2x Shadowfax (The Treason of Saruman)
1x Silver Lamp (The Voice of Isengard)
3x Squire’s Helm (The Withered Heath)
2x Steward of Gondor (Core Set)
3x Unexpected Courage (Core Set)
2x Wizard Pipe (The Road Darkens)

Event (15)
3x Durin’s Song (Khazad-dûm)
3x Hidden Cache (The Morgul Vale)
3x The Galadhrim’s Greeting (Core Set)
3x Well-Equipped (The Blood of Gondor)
3x Will of the West (Core Set)

3 Heroes, 56 Cards
Cards up to Mount Gundabad

Decklist built and published on RingsDB.

My strongest Core Set deck for solo play – revised for 202 by warlock000

Core Set only deck that can handle each of the Core Set quests in campaign mode.

2

Main Deck

Hero (3)
Beravor (Core Set)
Éowyn (Core Set)
Glóin (Core Set)

Ally (20)
1x Beorn (Core Set)
2x Erebor Hammersmith (Core Set)
2x Faramir (Core Set)
3x Gandalf (Core Set)
1x Gléowine (Core Set)
2x Guard of the Citadel (Core Set)
1x Henamarth Riversong (Core Set)
1x Longbeard Orc Slayer (Core Set)
2x Miner of the Iron Hills (Core Set)
1x Northern Tracker (Core Set)
3x Snowbourn Scout (Core Set)
1x Son of Arnor (Core Set)

Attachment (14)
1x Celebrían’s Stone (Core Set)
1x Dark Knowledge (Core Set)
2x Forest Snare (Core Set)
2x Protector of Lórien (Core Set)
3x Self Preservation (Core Set)
3x Steward of Gondor (Core Set)
2x Unexpected Courage (Core Set)

Event (16)
3x A Test of Will (Core Set)
1x Ever Vigilant (Core Set)
2x For Gondor! (Core Set)
2x Hasty Stroke (Core Set)
2x Lore of Imladris (Core Set)
3x Sneak Attack (Core Set)
3x Stand and Fight (Core Set)

3 Heroes, 50 Cards
Cards up to Core Set

Sideboard

Ally (2)
1x Erebor Hammersmith (Core Set)
1x Guard of the Citadel (Core Set)

Event (1)
1x Ever Vigilant (Core Set)

Decklist built and published on RingsDB.

Gloin Resource Engine (Single Core Only) by Tribster

Core Set only deck focused on Gloin gaining resources to play allies and build up the board state.

Gloin Resource Engine (Single Core Only) 6.0

Main Deck

Hero (3)
Denethor (Core Set)
Glóin (Core Set)
Glorfindel (Core Set)

Ally (20)
3x Daughter of the Nimrodel (Core Set)
2x Erebor Hammersmith (Core Set)
2x Faramir (Core Set)
3x Gandalf (Core Set)
2x Gléowine (Core Set)
3x Guard of the Citadel (Core Set)
1x Henamarth Riversong (Core Set)
2x Longbeard Orc Slayer (Core Set)
2x Miner of the Iron Hills (Core Set)

Attachment (10)
1x Celebrían’s Stone (Core Set)
1x Dark Knowledge (Core Set)
2x Forest Snare (Core Set)
2x Protector of Lórien (Core Set)
2x Self Preservation (Core Set)
2x Steward of Gondor (Core Set)

Event (20)
2x Common Cause (Core Set)
2x Ever Vigilant (Core Set)
2x For Gondor! (Core Set)
1x Grim Resolve (Core Set)
3x Lore of Imladris (Core Set)
2x Lórien’s Wealth (Core Set)
2x Radagast’s Cunning (Core Set)
2x Secret Paths (Core Set)
2x Sneak Attack (Core Set)
2x Valiant Sacrifice (Core Set)

3 Heroes, 50 Cards
Cards up to Core Set

Decklist built and published on RingsDB.

The Dain and the Discard by Dave Walsh

A Dwarf Mining voltron deck although Gloin is really only used for Leadership access.

The Dain and the Discard

Main Deck

Hero (3)
Dáin Ironfoot (The Ghost of Framsburg)
Gandalf (The Road Darkens)
Glóin (Core Set)

Ally (17)
2x Erebor Guard (The Sands of Harad)
3x Erebor Toymaker (Mount Gundabad)
3x Ered Luin Miner (Temple of the Deceived)
3x Ethir Swordsman (The Steward’s Fear)
2x Gimli (The Treason of Saruman)
1x Glorfindel (Flight of the Stormcaller)
3x Warden of Healing (The Long Dark)

Attachment (24)
1x Ancestral Armor (Roam Across Rhovanion)
2x Gandalf’s Staff (The Road Darkens)
1x Hardy Leadership (Shadow and Flame)
2x King Under the Mountain (On the Doorstep)
2x Narya (The Grey Havens)
1x Ring of Barahir (The Steward’s Fear)
2x Ring of Thrór (The Ghost of Framsburg)
2x Shadowfax (The Treason of Saruman)
1x Silver Lamp (The Voice of Isengard)
3x Squire’s Helm (The Withered Heath)
2x Steward of Gondor (Core Set)
3x Unexpected Courage (Core Set)
2x Wizard Pipe (The Road Darkens)

Event (15)
3x Durin’s Song (Khazad-dûm)
3x Hidden Cache (The Morgul Vale)
3x The Galadhrim’s Greeting (Core Set)
3x Well-Equipped (The Blood of Gondor)
3x Will of the West (Core Set)

3 Heroes, 56 Cards
Cards up to Mount Gundabad

Decklist built and published on RingsDB.

DúneGlóin by Seastan

Gloin’s resources help play and power up the Dunedain.

Main Deck

Hero (3)
Elrond (Shadow and Flame)
Glóin (Core Set)
Mablung (The Nîn-in-Eilph)

Ally (20)
3x Dúnedain Hunter (The Lost Realm)
2x Dúnedain Watcher (The Dead Marshes)
2x Fornost Bowman (The Dread Realm)
2x Galadhrim Minstrel (Trouble in Tharbad)
3x Gandalf (Core Set)
3x Master of the Forge (Shadow and Flame)
2x Warden of Annúminas (The Lost Realm)
3x Warden of Healing (The Long Dark)

Attachment (15)
3x Citadel Plate (Core Set)
3x Narvi’s Belt (Khazad-dûm)
3x Self Preservation (Core Set)
3x Song of Mocking (The Dead Marshes)
3x Song of Wisdom (Conflict at the Carrock)

Event (15)
3x A Good Harvest (The Steward’s Fear)
3x Daeron’s Runes (Foundations of Stone)
3x Deep Knowledge (The Voice of Isengard)
3x Peace, and Thought (Shadow and Flame)
3x Sneak Attack (Core Set)

3 Heroes, 50 Cards
Cards up to The Dread Realm

Sideboard

Ally (2)
1x Fornost Bowman (The Dread Realm)
1x Warden of Annúminas (The Lost Realm)

Attachment (3)
3x Boots from Erebor (Khazad-dûm)

Event (3)
3x We Are Not Idle (Shadow and Flame)

Decklist built and published on RingsDB.

Seventeen a Round by Seastan

Gloin gains 17 resources per round thanks to Treebeard hero + Song of Healing + Elven-light. Note,

Main Deck

Hero (3)
Elrond (Shadow and Flame)
Glóin (Core Set)
Treebeard (The Treason of Saruman)

Ally (4)
1x Nori (Challenge of the Wainriders)
3x Rivendell Minstrel (The Hunt for Gollum)

Attachment (28)
2x Boots from Erebor (Khazad-dûm)
1x Citadel Plate (Core Set)
2x Dwarven Axe (Core Set)
3x Ent Draught (The Treason of Saruman)
1x Golden Belt (Challenge of the Wainriders)
1x In Service of the Steward (Flight of the Stormcaller)
3x Mighty Warrior (Race Across Harad)
1x Nor am I a Stranger (Conflict at the Carrock)
3x Song of Battle (The Dead Marshes)
3x Song of Healing (The Land of Sorrow)
3x Song of Travel (The Hills of Emyn Muil)
1x Sword-thain (The Dread Realm)
3x Vigilant Guard (A Storm on Cobas Haven)
1x War Axe (The City of Ulfast)

Event (18)
3x A Good Harvest (The Steward’s Fear)
3x Daeron’s Runes (Foundations of Stone)
3x Drinking Song (Mount Gundabad)
3x Elven-light (The Dread Realm)
3x Heed the Dream (Flight of the Stormcaller)
1x Hour of Wrath (The Dread Realm)
1x Oath of Eorl (The Black Serpent)
1x The Hammer-stroke (The Blood of Gondor)

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

Sideboard

Event (2)
1x Khazâd! Khazâd! (Khazad-dûm)
1x The Galadhrim’s Greeting (Core Set)

Decklist built and published on RingsDB.

Galadriel (Ally)

  • Card Talk Season 5 Episode 52
    • Video episode
    • Audio episode
  • Cycle
    • The Lord of the Rings Saga
  • Set
    • The Road Darkens
  • Player Card Categories
    • Card Search
    • Played from Hand
    • Equipping

Leader of Lothlórien, Giver of Gifts

Background

Galadriel is the co-ruler of Lothlórien, Lady of the Galadhrim, founder of the White Council, and bearer of Nenya, one of the three Elven Rings. She came to Middle Earth from Valinor when most of the Noldor followed Fëanor to war against Melkor and retrieve the Silmarils. Galadriel came however seeking a place to rule as her own. She married to Celeborn near the end of The First Age and had one daughter, Celebrian who would wed Elrond. It is in the Third Age, Galadriel that became the Lady of Lothlórien. Growing darkness in Mirkwood and Dol Guldur caused her to found the White Council.

Card Theme

The Galadriel ally fits pretty well with what we see of Galadriel in the books. She only has willpower as a leader of the Free Peoples but she doesn’t directly engage with Sauron or other forces of darkness. She finds an attachment and puts into play essentially gifting it to the players’ heroes or allies as she gifted the Fellowship Lembas, Elven Cloaks, Three Golden Hairs to Gimli, Elven rope to Sam, Bow of the Galadhrim to Legolas, Elf-stone to Aragorn, a Golden Belt to Boromir, and the Phial of Galadriel to Frodo. The ally version only sticks around for a round considering she only provides some limited aid to the main characters before they leave her lands.

Card Synergies and Interactions

Key Attachments

Galadriel’s ability can help find any attachment that costs 3 or less that is vital to a player’s deck functioning well. Steward of Gondor one of the the best resource acceleration cards is a valid target. Getting an early Vilya also can be a huge boon that Galadriel can pull out. Trait based support attachments like Heir of Valandil, O Lorien, The Elvenking, or King of Dale can all found and put right into play. Galadriel’s ability can help make those decks more consistent by getting whichever attachment is needed right out into play.

Player Guarded X

Galadrial ally’s ability unfortunately doesn’t work with these cards very well and is a bit of a nonbo. This is due to what is affectionally referred to as the “hot second” ruling.

You cannot “cheat” guarded attachments. The guarded keyword triggers after it enters play; so no matter what you do, you will have to attach it to an enemy or location. In the case of Well-equipped, it would attach to the Dwarf for a hot second before forcing you to mill for an enemy or location and attach it to that encounter card.

Caleb Grace’s Hot Second Ruling

A player could at least pull out a Guarded X attachment from their deck. Then once it was attached to a hero, the guarded keyword would trigger putting it in the staging area.

Put Ally into Play

Unfortunately, these cards are largely another nonbo. The ability specifies that Galadriel has to be played from hand to trigger putting an attachment into play. Born Aloft can let a plyer use the same copy of Galadriel for multiple triggers. Although the player has to pay full cost again. To the Sea, To the Sea does work to get a discounted Galadriel into play. There is a is a little bit of a combo with Timely Aid and Send for Aid. Galadriel puts the other cards not put into play with her ability back in any order instead of shuffling. Any desired ally she finds can put into play later with either card.

Dwarf Mining and Vilya

As just mentioned, Galadriel’s ability allows the player to put cards back on top of their deck in any order. This can set up Zigil Miner to generate 2 resources, put another attachment in play with Well-Equipped, or even draw a card with Expert Treasure Hunter. Even better is to put any ally or attachment into play with Vilya.

Quest Specific

Galadriel usually will only quest with her 3 willpower, but she has a good number of hit points for an ally and leaves play at the end of the round. This makes her a great target for archery. The Against the Shadow, Haradhrim, and Vengeance of Mordor cycles have quite a bit of archery. The Lord of the Rings saga quests starting in Treason of Saruman features Archery quite heavily as well.

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 Galadriel at 5 rings. A willpower boost for a turn and getting to fetch an attachment from the top 5 are pretty useful. The deck does need a fair number of attachments to make sure it doesn’t whiff. While she is generally useful, 3 resources for only a temporary boost to questing seems steep even in Leadership. It is just enough that early game it can be difficult to get and play her to help set up a player’s board state with 3 or less cost attachment. Also the opportunity cost of only putting in a temporary ally when ramping up willpower might be necessary can be a big ask. Late game her usefulness really drops off as typically willpower will be sorted out and key attachments already out in play. The limitation on her ability that she has to be played hurts her usefulness and fun factor. The fun factor loss seems worse as she is in the same sphere as many of the put an ally in to play cards. All these drawbacks, it often is just better to run more card draw to find a key attachment than Galadriel ally.

  • Dave – 7
  • Grant – TBR
  • Ted – 4
  • Matt – 5

External Links

Sample Decks

All That is Gold Does not Glitter by Gizlivadi

A solo Dunedain deck with a fair number of non-trap attachments

Main Deck

Hero (3)
Amarthiúl (The Battle of Carn Dûm)
Aragorn (The Watcher in the Water)
Halbarad (The Lost Realm)

Ally (20)
2x Errand-rider (Heirs of Númenor)
1x Fornost Bowman (The Dread Realm)
2x Galadriel (The Road Darkens)
3x Gandalf (Core Set)
3x Guardian of Arnor (The Battle of Carn Dûm)
3x Master of the Forge (Shadow and Flame)
2x Ranger of Cardolan (The Wastes of Eriador)
2x Sarn Ford Sentry (The Lost Realm)
2x Weather Hills Watchman (The Lost Realm)

Attachment (17)
2x Armored Destrier (Temple of the Deceived)
1x Celebrían’s Stone (Core Set)
1x Dúnedain Remedy (The Drowned Ruins)
3x Dúnedain Warning (Conflict at the Carrock)
3x Forest Snare (Core Set)
1x Gondorian Shield (The Steward’s Fear)
1x Heir of Valandil (The Lost Realm)
3x Steward of Gondor (Core Set)
2x Sword that was Broken (The Watcher in the Water)

Event (14)
3x Deep Knowledge (The Voice of Isengard)
1x Descendants of Kings (Escape from Mount Gram)
3x Feint (Core Set)
3x Heed the Dream (Flight of the Stormcaller)
2x Legacy of Númenor (The Voice of Isengard)
2x Sneak Attack (Core Set)

3 Heroes, 51 Cards
Cards up to The Drowned Ruins

Decklist built and published on RingsDB.

Finally, a Feasible Fellowship by Priate Brahm

A solo Dunedain deck with a fair number of non-trap attachments

Main Deck

Hero (3)
Amarthiúl (The Battle of Carn Dûm)
Aragorn (The Watcher in the Water)
Halbarad (The Lost Realm)

Ally (20)
2x Errand-rider (Heirs of Númenor)
1x Fornost Bowman (The Dread Realm)
2x Galadriel (The Road Darkens)
3x Gandalf (Core Set)
3x Guardian of Arnor (The Battle of Carn Dûm)
3x Master of the Forge (Shadow and Flame)
2x Ranger of Cardolan (The Wastes of Eriador)
2x Sarn Ford Sentry (The Lost Realm)
2x Weather Hills Watchman (The Lost Realm)

Attachment (17)
2x Armored Destrier (Temple of the Deceived)
1x Celebrían’s Stone (Core Set)
1x Dúnedain Remedy (The Drowned Ruins)
3x Dúnedain Warning (Conflict at the Carrock)
3x Forest Snare (Core Set)
1x Gondorian Shield (The Steward’s Fear)
1x Heir of Valandil (The Lost Realm)
3x Steward of Gondor (Core Set)
2x Sword that was Broken (The Watcher in the Water)

Event (14)
3x Deep Knowledge (The Voice of Isengard)
1x Descendants of Kings (Escape from Mount Gram)
3x Feint (Core Set)
3x Heed the Dream (Flight of the Stormcaller)
2x Legacy of Númenor (The Voice of Isengard)
2x Sneak Attack (Core Set)

3 Heroes, 51 Cards
Cards up to The Drowned Ruins

Decklist built and published on RingsDB.

Descendants of Kings

  • Card Talk Season 5 Episode 48
    • Video episode
    • Audio episode

Mass Dunedain readying for sticky situations.

Background

This card refers to the people of Gondor’s sister kingdom, Arnor. Arnor was the northern one of the two Numenorian kingdoms. It was the official seat of their High King. After Isildur’s death it split into three smaller kingdoms, Cardolan, Arthedain, and Rhudar. The people of these successor kingdoms dwindled after wars with Angmar and a plague until only scattered settlements and wandering bands remained. Still the blood of Numenor was not diluted like Gondor and the northern Dunedain retained the longer lifespans and some of the physical and mental gifts bestowed on their ancestors.

Card Theme

The card refers to how the Dunedain retained some of the gifts bestowed on their ancestors, the Edain. The Edain were men of the First Age that fought with the elves against the original dark lord, Morgoth. The gods of Middle Earth blessed the Edain with greater physical and mental abilities than others in the race of men. Additionally, they intermarried some with the elves. This only added to their genetic advantages. The greater physical stature and knowledge of the Edain and later the Numenorians (Second Age descendants) made them seem as kings to other men in Middle Earth. While these attributed waned among the Dunedain in the Third Age, they still demonstrated greater physical and mental abilities than most men of the time along with a twice as long lifespan. It is fitting a theme to put on a card that has the Dunedain accomplishing more through action advantage.

Card Synergies and Interactions

Dunedain Characters

The Dunedain characters in the game are great targets for readying. Many of them have multiple 2 or better stats. This goes back even to the Core Set with Northern Tracker that has a great location control ability when questing to place a progress on each location in the staging area along with a decent 2 attack and 2 defense. It often can lead to a tough decision on using Northern Tracker to quest or save for combat. Some of the allies even has stats that scale with the number of enemies engaged which also scales the readying effect. It can make for a huge turn to ready several Dunedain that could have stats at 3 or more due to having a few enemies engaged.

A few of the heroes and unique allies also have very useful abilities that require them to be exhausted. Beravor can draw a player 2 cards. Sulien can reduce the threat of locations in the staging area. Spirit Aragorn can reduced the threat of a single location and possibly place a progress on the location.

Traps

Traps work great to increase the effect of every Dunedain engaged enemy bonuses because it offsets the downside of keeping an enemy engaged. Forest Snare in particular works really well because the enemy remains engaged but no longer attacks. Entangling Nets and Outmatched create a similar more safely engaged enemy that can be defended without sacrificing an action. Shadow effects are still a concern unless the player has a defender with some shadow cancelation like A Burning Brand.

Gloin hero

Gloin can be an interesting way to increase the effect. Song of Wisdom or Narvi’s Belt or a Warden of Healing make it that Gloin can heal all damage done to him quite easily. Some hit point bonuses from attachments like Citadel Plate, and he can take undefended attacks even from boss level enemies. Provided shadow effects don’t discard attachments, it can be quite easy to keep several enemies engaged without much trouble. Generally once Gloin is set up, the Dunedain are only needed to quest and attack. Action advantage might not be needed as much. Especially from an event that will ready them only one time.

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 Descendants of Kings at 8 rings. It is a card I’m sure I’ve included a couple copies at least once. At the time of writing this, I couldn’t tell you if I’ve every played it in a game. I’ve been in situations where it would be helpful with a Dunedain focused deck. It is easy to end up with a bunch of enemies engaged and needing to defend all the attacks and leaving no one left to attack back. Sometimes that is fine and other times, it would be great to ready at least an attacker or two to bring the number of enemies back to a manageable level. It is one of those cards that has to show up at the right time or a player holds onto it for that just in case situation. Now, it is possible to splash this card into a deck that isn’t Dunedain focused, but I don’t see much point to it. Ever Vigilant with a similar cost can ready any ally and not need an enemy engaged. It can also ready heroes but Dunedain have many readying attachments they qualify for roughly the same resource cost. It is just a very situational card. I hope someday to use it to ready many Dunedain heroes and/or allies and turn the tide of battle with it.

  • Dave –
  • Grant –
  • Ted –
  • Matt – 8
  • Average –

External Links

Sample Decks

Dúnedain: for solo plays (Revised Core + Angmar Awakened) by warlock000

A Dunedain theme deck using only the Revised Core Set and Angmar Awakened cycle cards. Check out the deck description on ringsdb for many great piloting tips.

Dúnedain: for solo plays (Revised Core + Angmar Awakened)

Main Deck

Hero (3)
Amarthiúl (The Battle of Carn Dûm)
Beravor (Core Set)
Halbarad (The Lost Realm)

Ally (27)
3x Dúnedain Hunter (The Lost Realm)
2x Faramir (Core Set)
3x Fornost Bowman (The Dread Realm)
3x Gandalf (Core Set)
3x Guardian of Arnor (The Battle of Carn Dûm)
1x Henamarth Riversong (Core Set)
2x Honour Guard (The Wastes of Eriador)
3x Ranger of Cardolan (The Wastes of Eriador)
3x Sarn Ford Sentry (The Lost Realm)
3x Snowbourn Scout (Core Set)
1x Son of Arnor (Core Set)

Attachment (15)
2x Athelas (The Lost Realm)
2x Celebrían’s Stone (Core Set)
3x Forest Snare (Core Set)
3x Heir of Valandil (The Lost Realm)
1x Protector of Lórien (Core Set)
2x Steward of Gondor (Core Set)
2x The Long Defeat (The Battle of Carn Dûm)

Event (8)
3x Descendants of Kings (Escape from Mount Gram)
2x Expert Trackers (The Lost Realm)
2x Feint (Core Set)
1x For Gondor! (Core Set)

3 Heroes, 50 Cards
Cards up to The Dread Realm

Sideboard

Ally (2)
1x Gléowine (Core Set)
1x Son of Arnor (Core Set)

Attachment (2)
1x Protector of Lórien (Core Set)
1x Steward of Gondor (Core Set)

Event (9)
1x Expert Trackers (The Lost Realm)
1x Feint (Core Set)
1x For Gondor! (Core Set)
3x Radagast’s Cunning (Core Set)
3x Secret Paths (Core Set)

Decklist built and published on RingsDB.

Heir of Valandil

  • Player Card Categories
    • Cost Reduction
    • Resource Acceleration

The trait based resource acceleration for Dunedain.

Background

You might be wondering who is the Heir of Valandil? Spoilers, it is Aragorn. I know what you’re thinking. Aragorn is Isildur’s Heir. How can he be the Heir of Valandil too? It is because Valandil was the original heir of Isildur. As Isildur’s youngest son he became the king of Arnor after his brothers and Isildur died at the Disaster of Gladden Fields. Valandil ended being the longest reigning king of Arnor at 239 years.

Card Theme

The card’s ally cost reduction by engaging an enemies is similar to idea behind Dunedain Hunter. The Dunedain rangers went where there was trouble during The Watchful Peace. It makes sense that their chieftain would have an easier time mustering them to deal with an immediate threat.

Card Synergies and Interactions

Dunedain Allies

A player might wonder why they might use Heir of Valandil when there is already a staple 2 cost unique resource acceleration attachment, Steward of Gondor. There are a couple reasons to highlight. The first is that the cost reduction can be applied to any Dunedain ally that a player already has a resource match for. This is very advantageous considering the 23 Dunedain allies in the game span all 4 spheres.

The second is, a player can use both. Nearly 2/3 of the Dunedain allies cost 3 or more resources. All the resource acceleration Dunedain can get help get a critical mass of allies and overcome the scenario. Lastly, it provides an alternative in multiplayer when someone else already has Steward of Gondor.

Traps

Traps are ideal way to increase the attachment’s cost reduction. Forest Snare in particular works really well because the enemy remains engaged but no longer attacks. Entangling Nets and Outmatched create a similar more safely engaged enemy that can be defended without sacrificing an action. Shadow effects are still a concern unless the player has a defender with some shadow cancelation like A Burning Brand.

Attack Cancellation

Attack cancelation effects like Feint, Thicket of Spears, The Wizard’s Voice, and Coney in a Trap like Trap attachments can help increase the cost reduction and reduce the risk of the engaged enemy albeit just temporarily.

Gloin hero

Gloin can be an interesting way to increase the effect. Song of Wisdom or Narvi’s Belt or a Warden of Healing make it that Gloin can heal all damage done to him quite easily. Some hit point bonuses from attachments like Citadel Plate, and he can take undefended attacks even from boss level enemies. Provided shadow effects don’t discard attachments, it can be quite easy to keep several enemies engaged without much trouble. Heir of Valandil might become a “win more” card at that point since combat is essentially neutralized.

Attachment Search

Ted often points out that a big drawback to any card is you have to draw it. Fortunately, there are 2 cards that help find an attachment in a deck. Galadriel ally searches the top 5 cards and puts it into play. She is even in sphere with Heir of Valandil. Master of the Forge will do the same expect put it into a player’s hand, but it can be used each round.

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 Heir of Valandil at 7 rings. It is only going into a Dunedain focused deck considering it requires a Dunedain hero and works only on Dunedain allies. That alone immediately makes it a niche card. Then the effect is conditional on having at least 1 enemy engaged. The Dunedain generally want to do that anyway, but it is risky. Especially if keeping any enemies engaged to keep the bonus. The only really nice part of the effect is that it is unlimited. The cost reduction can get high enough to even play a 5 cost Dunedain Wanderer into play for free.

The other major drawback is that it has the same sphere, cost, and also unique like Steward of Gondor. In solo play, unless your Dunedain are really spread across 3 or 4 spheres, Steward is going to be better. In multiplayer, it has the advantage of being a potential alternative if Steward is already taken. It is going to see some play in dedicated Dunedain decks, but not much outside of them.

  • Dave – 8
  • Grant – TBR
  • Ted – 5
  • Matt – 7
  • Average – 6.67

External Links

Sample Decks

Dunedain Trappers by Seastan

The most popular Dunedain deck utilizing traps to maximize engaged enemies and power up the effects of Heir of Valandil and Dunedain allies.

Dunedain Trappers

Main Deck

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

Ally (20)
2x Dúnedain Hunter (The Lost Realm)
2x Dúnedain Watcher (The Dead Marshes)
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)
2x Warden of Annúminas (The Lost Realm)

Attachment (17)
2x Celebrían’s Stone (Core Set)
3x Forest Snare (Core Set)
1x Gondorian Fire (Assault on Osgiliath)
2x Gondorian Shield (The Steward’s Fear)
2x Heir of Valandil (The Lost Realm)
2x Ranger Spikes (Heirs of Númenor)
3x Steward of Gondor (Core Set)
2x Sword that was Broken (The Watcher in the Water)

Event (13)
3x Daeron’s Runes (Foundations of Stone)
3x Deep Knowledge (The Voice of Isengard)
2x Descendants of Kings (Escape from Mount Gram)
3x Feint (Core Set)
2x Tighten Our Belts (The Nîn-in-Eilph)

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

Decklist built and published on RingsDB.

Halbarad (Hero)

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

Background

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

Card Theme

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

Card Synergies and Interactions

Stat Boosts

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

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

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

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

Traps

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

Early Engagement Effects

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

Forth, The Three Hunters Contract

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

Quest Specific

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

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

Ring Rating

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

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

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

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

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

External Links

Sample Decks

Three Wolf Hunters for Wastes of Eriador by kattattack22

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

Three Wolf Hunters for Wastes of Eriador

Main Deck

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

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

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

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

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

Decklist built and published on RingsDB.