The Hidden Way

  • Card Talk Season 3 Episode 58
    • Video episode
    • Audio episode
  • Cycle
    • Ered Mithren
  • Set
    • The Withered Heath 
  • Player Card Categories
    • Location Control
    • Encounter Control
    • Encounter Reveal Reduction

The location version of Wait No Longer.

Background

The card refers to Stonewain Valley that Ghan-Buri-Ghan lead the Rohirrim through to get to Pelennor Fields.

Card Theme

The card lets the player(s) choose a location to go to bypasses any negative travel effects, or other potentially hazardous locations they might have had to go to first before. In true solo, it also ensures you won’t reveal an enemy card thereby avoiding any encounters for a round. It fits very well with source material with the Rohirrim avoiding orcs by going to a different location.

Card Synergies and Interactions

Direct Location Progress

There are several cards that can help explore the new active location brought out by The Hidden Way. Lorien Guide in the Core Set debuted the ability to put progress on the location. The first FAQ also clarified that Tactic Legolas hero and Blade of Gondolin could also place progress on the active location because it always acts as a buffer to the main quest. Cards like Snowbourn Scout, Asfaloth, and The Evening Star that place progress on any location will also work.

Haldan, Scouts, and Location Attachments

Haldan’s abilities all depend on there being an active location. The Hidden Way can help make them more consistent. Putting location attachments on them not only can help explore the location by getting him to quest without exhausting but Woodmen’s Path reduces the quest points to 1. Allies with the Scout trait often have abilities that can help clear the active location.

More Encounter Control

The Hidden Way often ends up in many encounter control decks because it reduces the number of encounter cards revealed. Instead of canceling an encounter card like most encounter control, it gives players the choice of a location helping shut down the worst the encounter deck has to offer. An encounter control strategy is usually limited to multiplayer since it leaves little room in a deck for cards to aid in questing and combat. The Hidden Way still works in solo because it can reduce the number of revealed cards to 0. Additionally it puts the location in the active slot and it won’t add its threat to the staging area. It combos well with A Watchful Peace because any more innocuous location pulled out can be recurred with it. Lore is also full of more encounter manipulation and cancelation. Lore Denethor, Risk Some Light, Out of the Wild, and Scout Ahead can either move or outright remove the worst cards from the encounter deck. Lore also has Leave No Trace and None Return like Out of the Wild that can add cards to the victory display but only after dealing with them at least once. This, however, opens the possibility of canceling another copy of that encounter card with The Door is Closed!

Quest Specific

Any quest with nasty travel effects can be teched against with The Hidden Way. The Hidden Way bypasses traveling and won’t trigger any of the Travel effects. Every cycle has some locations with travel effects that are better avoided. Haradrim, however, can counter The Hidden Way bypassing travel because it features many locations with Forced effects that trigger when a location becomes the active location.

In solo, a quest full of enemies, like The Seventh Level or The Fate of the Wilderland, it can be used to give the players a break from the onslaught.

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 Hidden Way at 5 rings. It can be a widely applicable card to use considering it gives players options to what comes out of the encounter deck. When there isn’t an active location, it will lower the potential added staging area threat. It will bypass travel effects of which there are many that can ruin a game. It really shines in multiplayer where getting one less random card makes a bigger difference since reduces the chances of surge. Also in multiplayer the threat of location lock is higher and getting a location out and potentially cleared in a single turn can have a huge impact. I don’t rate it higher as many quests can be handled by a well balanced deck that quests and fights well. The options provided by encounter control effects while helpful aren’t always needed.

  • Dave – 4
  • Grant – TBR
  • Ted – 4
  • Matt – 5
  • Average – 4.33

External Links

Sample Decks

Infiltration Team for Escape from Dol Guldur by kattattack22

Questing and encounter control deck for 2 handed fellowship to crush Escape from Dol Guldur.

Main Deck

Hero (3)
Argalad (The Drowned Ruins)
Glorfindel (Foundations of Stone)
Pippin (The Black Riders)

Ally (17)
2x Daughter of the Nimrodel (Core Set)
3x Elrond (The Road Darkens)
3x Ithilien Lookout (The Dunland Trap)
3x Mirkwood Explorer (The Thing in the Depths)
3x Northern Tracker (Core Set)
3x Warden of Healing (The Long Dark)

Attachment (12)
3x Asfaloth (Foundations of Stone)
3x Light of Valinor (Foundations of Stone)
1x Magic Ring (The Crossings of Poros)
3x Song of Travel (The Hills of Emyn Muil)
2x Unexpected Courage (Core Set)

Event (21)
3x A Test of Will (Core Set)
3x Deep Knowledge (The Voice of Isengard)
3x Power of Orthanc (The Voice of Isengard)
3x Risk Some Light (Shadow and Flame)
3x Strider’s Path (The Hunt for Gollum)
3x The Evening Star (The Grey Havens)
3x The Hidden Way (The Withered Heath)

3 Heroes, 50 Cards
Cards up to The Withered Heath

Decklist built and published on RingsDB.

Asfaloth – Community Review

by Clare Bernier

  • Card Talk Season TBD Episode TBD
    • Video episode
    • Audio episode
  • Cycle
    • Darrowdelf
  • Set
    • Foundations of Stone
  • Player Card Categories 
    • Location Control

Card Background & Theme

The art, flavor text and mechanics reflects the description J.R.R. Tolkien provided in one of his letters, including “ornamental headstall, carrying a plume, and with the straps studded with jewels and small bells.” The card’s flavor text and mechanics are true to the lore, as Asfaloth was Glorfindel’s horse, who was commanded to bear Frodo across the Bruinen after his wounding at Weathertop.

Card Synergies and Interactions

Mostly pros here, with a few drawbacks due to cards that may be part of the Encounter deck. Asfaloth is pretty cheap to get out – but he is also Unique (only 1 copy of him can be in play). Of course, you have to be playing the Lore sphere (or at least have access to Lore sphere resources), and you must have a Noldur or Silvan hero to attach him to. He’s useful with or without Glorfindel – placing even 1 progress token on a land can be huge, especially in scenarios where you can easily become land-locked. True, the designers have come up with many ways to thwart Asfaloth’s progress — lands that cannot be targeted by card effects, and so on. If I’m playing Lore, I usually consider Asfaloth at some point in the deck design.

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.

A large part of what I enjoy most in playing LOTR:LCG is being able to construct an exciting narrative around the heroes and allies struggling to complete each scenario as I play. Asfaloth helps deliver that in a very satisfying way. We summon Asfaloth to the aid of one of our heroes and command him bear our hero more quickly (and thus more safely!) through the ravaged lands of Middle Earth on our way to complete this leg of the journey To me, this is the most wonderful thing about this card.

  • Clare- 2
  • Dave – TBR
  • Grant – TBR
  • Ted – TBR
  • Matt – TBR
  • Average – 2

Quickbeam (Ally)

An Ent for all decks.

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

Background

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

Card Theme

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

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

Card Synergies and Interactions

Ent Tribal

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

Ally Action Advantage / Readying

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

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

Fellowship

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

Messenger of the King

Messenger of the King Quickbeam is a terrible nonbo. Quickbeam is amazing because he has the stats of a 4 cost ally or regular hero for the low, low cost of 2 Lore resources. Messenger of the King makes you pay the full cost of his stats with 9 threat and he’s enters play either exhausted or with a damage unlike other 9 threat cost heroes. A player is better off choosing a different unique ally with a a good ability, or a low threat hero with a decent stat or two. Lore has enough card draw that Quickbeam is easy to dig out the player’s deck.

Ring Rating

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

I rate Quickbeam at 1 ring. His cost to stats ratio is insane. Then his ability to ready once he comes into play completely offsets the Ent drawback of entering play exhausted to compensate for the higher stats. He has to take a damage, but that’s not a big deal and can even be a synergy. That can help immediately boost a Booming Ent. Otherwise, it only takes one Wellinghall Preserver to offset that cost. Even if he isn’t healed, he still has a 2 respectable hit points. There are a few quests that have effects that scale by damaged characters, but there so few and far between that it is negligible. The only arguments I have against him being a 1 is that he’s not neutral and he’s a terrible Messenger of the King hero. Otherwise, any deck I’m building with Lore that isn’t a trait centric deck or using Forth, the Three Hunters is going to have a minimum of one copy of Quickbeam. Most likely 2 to increase the changes of seeing him and minimize having a dead draw since he’s unique.

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

External Links

Sample Decks

Super Hasty Ents by Master of Lore

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

Main Deck

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

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

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

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

3 Heroes, 50 Cards
Cards up to The Grey Havens

Decklist built and published on RingsDB.

Drinking Song

  • Card Talk Season 5 Episode 36
    • Video episode
    • Audio episode

It’s an extra mulligan!

Background

Tolkien’s works feature many songs. It considering that a major theme in the Lord of the Rings is joy of everyday life and simple pleasures that it would have a couple drinking songs. There is “Ho! Ho! Ho! To the Bottle I Go” that used for the flavor text. The hobbits sing it after meeting Gildor and his entourage of elves.

Ho! Ho! Ho! to the bottle I go

To heal my heart and drown my woe.

Rain may fall and wind may blow,

And many miles be still to go,

But under a tall tree I will lie,

And let the clouds go sailing by.

Fellowship of the Ring, Chapter 4: A Short Cut to Mushrooms

There is also “The Man in the Moon Stayed Up Too Late” that Frodo sings when he gets up on a table at The Prancing Pony.

There is an inn, a merry old inn

beneath an old grey hill,

And there they brew a beer so brown

That the Man in the Moon himself came down

One night to drink his fill.

Fellowship of the Ring, Chapter 9: At the Sign of the Prancing Pony

The above is an just an except as the full song is quite long.

Card Theme

Many of the cards with draw effects in the game has ties to knowledge in the game. Daeron’s Runes (a writing system), Deep Knowledge, Gandalf’s Search, Mithrandir’s Advice, etc.

Drinking Song is an interesting entry into melding this theme and mechanism. It can be argued that songs are another medium to convey knowledge. Particularly with many of the songs of the ancient heroes and deeds in Middle Earth. Drinking Songs, however, generally are not these grand epic songs. They’re silly, funny, and fun to sing while drinking impairing one’s wits. I think this is why it has a player shuffle their hand back into the deck and redraw those cards. It is represents the alcohol scrambling the knowledge in their head.

Card Synergies and Interactions

More Card Draw

The idea behind combining this card with more card draw, is it increases the number of cards you reshuffle into the deck. This synergy is best if a player truly wants an extra mulligan with this card ensure getting a key card or to really thin their deck. Peace and Thought is a really strong choice for this since it draws 5 at the cost of a single card. Erestor hero also especially on turn 1 can help maximize that new hand if played on turn 1. Deep Knowledge and Daeron’s Runes also can help incrementally increase your hand size especially if you have more than 1 or draw into multiple copies.

Love of Tales

Drinking Song and Love of Tales can create a resource acceleration engine in mono-Lore. Lore doesn’t have many resource acceleration options after the Master of Lore nerf. This particular engine for Mono-Lore takes a bit of setup to get 2 or optimally 3 Love of Tales in play. Still it is not that difficult since they’re zero cost and just need to be drawn, and fortunately Lore has many ways to draw cards. Then each play of Drinking Song, will give each hero with Love of Tales a resource. They can be recurred with Scroll of Isildur to play them 9 times in a game. Erebor Hammersmiths can increase this up to 15 times in game. That means this engine could generate up to 45 resources in a game. The entire time, the player will get to draw new hands of cards.

Council of the Wise

Council of the Wise because of its deckbuilding limitation, can be very inconsistent. The limit of 1 copy of each card in a deck works in Magic the Gathering where Elder Dragon Highlander or as it is now known, Commander is a very popular format because its card pool lots of cards with similar effects. This allows Magic decks to create consistent decks because there are dozens of cards with different names that still do the same thing. LOTR LCG doesn’t have that same depth particularly as less player cards came out in each cycle than many Magic sets. Additonally, an advantage of the LCG release model is there is little to no reprints and players don’t have to buy multiple copies of expansions except for the original core set. Drinking Song can help make Council of the Wise decks a bit more consistent. Anytime there is a bad draw or starts to stall because events aren’t being drawn, then Drinking Song can reset the player’s hand plus triggers the contract’s response.

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 Drinking Song at 4 rings. It is a good solid card that helps dig for specific cards and makes for a fun resource engine in mono-Lore. It is a very Pippin player friendly card because it help get combos set up. That said, I think it is more a role player of the zero cost card draw events. Daeron’s Runes and Deep Knowledge are easier to play since they are zero resource cost and get the player 2 new cards. Drinking Song needs a unique Hobbit in order to replace itself. The main hurdle I find to playing it usually if I have a card I want to keep, then I don’t play Drinking Song even if all the other cards in my hand aren’t helpful. If playing Lore and looking to splash in card draw Daeron’s Runes and Deep Knowledge are top of the list. Including a third card draw event after those can take up too much deck space. Even if considering more card draw, Heed the Dream is a strong contender for the similar use case as Drinking Song. Heed the Dream let’s a player search their top 5 cards for 1 in particular and their entire deck if 3 leadership resources are paid. At that point, it may come down to if unique Hobbits are being played in the deck or not.

  • Dave – 2
  • Grant – TBR
  • Ted – 2
  • Matt – 4
  • Average – 2.67

External Links

Sample Decks

Love of Drinking Song by Marcelf

Mono-Lore deck showcasing Love of Tales and Drinking Song resources acceleration.

Love of Drinking Song

Main Deck

Hero (3)
(MotK) Gléowine (Messenger of the King Allies)
Folco Boffin (The Dungeons of Cirith Gurat)
Gríma (The Voice of Isengard)

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

Ally (23)
3x Erebor Hammersmith (Core Set)
1x Firyal (The Mûmakil)
1x Gaffer Gamgee (Mount Gundabad)
2x Gandalf (Core Set)
1x Gandalf (Over Hill and Under Hill)
1x Gléowine (Core Set)
1x Henamarth Riversong (Core Set)
1x Ioreth (A Storm on Cobas Haven)
3x Isengard Messenger (The Voice of Isengard)
3x Loyal Hound (The Fate of Wilderland)
1x Mablung (The Land of Shadow)
1x Quickbeam (The Treason of Saruman)
1x Robin Smallburrow (The Drowned Ruins)
2x Steward of Orthanc (Race Across Harad)
1x Warden of Healing (The Long Dark)

Attachment (15)
3x Keys of Orthanc (The Voice of Isengard)
3x Love of Tales (The Long Dark)
3x Resourceful (The Watcher in the Water)
3x Scroll of Isildur (The Morgul Vale)
3x Sword-thain (The Dread Realm)

Event (12)
3x Bartering (The Wilds of Rhovanion)
2x Daeron’s Runes (Foundations of Stone)
3x Drinking Song (Mount Gundabad)
3x Mithrandir’s Advice (The Steward’s Fear)
1x The Houses of Healing (A Storm on Cobas Haven)

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

Decklist built and published on RingsDB.

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