The Great Hunt

  • Cycle
    • Ered Mithren
  • Set
    • Fate of the Wilderland
  • Player Card Categories 
    • Mono Sphere Required

The Great Ship Killer!

Background

The picture of the White Hart and the flavor text refer to in The Hobbit when an deer knocks Bombur into the enchanted stream. Shortly after they hear a great hunt going on. Knowing Tolkien’s interest in Western and Northern European folklore, this is likely a reference to The Wild Hunt. The Wild Hunt is a type of mythological story common in Northern Europe with a hunting party comprised of Gods or supernatural beings.

The more direct reference is to the White Hart most notably appearing in Arthurian Legend. The Hart is hunted by King Arthur and his knights but has an uncanny ability to evade them.

The appearance of the White Hart, the implications of Mirkwood as a magical place with the enchanted stream, and similarity in name are why I think Tolkien alludes to The Wild Hunt. It also fits with his interest in mythology and attempting to create a mythological stories with The Hobbit and the Lord of the Rings.

Card Theme

The effect of destroying a non-unique enemy matches the idea of a great hunt that would culminate in the death of the pursued creature. It doesn’t match the passing reference to the possibility of a great hunt proposed by Bilbo and the Dwarves in The Hobbit. Especially as they do not kill the deer and the White Hart also has a great ability to elude hunters in legend.

Card Synergies and Interactions

Resource Smoothing

The nice part about this card compared to previous cards that require mono-sphere is it doesn’t require the printed resource icon on each hero like Strength of Arms or Advanced Warning. Song of Wisdom or A Good Harvest can make it possible to play The Great Hunt. Any heroes or unique allies with Messenger of the King that also have a Lore hero version with Thorongil can pay for The Great Hunt. Galadriel and Aragorn can also gain Lore through Nenya and Ring of Barahir. This makes it a bit more flexible than the Against the Shadow cycle mono-sphere cards.

Cost Reduction

The drawback to this version of mono-sphere card, is the 3 resources have to be paid. All cost reduction cards then cannot combo or a nonbo with The Great Hunt. It is especially unfortunate for Hobbit decks considering A Good Meal and Leaf Brooch are great cost reduction options.

Low Threat Heroes and Engagement Control

The second reason that it unfortunate the Hobbit cost reduction is a nonbo is the advantage of putting The Great Hunt in a low starting threat deck. The Great Hunt can only target an enemy in the staging area, but it can only be played after engagements during the combat phase. Hobbit heroes in particular work well because they’re all fairly low starting threat. Folco Boffin that is a Lore hero helps keep them even lower since he can be 4 threat with 2 other Hobbit heroes. The Shirefolk is a great threat reduction card that lowers threat slightly more than Elrond’s Counsel and still costs 0. In other mono-Lore builds Woodmen’s Clearing or Lore Aragorn are going to be the best threat reduction options.

Lore isn’t limited to just threat reduction for controlling engagements. Advanced Warning was mentioned earlier that lets the player skip engagement checks for a phase. Lore also cards that increase engagement costs of enemies with Lore Pippin hero, Take No Notice, and Mablung ally.

Scroll of Isildur

Scroll of Isildur is the best combo with The Great Hunt. This allows players to possibly play each copy 3 times in a game. That is up 9 non-unique enemies just discarded from play. The recursion can be taken further with Erebor Hammersmith or Second Breakfast to bring Scroll of Isildur back from the discard pile. That is not far fetched considering how much card draw Lore has available between Drinking Song, Daeron’s Runes, Mithrandir’s Advice, Peace and Thought, Deep Knowledge and more.

Quest Specific

The game even since the beginning of the game has made strong non-unique enemies. Most notoriously is the Hill Troll players have in the staging area at the start of Journey Along the Anduin. The Great Hunt can get rid of it right away. Marsh Adder in the Wilderlands encounter set can also make an appearance in Journey and it is not easy to deal with its fairly high 7 hit points. Chieftain Ufthak similarly has tough defense and hit points compared to most other enemies in the core set. Both are better to not engage as each attack they make increases a player’s threat or their attack. Most surprising, however, is that the Nazgul of Dol Guldur in Escape from Dol Guldur is not unique and vulnerable to The Great Hunt. Discarding it and not risking having to discard an ally due its second forced effect is a great value.

Another good target for The Great Hunt are Mumaks. They’re often not unique but very strong with a lot of hit points. On top of that they have a limit on how much damage they can take each round. The Great Hunt bypasses that limitation and gets rid of the Mumak in a single round!

Intruders in Chetwood in the Angmar Awakened cycle sets up using The Great Hunt very well. First of all the quest, makes it so there are no engagement checks perfect for setting up targets. Second, the quest starts with an Orc War Party in play. It is a strong enemy that prevents enemies in the staging are from taking damage and the players from winning the game. There is also another strong orc enemy, Angmar Captain that is better to not to engage if at all possible. It’s forced effect can make it attack twice in a single combat with its 5 attack! Both enemies have 3 threat which is not easy to just quest over. Reducing staging area threat by 3 is going to help questing more than playing most allies since few have 3 or more willpower.

The best value for The Great Hunt is discarding ship enemies. This is because many of them have the Boarding keyword. Boarding X says, “When a ship-enemy with the Boarding keyword engages a player from the staging area, reveal the top X cards from the Corsair Deck and put the revealed enemies into play, engaged with that player.” Discarding a ship enemy then not only gets rid of 1 enemy engagement, but often times 2, 3, or even 4 enemy engagements. Ship enemies only appear in Voyage Across Belegaer, Flight of the Stormcaller, A Storm on Cobas Haven, A City of Corsairs, and The Hunt for the Dreadnaught. In those 5 scenarios, it can do a lot of work.

Ring Rating

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

I rate The Great Hunt at 5 rings. The effect can be incredibly powerful. In some scenarios, it can make them much, much easier. The core set offers the earliest examples of this with advancement of quest prevented by Hill Troll in Joureny Along the Anduin and the Nazgul in Escape from Dol Guldur. Normal strategy would be to build up to deal those enemies in combat. The Great Hunt offers an alternative. There are a couple scenarios like Intruders in Chetwood and Dungeons of Cirith Gurat where enemies don’t make engagement checks and having other ways to get them out of play is very useful. Lastly, getting rid of ship enemies with Boarding is just amazing value.

That all said, the requirement to pay for The Great Hunt from 3 different heroes resource pools is limiting. It doesn’t necessarily require 3 Lore heroes to play since resource smoothing does work to fulfil the requirement. It does mean it can’t be played in a Grey Wanderer deck and cost reduction is not an option. The cost reduction nonbo is an issue for mono-Lore. Lore doesn’t have much resource acceleration available unless playing secrecy for Resourceful and/or Grima. Outside mono-Lore then there is a bit of additional setup required with the smoothing to be able to play it. It also is just an event. Even if Lore has a ways to recur it a substantial number of times. It will discard one enemy per turn. A strong attacker with a few attachments could achieve the same effect without the 3 resources per turn cost.

I’ve found it to be a good effective card for solo or multiplayer. It just doesn’t see widespread play because of the cost and requirement to pay the cost from 3 different heroes resource pools.

  • Dave – 3
  • Grant – 5
  • Ted – TBR
  • Matt – 5
  • Average – 4.33

External Links

Sample Decks

Victory via a Burglary Side Quest by Matt Kell aka kattattack22

Questing deck for multiplayer leveraging the willpower boosting on Treebeard, Thurindir, and Rossiel in early to mid game. While also providing some encounter control with victory display events.

Burglar’s Turn provides some strong attachments to further boost willpower and comabt ability. Many can be easily passed out to other players.

Main Deck

Hero (3)
Rossiel (Escape from Mount Gram)
Thurindir (Race Across Harad)
Treebeard (The Treason of Saruman)

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

Ally (28)
3x East Road Ranger (The Wastes of Eriador)
2x Firyal (The Mûmakil)
2x Ghân-buri-Ghân (The Flame of the West)
2x Gléowine (Core Set)
2x Henamarth Riversong (Core Set)
2x Mablung (The Land of Shadow)
3x Mirkwood Explorer (The Thing in the Depths)
2x Mirkwood Hunter (The Ghost of Framsburg)
2x Quickbeam (The Treason of Saruman)
2x Robin Smallburrow (The Drowned Ruins)
3x Warden of Healing (The Long Dark)
3x Wellinghall Preserver (Across the Ettenmoors)

Event (21)
3x Gildor’s Counsel (The Hills of Emyn Muil)
3x Leave No Trace (Escape from Mount Gram)
3x None Return (Across the Ettenmoors)
3x Out of the Wild (Road to Rivendell)
3x The Door is Closed! (The Treachery of Rhudaur)
3x The Great Hunt (The Fate of Wilderland)
3x The Hidden Way (The Withered Heath)

Player Side Quest (3)
1x Explore Secret Ways (Race Across Harad)
1x Gather Information (The Lost Realm)
1x Scout Ahead (The Wastes of Eriador)

3 Heroes, 52 Cards
Cards up to Wrath and Ruin

Sideboard

Attachment (14)
1x A Burning Brand (Conflict at the Carrock)
1x Celebrían’s Stone (Core Set)
1x Durin’s Axe (Wrath and Ruin)
1x Elven Mail (The Three Trials)
1x Ent Draught (The Treason of Saruman)
1x Glamdring (Roam Across Rhovanion)
1x Magic Ring (The Crossings of Poros)
1x Mirkwood Long-knife (The Sands of Harad)
1x Mithril Shirt (The Fate of Wilderland)
1x Necklace of Girion (The Wilds of Rhovanion)
1x Orcrist (Fire in the Night)
1x Ring of Barahir (The Steward’s Fear)
1x Stone of Elostirion (Under the Ash Mountains)
1x The Arkenstone (The Withered Heath)

Decklist built and published on RingsDB.

The Greatest Hunt by Seastan

A low threat mono-Lore deck dedicated to recurring The Great Hunt. Resource acceleration and card draw ensures it has everything to keep the recursion going. I’ve done something similar with Marcelf’s Love of Drinking Song sideboarding in The Great Hunt. It is highly effective.

Main Deck

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

Ally (16)
3x Erebor Hammersmith (Core Set)
2x Firyal (The Mûmakil)
1x Gaffer Gamgee (Mount Gundabad)
1x Gléowine (Core Set)
1x Guardian of Ithilien (The City of Corsairs)
1x Henamarth Riversong (Core Set)
1x Mablung (The Land of Shadow)
1x Quickbeam (The Treason of Saruman)
3x Robin Smallburrow (The Drowned Ruins)
1x Warden of Healing (The Long Dark)
1x Wellinghall Preserver (Across the Ettenmoors)

Attachment (12)
3x Resourceful (The Watcher in the Water)
3x Scroll of Isildur (The Morgul Vale)
3x Steward of Gondor (Core Set)
3x Sword-thain (The Dread Realm)

Event (22)
3x A Good Harvest (The Steward’s Fear)
3x Bartering (The Wilds of Rhovanion)
3x Daeron’s Runes (Foundations of Stone)
3x Drinking Song (Mount Gundabad)
3x Mithrandir’s Advice (The Steward’s Fear)
3x The Great Hunt (The Fate of Wilderland)
3x The Shirefolk (Mount Gundabad)
1x Will of the West (Core Set)

3 Heroes, 50 Cards
Cards up to The Fate of Wilderland

Decklist built and published on RingsDB.

Gleowine

  • Player Card Categories 
    • Card Draw
    • Rohan
    • Messenger of the King Heroes

Admit it, you cracked open the Core Set (or Revised Core Set) for the first time, saw Gleowine, laughed at the artwork, and immediately thought “surely this card can’t be very good.” However, as is the case with many things in life, one of the golden rules of The Lord of the Rings: The Card Game is to not immediately judge a book, or card, by its cover. Or even first impressions. There are multiple facets to a review of Core Set cards that launched the game over 10 years ago including considerations such as its impact in the early card pool/quests as well as how the card ages as the card pool grew and matured. Gleowine is no exception, and many of these points, among others, will be examined in this review.

Background / Lore

Not much is known about Gleowine. He is only mentioned briefly in The Return of the King after the Battle of the Pelennor Fields. He was King Theoden of Rohan’s minstrel who accompanied him from Edoras to Gondor during the Ride of the Rohirrim to come to Gondor’s aid against the enemy. In the wake of the epic battle’s conclusion, Gleowine penned a song memorializing Theoden (which the flavor text of his card refers to). An interesting fact is that the name Gleowine means “music friend.”

Out of doubt, out of dark, to the day’s rising
he rode singing in the sun, sword unsheathing.
Hope he rekindled, and in hope he ended;
over death, over dread, over doom lifted
out of loss, out of life, unto long glory.

– Gleowine, The Return of the King

Alternate Art (ill. unknown) Alternate Art (by Beorn)

Card Theme

While Gleowine the minstrel was not counted on to fight with the Rohirrim or lead the charge into battle, he would have provided support via his comforting and invigorating songs in the halls of Edoras or in the rear lines of battle, always near Theoden the king. This is reflected in his unimpressive stats yet very helpful ability.

Minstrel

When considering thematic uses for Gleowine, the best place to start is his traits. First, we’ll start with Minstrel. Interestingly, he is one of 2 cards in the game with the Minstrel trait. Any guesses who the other one is??? Rivendell Minstrel is…..somehow not traited Minstrel. That honor goes to the Galadhrim Minstrel. So if you’re hoping to build a deck using the Minstrel archetype, hate to burst your bubble.

Rohan

Gleowine’s Rohan trait, however, now there’s a well-developed archetype. So how well does Gleowine fit into a Rohan deck? Not amazing, surprisingly, for a couple of reasons. First, his sphere. As a Lore ally, he obviously will need a hero with the Lore resource icon. There is only one Lore Hero with the Rohan trait: Grima. This is actually not a bad hero to combo off of for Gleowine as long as you are prepared to offset the threat increase from Grima, since the cost of the extra cards Gleowine will draw you can be reduced by 1 once per round. The problem is Grima is better suited for Doomed decks, not Rohan. This leaves you needing to add a Lore resource icon to another Rohan character with cards like Song of Wisdom or A Good Harvest, or else using a non-Rohan Lore hero in your Rohan deck. Not terrible options, but this leads to the second drawback of Gleowine in a Rohan deck.

Rohan decks are built around the mechanic of discarding Rohan characters (i.e. allies) for various benefits such as attack boosts, willpower boosts, readying, etc. If you can get Gleowine into play in a Rohan deck, you can discard Eomund to ready Gleowine and draw a card more than once that round, which is great! If one of your heroes is Theoden, Gleowine only costs 1 when you play him, which again is fantastic and even thematic. The rub comes from the fact that Gleowine is a Rohan ally you want to keep in play as long as possible to get maximum card draw, which goes against the ally discard mechanic of the Rohan archetype. More on this later.

So to answer the question of how well Gleowine fits into a Rohan deck in one word: meh. He will help you draw your essential cards faster and can have his cost reduced to 1 by both Grima and Theoden, and several allies being discarded will allow you to ready him and draw you another card, but you also have to consider how you’re going to get him into play with the dearth of Lore Rohan heroes. And when he is in play drawing you cards, you aren’t going to want to discard him to trigger those beneficial Rohan boosts.

My final comment on theme is that I think the designers should have created a Spirit version of Gleowine later in the card pool as the archetype matured. Perhaps with a Quest Action where you could exhaust him to add +2 WP to a questing Rohan hero (+3 if that hero is Theoden or Eomer) or something like that. This would have been much more fitting thematically for the King’s minstrel.

Card Synergies and Interactions

General Deckbuilding

We’ve looked at Gleowine in a thematic Rohan deck, so now let’s give him a more holistic look when considering putting him in a deck. I’ll show my cards up front (pun intended) and say he is amazing! Card draw is a crucial component of deck building, for if you are top decking your way through a quest then you are likely going to lose. You need a way to get those key cards out as quickly as possible, and Gleowine will provide any deck consistent, repeatable card draw. For the cost of only 2 Lore resources, you get exactly that with this guy. The earlier in the game you can get him on the table, the greater ROI for those 2 resources and the better off you’ll be with more cards in your hand. If you already have card draw elsewhere in your deck such as Daeron’s Runes, Deep Knowledge, Beravor, etc., and you don’t draw Gleowine until the late-game, then he is probably a win-more card at that point.

Next, his stats. 1 WP, 0 attack, 0 defense, and 2 HP adds up to 3, which at face value appears to make Gleowine overcosted by 1 given the standard ally cost of Stat Total divided by 2 = Cost. His ability, though, is where he actually will provide a benefit over time. Think of it this way: if you consider 1 resource to draw one card as a standard cost throughout the game on various cards (Campfire Tales, Hidden Cache, etc.), then Gleowine nets you a benefit after drawing you only 2 cards. You can commit him to the quest in a pinch if you are desperate for more WP, but only do that as a last resort. His ability can often draw you the card you need that same round to quest successfully. For new players this could mean getting Radagast’s Cunning, Secret Paths, Sneak Attack or Gandalf in your hand before the quest phase, which can be more beneficial to you in the Quest phase than Gleowine’s 1 WP. Do not attempt to defend with him unless you are in dire need of a chump blocker, as his 0 defense and 2 HP will almost never survive any enemy attacks in this game.

One other consideration when including Gleowine in your decks is ally readying. This might not be a good first choice since the number of cards that ready allies is slim to none, but one such card is Grim Resolve, which new players will have access to right away in the Core Set. This will ready not just Gleowine to draw you another card, but every character on the table will gain action advantage that round. Other ally readying options include Brand Son of Bain, Narya attached to either Cirdan the Shipwright or Gandalf, The Free Peoples, Leather Boots, Spare Hood and Cloak, and Faramir. Most players find, though, that you don’t get too far beyond the Core set when you start some better card draw options (i.e. Ancient Mathom, Daeron’s Runes, Foe-Hammer, Deep Knowledge) to also include in their decks rather than looking for ways to ready Gleowine.

What I love about Gleowine is that there is literally not a single deck you wouldn’t want him in. His cost is low, Lore is a top notch sphere (rated the community’s favorite sphere in Card Talk’s 2021 Superlative February poll), every single deck will benefit from card draw, and one of the most amazing things about Gleowine is that he is equally as effective in solo and multiplayer!

Messenger of the King Contract

Here’s where things get even more bonkers. Let’s just say there is a reason Gleowine placed 4th out of 83 eligible targets for the contract in Vision of the Palantir’s December 2021 poll on best MotK heroes. Because Gleowine is a unique ally, he is an eligible target for the Messenger of the King contract. For those unfamiliar, this contract allows you to search your deck for a unique ally during Setup who then loses the ally card type and gains the hero card type. To determine that now-hero’s starting threat, you simply add up their total WP, attack, defense, and HP and that is their starting threat. They are now a hero and function in every way as one.

For Gleowine this means a few things. First, he is now a 3 threat Lore hero. That is among the lowest heroes in the game and tied with Smeagol. With so many good Secrecy cards being in the Lore sphere (e.g. Risk Some Light, Noiseless Movement, Out of the Wild, etc), being a 3 threat Lore hero helps with this plus he can help you draw those cards faster.

Second, as a Lore hero he allows you to deckbuild knowing you are going to be most likely drawing an extra card every round, which opens up your options (i.e. you can feel free to include less card draw when building your deck). Finally, he has a variety of readying options now! Unexpected Courage is the most obvious, but you can now include other readying cards such as Cram, Steed of the Mark, Westfold Horsebreaker, Lembas, Miruvor, etc. that can only ready heroes.

The final consideration of Gleowine as a MotK hero is that he is now a 3rd option to consider among card draw heroes, the other 2 being Beravor and Bilbo Baggins who are both also Lore heroes. I’ll briefly compare him with each. Beravor is no doubt a solid hero and is quite versatile with a balanced stat line and her Dunedain and Ranger traits. She can also target a player of your choice like Gleowine can, and provides 2 cards to his 1. However, she is a whopping 7 threat higher than Gleowine, and her ability was errata’d to “limit once per round.” You have no such restrictions with Gleowine. As for our old friend Bilbo Baggins, that 9 threat looks even worse than usual compared to Gleowine’s 3. They both have 1 WP and 2 HP, but because Bilbo has 1 attack and 2 defense where Gleowine has 0 for both, some players like to Voltron Bilbo with attachments. This is not advisable with Gleowine! Both draw you one card each round reliably, where Gleowine’s ability is an action and Bilbo’s is passive. Not a huge deal, but advantage Gleowine here as you can choose which player gets the extra card, whereas Bilbo is restricted to only granting that extra card to the first player and only in the resource phase, which can be a disadvantage in multiplayer. VERDICT: Gleowine is better than Bilbo and can often be better than Beravor, depending mostly on whether or not you want her traits or stats for the quest you’re building for.

Combos and Nonbos

Combos: Some of the best combos with Gleowine can be found in the Core Set/early card pool. He works perfectly with Eowyn by replacing the card you discard to use her ability each round. An even better combo is Eowyn + Stand and Fight + Gleowine where Gleowine draws you extra cards, and you can then select one from the glut of carts that is likely now in your hand to discard for her ability, and finally use Stand and Fight to put it into play using her resources. Another combo is Protector of Lorien + Gleowine for the same reason: he simply gives you consistent card draw to provide a glut of cards in your hand to use Protector of Lorien to great effect. Another card to combo with him is Daeron’s Runes. You have to discard a card from your hand after drawing 2 cards, and having Gleowine to provide that extra card draw gives you plenty of options (hopefully a duplicate unique).

Nonbos: As mentioned above, his ability allows him to still be helpful to a Rohan deck, but he is not helpful to the archetype’s mechanism of discarding Rohan allies to trigger boosts elsewhere because you don’t want to lose his card draw! Eomer, Lothiriel, Eothain, Ride to Ruin, and many others are great cards to include in a Rohan deck, but there are so many other cheap allies you can include to fuel these abilities that won’t negatively impact you like discarding Gleowine would.

Quest Specific

The only quests you definitely want to avoid bringing Gleowine along to are The Fords of Isen as well as The Dunland Trap, both from the Ringmaker Cycle. These quests contain the dreaded Dunland encounter sets that punish you for drawing cards and/or having a lot of cards in your hand.

Other Considerations

  • Ability Timing – Some encounter deck analysis will help you get an idea of whether or not you can use Gleowine to draw a card anytime you want, or if you need to be more careful on timing. Some classic early cycle examples of nasty cards that can quickly take out Gleowine if you aren’t careful are the Necromancer’s Reach and Dark and Dreadful treacheries. These cards deal 1 damage to each exhausted character, even if they’re exhausted for a different reason than being committed to the quest (Dark and Dreadful will kill Gleowine outright if the location is a Dark location). The key in these examples is to use Gleowine’s ability AFTER the quest phase. If you are playing a quest with encounter cards like these, a helpful suggestion is to use his ability during one of the Combat Phase action windows. This way you get the card draw right before he refreshes for the next round.
  • Solo or Multiplayer? – I already touched on this above, but Gleowine is amazing in both solo and multiplayer. In solo games he obviously only draws you a card as the only player, but in multiplayer you can decide who you want to draw the card and when. Some turns it could very well be you that you choose to draw a card for yourself, but it is always nice to give your fellow adventurers a hand and spread the card draw wealth when you can.

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.

The beauty of Gleowine is in the card’s simplicity and versatility (notice I didn’t mention the artwork in there). It’s a simple action: “Exhaust Gleowine to choose a player. That player draws 1 card.” While new(er) players will likely include him in more decks than veteran players will, he is absolutely a card that has stood the test of time. His ability is consistent in that you can use it every single round. It’s repeatable because there are no restrictions on how many times per phase or round you can use it. He’s in a sphere that has many of the best cards in the game. He only costs 2 resources. He can go into literally any deck and be effective. He is as helpful to a solo player as he is in a multiplayer game. The addition of the Messenger of the King contract breathed new life into him and opened up many new and exciting deckbuilding options with him as a hero, to the point the community thinks of him as a top tier target for this contract. To me, the MotK factor boosts him from a good card to a great card. Will you include him in every deck? No. Should he be a consideration for including at least 1x when building a deck though? Absolutely!

  • Dave – 4
  • Grant – 3
  • Ted – 3
  • Matt – 2
  • Eric – 2
  • Average – 2.8

Sample Decks

Deck name and creator

“YOU get a card! And YOU get a card! And YOU get a card!” – stone_of_eric (me)

https://ringsdb.com/decklist/view/26846/yougetacardandyougetacardandyougetacard-1.0

“Stealthlands” – jvader

https://ringsdb.com/decklist/view/18426/stealthlands-1.0

“Love of Drinking Song” – Marcelf

https://ringsdb.com/decklist/view/16418/loveofdrinkingsong-1.0

Out of the Wild – Community Review

by Shane Marquez

  • Player Card Categories 
    • Secrecy
    • Victory Display

Background

I had never played the card before one of the Epic Multiplayer community events and after testing a bit with the deck I was given to play, the archetype fit my playstyle perfectly. I enjoy planning turns ahead and trying to make informed decisions to prevent catastrophe.

Card Theme

The card definitely fall in theme with the other “ranger”-y cards like Hidden Path. It allows the player to sort of “play ahead” of the encounter deck and by continually undermining the Enemy through preparedness, they never gain a foothold to stop the players.

Card Synergies and Interactions

Victory Display

The deck is complimented by anything that asks the players to build up the Victory Display. Keen As Lances rewards not only the player using Out of the Wild, but the entire team, if they’re willing to dedicate the room (and why wouldn’t everyone want free “draw 3” if they know a teammate will be doing the work for them?). It also synergizes extremely well with The Door Is Closed! as it sets up TDIC as a reliable and complete cancellation card, the longer the game goes on.

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.

Out of the Wild is the type of card that offers a fun and impactful decision point. At face value, it removes a card from the game that you’d prefer not to see, but the criteria of what makes a card one that you don’t want to see if is flexible for every group or scenario. It can reduce Surge appearing probability, it can proactively remove enemies you’re not able to fight, and it can even remove some of the most notorious treacheries from the game. While it doesn’t answer threats that are currently facing you, it’s efficient, proactive, and interesting. If I’m playing Lore at all, and the threat is low enough to afford Secrecy (it’s only other drawback), Out of the Wild is included.

  • Shane- 2
  • Dave – TBR
  • Grant – TBR
  • Ted – TBR
  • Matt – TBR

Sample Decks

Asneak On Dol Goldur! Second Impact! by Attercop!

Well rounded deck featuring Firyal as a hero with a fair amount of location control.

Asneak On Dol Goldur! Second Impact!

Main Deck

Hero (3)
(MotK) Robin Smallburrow (Messenger of the King Allies)
Folco Boffin (The Dungeons of Cirith Gurat)
Pippin (The Black Riders)

Ally (3)
1x Ioreth (A Storm on Cobas Haven)
2x Warden of Healing (The Long Dark)

Attachment (10)
3x Good Meal (The Redhorn Gate)
2x Leaf Brooch (The Three Trials)
3x Resourceful (The Watcher in the Water)
2x Scroll of Isildur (The Morgul Vale)

Event (40)
3x Daeron’s Runes (Foundations of Stone)
2x Deep Knowledge (The Voice of Isengard)
3x Drinking Song (Mount Gundabad)
3x Gildor’s Counsel (The Hills of Emyn Muil)
3x Keen as Lances (Escape from Mount Gram)
3x Leave No Trace (Escape from Mount Gram)
3x Mithrandir’s Advice (The Steward’s Fear)
2x None Return (Across the Ettenmoors)
3x Out of the Wild (Road to Rivendell)
3x Peace, and Thought (Shadow and Flame)
3x The Door is Closed! (The Treachery of Rhudaur)
2x The Great Hunt (The Fate of Wilderland)
3x The Hidden Way (The Withered Heath)
1x The Houses of Healing (A Storm on Cobas Haven)
2x The Shirefolk (Mount Gundabad)
1x Tom Bombadillo! (Wrath and Ruin)

3 Heroes, 53 Cards
Cards up to Messenger of the King Allies

Sideboard

Attachment (5)
3x Expert Treasure-hunter (On the Doorstep)
1x Leaf Brooch (The Three Trials)
1x Scroll of Isildur (The Morgul Vale)

Event (26)
3x Advance Warning (The Drúadan Forest)
3x Heed the Dream (Flight of the Stormcaller)
1x None Return (Across the Ettenmoors)
3x Radagast’s Cunning (Core Set)
3x Risk Some Light (Shadow and Flame)
3x Secret Paths (Core Set)
3x Strider’s Path (The Hunt for Gollum)
3x The Evening Star (The Grey Havens)
1x The Great Hunt (The Fate of Wilderland)
1x The Houses of Healing (A Storm on Cobas Haven)
1x The Shirefolk (Mount Gundabad)
1x Tom Bombadillo! (Wrath and Ruin)

Deck built on RingsDB.

Beravor

  • Player Card Categories 
    • Card Draw

A versatile hero with a incredibly useful ability. Power creep has marginalized her a little, but can still be used to great effect.

Background

Beravor is a character created by Fantasy Flight Games. She made her first appearance in Middle Earth Quest. Then FFG reused the character for LOTR LCG. Clearly she is intended to be one of Rangers of the North with the Dunedain and Ranger traits. The Rangers of the North are the descended from the people of Gondor’s sister kingdom, Arnor. Arnor split into three smaller kingdoms, Cardolan, Arthedain, and Rhudar. The people of these successor kingdoms dwindled after wars with Angmar and a plague until only scattered settlements and wandering bands remained.

There are not many Dunedain in the LOTR books besides Aragorn. Halbarad is the only other named one that in The Passing of the Grey Company arrives with 30 of his kinsmen to support Aragorn. No further details of these 30 are given and there is no one to say that Beravor was not one of them.

Card Theme

Beravor’s card draw is representative of the Lore sphere more than anything else. The Lore sphere is full of card draw effects with Gleowine, Lore Bilbo hero, Daeron’s Runes, Deep Knowledge, Erestor, Drinking Song, and Mithrandir’s Advice representing the knowledge, stories, and songs present in Middle Earth. Beravor’s knowledge as a Ranger would be of natural things like plants and animals, tracking, and how to survive in the wild. Much like the skills and knowledge demonstrated by Aragorn back when the Hobbits knew him as Strider.

Card Synergies and Interactions

Readying

Cards that can ready Beravor are great to allow a player to make use her ability and stats. Her 2/2/2 stats are also advantageous when taking multiple actions. She is equally good at questing, attacking, and defending. A general rule is a 2 cost ally with a 2 stat is considered pretty efficient. Paying 2 resources for Beravor to take an additional action is similar to paying for an efficient ally with more flexibility.

In the core set, there are a few options for readying Beravor. None unfortunately are in the Lore sphere. Unexpected in Spirit, however, is the staple hero readying card. For 2 resources, Beravor can be readied once per round which is amazing value. Many other ready a hero effects are either an event and therefore not repeatable, or come with additional restrictions and/or conditions. Leadership is the only other sphere to offer a couple readying options. Common Cause while cheap in resource cost, requires that you exhaust another hero. This generally is prohibitive to using it. Either a hero will already be exhausted or will have just as good if not better stats to use. The best use case will be a ready defending hero with no enemies to defend who then can ready Beravor. Grim Resolve is the other Leadership card which readies all characters. Usually a mass ready like this will be used to make significant questing push exhausting everyone. Then played to ready everyone for combat. It can really turn a game around, but not one to include just to use Beravor’s ability and stats.

Fortunately as the game has progressed there are a few more great readying cards added or this Dunedain Ranger.

Leather Boots and Wingfoot are in the same sphere as Beravor and cheaper than Unexpected Courage. Both are a little more limited since the ready will trigger after committing characters to the quest for both of them. Basically they’ll allow a player to use her to quest or draw cards before questing. Then maybe ready for combat or any travel effects that require exhausting a hero. Steed of the North is similar although it triggers on engagement. This is more controllable considering all the additional ways Dunedain have to force engagement like Son of Arnor, Dunedain Hunter, and Tactics Aragorn hero. Descendants of Kings much like the other readying events isn’t great for Beravor since it is not repeatable. Still Beravor is a good target among other Dunedain characters in a dedicated Dunedain deck.

Discard effects

There are several cards that give players a bonus when a card is discarded from their hand. Beravor’s card draw can help fuel these abilities. Protector of Lórien and Eowyn both could boost willpower at the cost of a discarded card and defense as well for Protector. Later cards expanded to other effects like Spirit Legolas’s readying and healing with Song of Healing. The Noldor characters in particular expanded the use of discard effects as many of their effects required discarding cards.

Dale

Beravor is often included as third hero in a Dale deck. This is because the Dale engine of playing attachments on allies is prone to stalling. Brand, Son of Bain will let players draw a card for the first attachment played on a Dale ally. Players can hit a string of allies with no attachments or attachments with no allies. More card draw helps alleviate this issue and find whichever the player currently needs.

Quest Specific

Beravor is not a good choice for many of the quests in the Ringmaker cycle. There are several card effects that trigger from the players drawing cards. there are also effects that get worse the more cards a player has in their hand.

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 Beravor at 3 rings. Repeatable card draw is powerful. Most decks need some card draw and resource acceleration to stay ahead of the encounter deck. Drawing 2 cards each turn increases a player’s options tremendously. The only downsides to Beravor are her lower stats for a hero and that the ability requires exhausting her. The second downside can be offset with readying cards. The stats aren’t bad necessarily. They were fine in the core set when 1 or 2 attack enemies were more prevalent. Power creep has marginalized her 2 defense. It still can help with the weaker surging enemies, but most quests, it will be a huge risk to defend with her. Two attack also became less useful as enemies gained more defense and hit points. The 2 willpower is fine for secondary quester since a good start usually require 6 willpower available on turn 1. It can be difficult to squeeze in a utility hero like Beravor when a quest starts off strong. It usually is a better idea to have a designated quester, attacker, and defender heroes that have the appropriate high stat.

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

Sample Decks

Back to Basics – A Killer Deck Using Cards from 1 Core Set by Xanalor

A tri-sphere core set only deck. It is only 44 cards since it was built back when the core set didn’t come with a full play set of each card. The deck description on ringsdb is quite extension highlighting many combos.

Back to Basics – A Killer Deck Using Cards from 1 Core Set

Main Deck

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

Ally (21)
1x Beorn (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 Miner of the Iron Hills (Core Set)
2x Northern Tracker (Core Set)
3x Snowbourn Scout (Core Set)

Attachment (5)
2x Forest Snare (Core Set)
2x Steward of Gondor (Core Set)
1x Unexpected Courage (Core Set)

Event (18)
2x A Test of Will (Core Set)
1x Dwarven Tomb (Core Set)
1x For Gondor! (Core Set)
2x Hasty Stroke (Core Set)
3x Lore of Imladris (Core Set)
2x Sneak Attack (Core Set)
3x Stand and Fight (Core Set)
2x The Galadhrim’s Greeting (Core Set)
2x Will of the West (Core Set)

3 Heroes, 44 Cards
Cards up to Core Set

Sideboard

Event (1)
1x Will of the West (Core Set)

Decklist built and published on RingsDB.

Minimum Purchase Dale Deck by Darkling Door

Dale deck built with cards just from Wilds of Rhovanion and the Core Set.

Main Deck

Hero (3)
Bard son of Brand (The Wilds of Rhovanion)
Beravor (Core Set)
Brand son of Bain (The Wilds of Rhovanion)

Ally (20)
3x Gandalf (Core Set)
2x Gléowine (Core Set)
1x Henamarth Riversong (Core Set)
3x Long Lake Trader (The Wilds of Rhovanion)
3x North Realm Lookout (The Wilds of Rhovanion)
3x Redwater Sentry (The Wilds of Rhovanion)
2x Snowbourn Scout (Core Set)
3x Warrior of Dale (The Wilds of Rhovanion)

Attachment (16)
3x Bow of Yew (The Wilds of Rhovanion)
1x Celebrían’s Stone (Core Set)
3x Hauberk of Mail (The Wilds of Rhovanion)
3x King of Dale (The Wilds of Rhovanion)
3x Map of Rhovanion (The Wilds of Rhovanion)
2x Necklace of Girion (The Wilds of Rhovanion)
1x Unexpected Courage (Core Set)

Event (14)
2x A Test of Will (Core Set)
3x Bartering (The Wilds of Rhovanion)
2x Hasty Stroke (Core Set)
3x To Arms! (The Wilds of Rhovanion)
3x Traffic from Dale (The Wilds of Rhovanion)
1x Will of the West (Core Set)

3 Heroes, 50 Cards
Cards up to The Wilds of Rhovanion

Decklist built and published on RingsDB.

Three Wolf Hunters for Wastes of Eriador by kattattack22

A Dunedain Three Hunters deck built for the first couple of scenarios in the Angmar Awakened cycle.

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.

Firyal – Community Review

by Daniel King

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

Background

Firyal was created as means of fleshing out the Harad characters. In the book/movie they are the bad guys, but there is a line from Sam where he wonders if the Harad man that he just saw slain was really a bad guy or if he would have rather stayed home. We get a string of Harad heroes for the game and I love that.

Card Theme

Firyal is meant to be an efficient scout and quester, which her ability emphasizes.

Card Synergies and Interactions

Player Encounter Cards

She can potentially combo with player cards that generate encounter cards like Tom Bombadillo! and Flight of the Eagles.

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.

Firyal is the best lore hero in the game. As a primarily solo player I find her ability to filter the top of the deck to be incredibly useful. In solo play you have to do everything on your own. You have to be able to quest, defend and attack on any given turn. Firyal allows you to get rid of something that you can’t handle that turn. If you have an enemy still engaged with you from the previous round, you might use Firyal’s ability to get rid of an enemy from the top of the deck in hopes of seeing a location. She can also help you get rid of those impossibly difficult treacheries if you don’t have a test of will in hand or want to save it. Finally, because she is a unique ally, she is a great target for the contract, Messenger of the King. Having her amazing ability and 3 will power from turn one is a great deal for 9 threat.

  • Daniel- 2
  • Dave – 3
  • Grant – 3
  • Ted – 2
  • Mark Chan – 3
  • Matt – 2
  • Average – 2.5

Sample Decks

Firyal is pretty good by Daniel King

Well rounded deck featuring Firyal as a hero with a fair amount of location control.

Main Deck

Hero (3)
(MotK) Firyal (Messenger of the King Allies)
Beregond (The Flame of the West)
Glorfindel (Foundations of Stone)

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

Ally (21)
2x Arwen Undómiel (The Watcher in the Water)
1x Elfhelm (The Dead Marshes)
3x Erebor Toymaker (Mount Gundabad)
1x Firyal (The Mûmakil)
2x Gléowine (Core Set)
2x Henamarth Riversong (Core Set)
2x Northern Tracker (Core Set)
2x Quickbeam (The Treason of Saruman)
2x Théodwyn (ALeP – Children of Eorl)
2x Treebeard (The Antlered Crown)
2x Warden of Healing (The Long Dark)

Attachment (21)
2x A Burning Brand (Conflict at the Carrock)
3x Ancient Mathom (A Journey to Rhosgobel)
2x Asfaloth (Foundations of Stone)
2x Blood of Númenor (Heirs of Númenor)
3x Light of Valinor (Foundations of Stone)
3x Protector of Lórien (Core Set)
2x Song of Wisdom (Conflict at the Carrock)
3x Unexpected Courage (Core Set)
1x Warden of Arnor (The Three Trials)

Event (8)
3x A Test of Will (Core Set)
3x Elven-light (The Dread Realm)
2x Hasty Stroke (Core Set)

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

Deck built on RingsDB.

Warden of Healing – Community Review

by James Byun

  • Player Card Categories 
    • Healing

Background

Part of the healers of Gondor as written in Return of the King. They are attending the wounded after the Battle of Pelenor fields, so it makes sense they would heal multiple characters.

Card Theme

Not especially tied to Gondor’s trait of increasing willpower, resource acceleration, or traps.

Card Synergies and Interactions

Elrond

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.

This is the best healing card in the game due to it’s versatility. Cards previous to this either were one use or focused on a single character. Often, you will have damage spread out among heroes and allies, so having a character that can heal as an action creates so much flexibility. The ability to pay 2 lore resources to ready again lets you heal throughout the round. Combine this card with Elrond, and you effectively don’t have to worry about losing any character. Only reason not to use this card is if you are not running Lore or for theme.

  • James – 2
  • Dave – 2
  • Grant – 1.5
  • Ted – 1
  • Matt – 2
  • Average – 1.7

Bombur (Hero)

Thematic Dwarf hero designed primarily to get you to 5 Dwarf characters as quickly as possible.

Background

Poor Bombur. The dude just likes a good meal and strong drink, yet is always the butt of the jokes. In Tolkien’s world, we first meet Bombur in The Hobbit when he shows up along with the other dwarves of Thorin’s Company (along with Gandalf) to Bilbo Baggins’ home of Bag End in the Shire. We learn little of his background, other than the fact that his brother is Bofur and his cousin is Bifur. He likely lived with Thorin and the other dwarves of this tale in the Blue Mountains leading up to the main events of the story – namely the quest to reclaim Erebor from the dragon Smaug. Throughout the adventure, numerous references are made to his, um, girth, and usually in a humorous manner. The card’s flavor text is a perfect example. A memorable scenario involving Bombur’s size is the Enchanted Stream in Mirkwood, where Bombur fell into the water and fell into a deep sleep for 6 days, forcing the other dwarves to carry him and complain constantly about it. He is also depicted in the book as constantly thinking and talking about food. Once Erebor was reclaimed, Bombur remained and lived there (happily ever after with plenty of food we assume).

Card Theme

Dwarves, dwarves, and more dwarves. That’s the goal of a Dwarf swarm deck. However, certain Dwarf heroes and allies have bonuses that trigger once you have at least 5 Dwarf characters in play. Those heroes are Thorin Oakenshield; Ori; and Oin, and the allies are Dwalin; Gloin; and Bifur. The heroes’ ability is passive while you control 5+ dwarves, while the allies’ ability only activates upon being played from your hand while you control 5+ dwarves. Bombur increases your efficiency in getting to that 5 dwarf threshold that much faster, and essentially provides slight, early resource generation in the fact that he counts for 2 of those 5.

Card Synergies and Interactions

Synergies

Did I mention dwarves? Heroes, allies, doesn’t matter. Assuming you’re starting with 3 Dwarf heroes, you technically have 4 Dwarf characters on the table before you even start the game. This means playing a turn 1 Erebor Record Keeper, Dwarven Sellsword, Ered Nimrais Prospector, Erebor Hammersmith, Zigil Miner, Veteran Axehand, or other low cost dwarf ally gives you 5 Dwarves under your control on turn 1 and triggers the abilities of the aforementioned heroes and allies with 5+ dwarf abilities, most of which will then be able to be used right away (other than Thorin and Ori which would then be available on turn 2). If Dain Ironfoot is on the table (which he should be if you’re building a Dwarf swarm deck), Bombur goes to 1/2/2/5 for a statline.

Attachments and Events

Bombur’s statline means you will likely be doing nothing but defending with him. He can chip in the occasional 1 attack power (2 with Dain on the table) if you end up not needing him to defend say, via using Feint, Forest Snare, Ranger Spikes, or some other effect, so you certainly can throw Dwarf-specific weapons such as Dwarven Axe, Dwarrowdelf Axe, or other weapons on him. Or maybe you just defend with one of your other characters or a Sentinel defender across the table does it for you and he can chip in attack that way. You are almost always going to be defending with him, so you want to load him up with defense oriented attachments.

Some of the best attachments for him are A Burning Brand (in-sphere), Protector of Lorien (in-sphere), Dunedain Warning, Ring Mail, Ancestral Armor, Armor of Erebor, Citadel Plate, Dwarven Shield, and Round Shield. He will also benefit from Hardy Leadership on a Leadership hero such as Dain. Readying attachments such as Unexpected Courage or Cram would also be beneficial. Since his 2 defense is not the sturdiest on its own, playing a healing attachment such as Self-Preservation, Healing Herbs, or Dunedain Remedy on him will go a long way.

As for events, a few come to mind you would want to consider using on Bombur. Durin’s Song will give him +2 of all stats (not hitpoints). Lure of Moria will allow him to use 2 of those stats one round, so you could chip in 1 willpower for questing, then ready him for a defense, or you could play it in the combat phase to get 2 defenses out of him.

Some non-bos with Bombur: pretty much any cards traited or designed to be played with traits other than Dwarf. Even a card such as Unlikely Friendship, which requires you to control a Dwarf hero and a Silvan hero, will likely never make it in a Bombur deck. Why would you effectively negate his ability by running a Silvan hero in a dwarf deck? Or render Bombur useless by putting him in a non-dwarf swarm deck?

Contracts

Bond of Friendship is the contract Bombur synergizes the best with. Running him as your Lore hero along with 3 other Dwarf heroes means you now start the game with 5 Dwarf characters (all heroes) and can take advantage of the 5+ Dwarf bonuses from the beginning of the game (although you wouldn’t be able to use Ori due to the contract’s restriction on each hero needing to be from a different sphere, and Bombur already takes up the Lore slot).

Quest Specific

Dwarfs, and swarm in particular, is the earliest, most fully developed archetype in the game. And they are very powerful. While powerful in the majority of scenarios, they really shine in scenarios with Underground and/or Dark and/or Mountain locations due to the numerous player cards that synergize with Dwarves and locations with those traits – such as Untroubled by Darkness, Ever My Heart Rises, and Ancestral Knowledge. Think Dwarrowdelf Cycle, Ered Mithrin Cycle, Vengeance of Mordor cycle, the Hobbit sagas, etc. These are the quests you will be more likely to run a Dwarf deck in, and therefore the quests you will be most likely to play Bombur.

Other Considerations

Traits and Sphere: Bombur is…a Dwarf. That’s it. Thematically this makes sense as the character Bombur most definitely was not a warrior (and in the game you aren’t going to be attacking with him), and he isn’t a noble. I think he should at least have the Sentinel keyword as defending is clearly his intended design, but it was not to be. As already mentioned, his Lore sphere provides access to A Burning Brand and Protector of Lorien which synergize nicely with him, and other helpful cards such as Legacy of Durin, Ancestral Knowledge, Daeron’s Runes, and most healing cards will be in-sphere.

Ally Version: So far in this review, I’ve been fairly neutral and looked at Bombur’s potential upsides, but spoiler alert: from here on we’ll mostly see his downsides (no, that wasn’t a fat joke). Let’s start with the fact that ally Bombur is arguably more useful in the type of quests you’ll be most likely to want to run his hero version. Exhausting to reduce the threat of a location by 1 is a fine ability, but it gets bonkers when you get him on the table in quests with a lot of Underground locations (see the Quest Specific section above). Now you’re shutting down some of those nasty, high threat locations that are notorious for bogging you down in these types of quests, and essentially getting +4 willpower which helps move you forward in the game significantly. I would argue this can make more of a difference for you in the right quests rather than having one additional Dwarf character at the beginning of the game or having a somewhat shaky defense-dedicated hero who needs to get built up a bit. Yes his ally version costs 3, but if you’re generating resources with Thorin Oakenshield, Steward of Gondor, Resourceful, and potentially spreading them around with Bifur or Narvi’s Belt, then his cost shouldn’t be an issue. Not to mention you can get him into play for free with A Very Good Tale or Elf-stone.

Deckbuilding

Opportunity cost is one of the overarching concepts of deckbuilding games, and you really need to take your time here considering whether Hero Bombur is worth a spot in your Hero lineup. There are countless ways to build a Dwarf swarm deck, but let’s examine a basic hero lineup. A strong swarm deck will usually be tri-sphere to give you access to as many dwarf allies as possible, but does not have to be so. It will usually include Dain Ironfoot doing his thing providing that global +1 WP and +1 attack for all dwarf characters on the table. Thorin Oakenshield is also a solid contender due to his resource generation. We’ll add Nori to keep your threat manageable and negate the need for treat reduction by allowing you to lower your threat by 1 for each of those swarming allies you’re playing. Now we need one more hero, and Tactics can be a solid play depending on the quest, so Oin with his swarm-y ability could be a good substitute for Nori unless you need a tank like Gimli. That leaves Lore as the best option for that 3rd hero.

Now let’s narrow down our Lore Dwarf hero options. Bombur will do all the things we already looked at above: get you 1 Dwarf closer to 5 and do some light defending sans any buffs/attachments for 8 threat cost. Bifur is a nice 7 threat cost, will quest for 3 with Dain on the table, can defend for the same amount as Bombur (albeit with 2 fewer HP), and can smooth your resources to boot. Ori is often too good to pass up in many situations like this. His threat is 8 (same as Bombur), he can quest for 3 AND attack for 3 with Dain on the table, and the golden ticket with Ori is his passive ability of drawing an extra card each round during the resource phase (assuming you have 5 dwarfs).

In preparation for writing this review, I re-played Hero Bombur in a variety of decks, in a variety of quests, and even multi-player. To get maximum use out of his ability, one deck I built had Bombur, Thorin, and Oin as the heroes. It was fun getting to use both of their 5+ abilities very early, but I lost every time. I ran him with Dain and Nori which went better, but Bombur could never pull his weight (again, not a fat joke) against the encounter deck with his statline, and I needed every resource I had to get more dwarfs out on the table, and was therefore not able to get any defense buffs or healing for him. One other finding from my playthroughs using Bombur is that he holds up OK against the first 2 cycles, but man is he worthless defending against most enemies in this game (sans building him up). I found myself only able to defend wimpier goblins or birds due to that 2 defense. Even with +1 defense you’re just going to get worn down using him as a dedicated defender and will find yourself needing to chump block or use Dain to defend. It was frustrating trying to build a deck that was actually strong using him that didn’t rely on other players helping beef him up.

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 Bombur at 9 rings. To be honest, the only thing keeping me from giving him a 10 is how much I love the thematic design of the card, which goes perfectly with its artwork. Starting out only 1 dwarf away from hitting 5 instead of being 2 away is nice, but I’ve never found it to be game-changing. How does that help you when you’ve mulligan’ed to get that 1 cost dwarf ally, but your second hand still only has 2+ cost allies and you have a tri-sphere deck? Even if you can use it to your advantage on turn 2, in a dwarf swarm deck you’ll start filling the board with dwarves by round 2 or 3 anyway, and now you have to focus on boosting his defense or healing so you can actually use him the rest of the game. With 15 other Dwarf heroes to choose from, there’s just too many other, better options. Not to mention bypassing his hero version frees me up to use ally Bombur instead! He only goes into literally 1 type of deck, and even then he does not do very much for you without needing to be built up, which takes away from the focus on overwhelming Sauron with your Dwarf swarm. I want to like Hero Bombur, but he’s just not good.

  • Dave – 7
  • Grant – 5
  • Ted – 6
  • Matt – 7
  • Eric – 9
  • Average – 6.8

Sample Decks

Bombur Doin’ His Thing by Stone of Eric

Here is a deck I made that is designed to make maximum impact with the 5+ Dwarf boosts.

Main Deck

Hero (3)
Bombur (On the Doorstep)
Óin (On the Doorstep)
Thorin Oakenshield (Over Hill and Under Hill)

Ally (22)
2x Bifur (On the Doorstep)
2x Bofur (The Redhorn Gate)
1x Dori (Over Hill and Under Hill)
2x Dwalin (On the Doorstep)
1x Erebor Hammersmith (Core Set)
1x Erebor Record Keeper (Khazad-dûm)
2x Fili (Over Hill and Under Hill)
2x Glóin (On the Doorstep)
2x Kili (Over Hill and Under Hill)
2x Longbeard Elder (Foundations of Stone)
2x Miner of the Iron Hills (Core Set)
1x Veteran Axehand (Core Set)
2x Zigil Miner (Khazad-dûm)

Attachment (14)
1x A Burning Brand (Conflict at the Carrock)
2x Armor of Erebor (Mount Gundabad)
2x Ever My Heart Rises (The Long Dark)
1x Hardy Leadership (Shadow and Flame)
1x King Under the Mountain (On the Doorstep)
1x Legacy of Durin (The Watcher in the Water)
2x Narvi’s Belt (Khazad-dûm)
2x Ring Mail (The Long Dark)
2x Steward of Gondor (Core Set)

Event (14)
2x A Test of Will (Core Set)
2x Ancestral Knowledge (Khazad-dûm)
2x Daeron’s Runes (Foundations of Stone)
2x Feint (Core Set)
1x Hasty Stroke (Core Set)
3x Lure of Moria (Road to Rivendell)
2x Untroubled by Darkness (Khazad-dûm)

3 Heroes, 50 Cards
Cards up to Mount Gundabad

Sideboard

Hero (1)
Dwalin (Khazad-dûm)

Ally (4)
2x Arwen Undómiel (The Watcher in the Water)
2x Gandalf (Core Set)

Attachment (5)
2x Ancestral Armor (Roam Across Rhovanion)
2x Cram (Over Hill and Under Hill)
1x Narvi’s Belt (Khazad-dûm)

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

Decklist built and published on RingsDB.

Books and Eating (Mono Lore) by Durins_Father

Here is a deck built by durins_father that is a mono-Lore deck designed to be played as part of a Dwarf fellowship.

Main Deck

Hero (3)
Bifur (Khazad-dûm)
Bombur (On the Doorstep)
Ori (Over Hill and Under Hill)

Ally (17)
3x Erebor Hammersmith (Core Set)
3x Erebor Record Keeper (Khazad-dûm)
3x Ered Nimrais Prospector (The Morgul Vale)
2x Gandalf (Core Set)
3x Longbeard Map-Maker (Conflict at the Carrock)
3x Miner of the Iron Hills (Core Set)

Attachment (18)
2x A Burning Brand (Conflict at the Carrock)
2x Elf-stone (The Black Riders)
2x Expert Treasure-hunter (On the Doorstep)
2x Healing Herbs (Foundations of Stone)
2x Legacy of Durin (The Watcher in the Water)
2x Scroll of Isildur (The Morgul Vale)
3x Self Preservation (Core Set)
3x Thror’s Map (Over Hill and Under Hill)

Event (17)
3x Advance Warning (The Drúadan Forest)
3x Ancestral Knowledge (Khazad-dûm)
3x Daeron’s Runes (Foundations of Stone)
2x Expecting Mischief (Over Hill and Under Hill)
2x Infighting (A Journey to Rhosgobel)
2x Lore of Imladris (Core Set)
2x Mithrandir’s Advice (The Steward’s Fear)

3 Heroes, 52 Cards
Cards up to The Black Riders

Decklist built and published on RingsDB.

Gluttony by Beorn

On the humorous side of things, here is a vintage deck from Beorn called “Gluttony” with an article explaining the deck theme in the description.

Main Deck

Hero (3)
Bombur (On the Doorstep)
Frodo Baggins (Conflict at the Carrock)
Glóin (Core Set)

Ally (20)
1x Brok Ironfist (Core Set)
3x Erebor Hammersmith (Core Set)
3x Erebor Record Keeper (Khazad-dûm)
2x Fili (Over Hill and Under Hill)
2x Gandalf (Over Hill and Under Hill)
2x Kili (Over Hill and Under Hill)
2x Longbeard Elder (Foundations of Stone)
3x Master of the Forge (Shadow and Flame)
2x Wandering Took (Core Set)

Attachment (15)
2x A Burning Brand (Conflict at the Carrock)
3x Cram (Over Hill and Under Hill)
1x Fast Hitch (The Dead Marshes)
2x Good Meal (The Redhorn Gate)
3x Miruvor (Shadow and Flame)
2x Narvi’s Belt (Khazad-dûm)
2x Self Preservation (Core Set)

Event (15)
3x A Very Good Tale (Over Hill and Under Hill)
2x O Elbereth! Gilthonial! (Shadow and Flame)
2x Peace, and Thought (Shadow and Flame)
2x Second Breakfast (Conflict at the Carrock)
3x The Galadhrim’s Greeting (Core Set)
3x We Are Not Idle (Shadow and Flame)

3 Heroes, 50 Cards
Cards up to On the Doorstep

Decklist built and published on RingsDB.

Folco Boffin

Mirlonde for Hobbits not that they needed one.

Background

Folco Boffin is a friend to Frodo. He that helps Frodo load up his belongings in a cart for the move from Bag End to Crikhollow. After they finished and had lunch, Folco returned home.

Card Theme

What little screen time Folco has in the books fits pretty well his abilities. Frodo’s move is cover for him to head East and travel to Rivendell. Folco, unwittingly, assists in that deception as seemingly just another Hobbit helping his friend move. Nothing out of the ordinary at all. He even returns home after helping and having lunch with his friends. Nothing there to draw the attention of Sauron. This is consistent with the idea of threat being the awareness of Sauron and his minions to the activities of our heroes. The more heroic and active in opposing to this plans, the more threatening they are to Sauron.

Card Synergies and Interactions

Secrecy

Folco’s low base starting threat makes it fairly easy to put him in a 3 hero line up to start with 20 or less threat. Just looking at heroes with effective starting threat cost of 7 or less there are 10 unique possibilities. 13 options including other sphere versions of the same character. This isn’t counting the low threat options available thanks to Messenger of the King contract.

  • Bifur
  • Eleanor
  • Tactics Eowyn
  • Fatty Bolger
  • Leadership Frodo Baggins
  • Spirit Frodo Baggins
  • Spirit Glorfindel
  • Spirit Merry
  • Tactics Merry
  • Mirlonde
  • Spirit Pippin
  • Lore Pippin
  • Smeagol

Roughly half of these listed above are Hobbits that makes Folco even cheaper. This extends the time you have in Secrecy or more flexibility to include a higher threat cost hero.

You can then utilize 2 great resource acceleration cards Resourceful and Timely Aid. Although you will need Leadership for Timely Aid it can very much worth it wirh expensive but powerful allies like Treebeard and Beorn. Both who are great ally defenders for the generally low defense and low hit point Hobbits.

Even if you are sticking to mono-Lore Secrecy is on a few great Lore cards providing even more resource acceleration from the discounted cost. Ithilien Lookout is a very solid combat ally with its 2 attack and tremendous value at 1 cost. The ability to discard an enemy from the encounter deck is very helpful for the squishy low hit point Hobbit heroes. Then there are 2 of the best encounter control cards, Out of the Wild and Risk Some Light. Needful to Know is another Secrecy Lore card, but even free the chances of reducing your threat after raising it one are not great. Woodmen’s Clearing is a much better option that always costs 0.

Hobbit Engage an Enemy with higher Engagement Cost than your Threat Bonus

Folco’s low starting threat, particularly with other Hobbit heroes, facilitates the Hobbit abilities centered on engaging enemies with higher engagement cost than your threat. Most important among these and in sphere for Folco, Gaffer Gamgee. Attack cancelation is huge for the generally low defense and low hit point Hobbits. The only other in sphere effect is Lore Pippins card draw which drawing more cards is almost always good.

Out of sphere, many of these abilities are simple stat boosts like that of Leadership Sam, Tactics Pippin, Hobbit Cloak, Dagger of Westernesse, Taste it Again!, Hobbit Archer, and Bywater Shirrif. You also get readying effects from Sam, Pippin, and Taste it Again! There’s a little ally mustering from Odo Proudfoot and Raise the Shire. After that it’s a few miscellaneous effects like Farmer Maggot’s direct damage, Tom Cotton’s resource smoothing, and shadow cancelation from Staff of Lebethron.

Houses of Healing

If you want to take advantage of Folco’s sacrifice ability, Houses of Healing is a good in sphere option to bring him back immediately after. The 5 cost is high but easily reduced with the number of Healer characters available in Lore. Elrond, Ioreth, Warden of Healing

Fast Hitch

Quest Specific

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 Folco at 4 rings. He’s a solid hero for enabling Secrecy or the Hobbit engagement mechanism. It’s not difficult to get his threat cost down to 4 or 5. Not quite the stats for cost value of Spirit Glorfindl but still a free stat or 2. His stats are very efficient as well with 2 willpower, 2 attack and 2 hit points. Equally good at questing or attacking. A decent target for Fast Hitch to leverage both of those stats. He also offers some emergency threat reduction by sacrifing him. Easy to bring him back with Houses of Healing in the same sphere.

His low threat cost consistently makes him a third hero choice when building Secrecy Hobbits. It’s also for that reason he’s rather limited to those type of decks. Alone he is just a Lore Hobbit hero at 6 cost putting him in direct competition with Lore Pippin. Lore Pippin in most cases is going to be better for the card draw. There are some 2 hero decks that run him for the single Lore resource then sacrifice him first turn, but they’re fairly niche.

I also find his efficiency rather boring. After setup, he’s just going to help with questing or attacking. He doesn’t have an interesting ability that you can trigger throughout the game or build around like many of the other Hobbit heroes. He just serves a particular role in deck building and does it well.

  • Dave – 4
  • Grant –
  • Ted – 6
  • Matt – 4

Sample Decks

Deck name and creator

short deck description

Mirkwood Explorer

  • Player Card Categories 
    • Location Control
  • Artist
  • Kim Sokol

Need to explore 1 location in a single fell swoop, call the Mirkwood Explorer.

Background

In The Hobbit, a great grey wolf tells the wargs sitting below Thorin’s Company and Gandalf up in some pine trees about the woodmen.

In spite of the dangers of this far land bold men had of late been making their way back into it from the South, cutting down trees, and building themselves places to live in among the more pleasant woods in the valleys and along the river-shores. There were many of them, and they were brave and well armed, and even the Wargs dared not
attack them if there were many together, or in the bright day.

The Hobbit, Chapter 6: Out of the Frying-Pan into the Fire

Card Theme

The ability on the Mirkwood explorer fits with the little we know of the woodmen. As a group of men venturing into what is new lands to them, they would need explorers to scout out areas for resources and future settlements. The explorer’s 2 willpower is good for non-unique ally as questing is often intended to represent the players traversing the lands of Middle-Earth. He also can also help clear other locations with his ability.

Card Synergies and Interactions

Ally Readying

Ideally players will want to quest and have the option of using Mirkwood Explorer’s ability in the same turn. The 2 willpower is quite significant for an ally. The option to explore a location revealed during staging can mean the difference between questing successfully or not. It is even more valuable in multiplayer. Fortunately, there is an in sphere card that synergizes well with the explorer, Leather Boots.

It is cheap, in sphere, repeatable, and the explorer will ready if a potential target for its ability is revealed in staging. If a location isn’t revealed, Leather Boots makes the explorer a valid target for To Arms! as another way to ready them. Spare Hood and Cloak also opens the option of using To Arms!, but more importantly can be a repeatable source of readying on its own. It does take Long Lake Trader that can move it to another ally, but the trader is also in Lore and not that hard to manage.

Another readying option in Lore is Woodmen Lore that is limited to the Woodmen trait and will require at least one location attachment in play. Elwing’s Flight is a questing two for with the explorer because it will boost its willpower and let it use its ability. The last single ally readying event Ever Vigilant from the core set is an option open to every player.

Global readying from Grim Resolve, Strength of Arms, and The Free Peoples can work too. Especially it is a good idea to have all characters quest and then play one of the above to ready them all for combat. These can easily be played in the action windows after committing characters for the explorer to use his ability.

Location Attachments

Aside from the requirement of Woodmen’s Lore, there is one location attachment that makes the explorer’s ability much, much more efficient. Woodman’s Path reduces a location quest points to 1. Normally it can take several turns of questing successfully to get enough progress to explore a single location. Woodmen’s Path reduces the time to a single turn.

This can be pretty important especially when paired with the seris of attachments that have an effect when a location is explored. Ancient Mathom draws 3 cards, Elf-Stone musters an ally, Ranger Provisions accelerates resources, Woodmen’s Clearing reduces threat, and Put Off Pursuit trades an enemy for a location. Timing when the attached location is explored is important since all of them except Put Off Pursuit only gives the benefit to the first player. The Explorer’s ability to place progress is an action giving the player control when it is explored and the effect is triggered.

Player Guarded Cards and Burglar’s Turn

In a similar vein to the location attachments, the Explorer’s ability can explore a location guarding a player Guarded X card. Stone of Elostirion and Mithril Shirt as the only Guarded (location) cards work best with the explorer. Many of the others are Guarded (enemy or location) where the Explorer can possibly help get them under a player’s control. The contract Burglar’s Turn also rewards players for exploring locations with item and artifact attachments. Although it only works if the players travel to a location and explore the location while it is active. Still the explorer can use it ability to help clear the active location faster and claim the loot.

Other Direct Location Progress Effects

As mentioned earlier, it can take several turns for the Mirkwood Explorer to build up enough progress to clear a location. Combining it with more cards that also directly progress to location shorten the time to explore a particular location significantly. Lore has a number of other cards that can put progress on a location. While not all are great, Lore has the best one, Asfaloth that for an action can always add 1 progress to a location or 2 if playing with Glorfindel. The Evening Star is second only to the Mirkwood Explorer in Lore for placing the most progress on any location at one time considering it starts at 2 for the first copy. Then by the third copy it places 4. Expert Trackers is the only other one that can place progress on any location and not just the active. It is very conditional since it is a response to enemy engagement. Then the amount of progress is dependent on the threat of the engaged enemy. On top of it all, you have to exhaust a scout or ranger character.

Spirit has more options with Northern Tracker, Riddermark’s Finest, Rhovanion Outrider, Spirit Aragorn Hero, Woodland Courier, and Backtrack. Leadership, unfortunately, only has Snowbourn Scout.

Quest Specific

The Brown Lands in Journey Along the Anduin, Conflict at the Carrock, The Dead Marshes, and Return to Mirkwood is a great target for the explorer’s ability. He will need only 1 progress saved up to eliminate 5 threat from the staging area. Emyn Muil as the first location heavy quest with 22 locations to only 12 enemies, every location control card can do a lot of work.

The Haradhrim cycle is full of locations that players don’t want to travel to. Many have nasty forced effects when they become the active location. This circumvents many location control effects like Thror’s Map that avoid travel effects. Towering Dunes in addition to its Forced effect even limits Northern Tracker’s effectiveness. The explorer, however, could clear the way for the tracker. Lastly, the cycle features 2 locations, Pitch Black Tunnel and Desolate Land, with threat equal to the number of characters controlled by a player. Exploring those locations as soon as they come out especially late game can avoid a disastrous threat raise.

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 Mirkwood Explorer at 4 rings. It is a solid questing ally with a very useful location control ability. The only negatives are that it has to exhaust to transfer its accumulated progress and its 3 cost. There are a number of good options to mitigate the exhausting requirement. Even without readying, there are situations where using its ability can add more to questing than 2 willpower will. The 3 cost outside of mono-Lore or significant resource acceleration typically keep it from a first turn play. Generally the earlier it can be played, the better to start accumulating progress. There are a few lower cost 2 willpower allies and location control cards, but this one does both. It usually is in consideration for inclusion when I’m playing Lore.

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

Sample Decks

https://ringsdb.com/decklist/view/7949/location-busters-1.0

Location Busters by The BGamerJoe

A multiplayer location control deck with some combat ability thanks to Spirit Glorfindel and Idraen’s action advantage.

Main Deck

Hero (3)
Bifur (Khazad-dûm)
Glorfindel (Foundations of Stone)
Idraen (The Three Trials)

Ally (14)
1x Bilbo Baggins (The Road Darkens)
2x Eryn Galen Settler (Race Across Harad)
3x Mirkwood Explorer (The Thing in the Depths)
3x Northern Tracker (Core Set)
1x Quickbeam (The Treason of Saruman)
2x Warden of Healing (The Long Dark)
2x Westfold Horse-breeder (The Voice of Isengard)

Attachment (18)
3x Ancient Mathom (A Journey to Rhosgobel)
2x Asfaloth (Foundations of Stone)
1x Dúnedain Pipe (The Black Serpent)
3x Elf-stone (The Black Riders)
2x Explorer’s Almanac (The Grey Havens)
3x Light of Valinor (Foundations of Stone)
1x Magic Ring (The Crossings of Poros)
2x Steed of Imladris (Across the Ettenmoors)
1x Warden of Arnor (The Three Trials)

Event (18)
3x A Test of Will (Core Set)
3x Backtrack (Race Across Harad)
2x Dwarven Tomb (Core Set)
3x Elrond’s Counsel (The Watcher in the Water)
2x Elven-light (The Dread Realm)
3x Heirs of Earendil (The Dungeons of Cirith Gurat)
2x Tale of Tinúviel (The Dread Realm)

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

Sideboard

Ally (8)
3x Dunedain Pathfinder (Race Across Harad)
2x Ranger of Cardolan (The Wastes of Eriador)
3x Rhovanion Outrider (Temple of the Deceived)

Attachment (2)
1x Silver Lamp (The Voice of Isengard)
1x Thrór’s Key (On the Doorstep)

Event (10)
3x Coney in a Trap (The Mûmakil)
3x Daeron’s Runes (Foundations of Stone)
1x The Free Peoples (Beneath the Sands)
3x Well Warned (The Sands of Harad)

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.