Fast Hitch

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

TL;DR It’s a Hobbit staple.

Background

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

Card Theme

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

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

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

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

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

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

Synergies and Interatcions

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

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

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

Stat Boosting

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

Ability Triggers

Characters with abilities you may want multiple uses of:

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

Peak Power

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

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

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

Rating, Conclusion

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

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

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

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

Grant: 3

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

Radagast and Radagast’s Staff

The hero and attachment the Eagles deck needed.

Background

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

Card Theme

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

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

Card Synergies and Interactions

Creature Allies

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

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

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

Return Ally to Hand Effects

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

Defense Bonus

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

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

Word of Command

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

Quest Specific

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

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

Ring Rating

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

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

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

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

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

Hero

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

Staff

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

External Links

Sample Decks

The Eagles Are Coming! by radAGHAST 

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

Main Deck

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

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

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

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

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

Decklist built and published on RingsDB.

Mono-Lore of the Eagles by The Purple Wizard

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

Main Deck

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

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

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

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

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

Sideboard

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

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

Decklist built and published on RingsDB.

Stone of Elostirion

Guarded (location). Restricted.

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

You draw 1 additional card during the resource phase.

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

Background

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

Card Theme

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

Palantir

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

Thematic Deckbuilding Ideas

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

Card Synergies and Interactions

Discard Location Effects

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

Direct Location Progress

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

Automatic Card Draw

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

Quest Specific

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

Ring Ratings

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

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

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

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

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

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

External Links

Sample Decks

Guarded-o-rama by Card Talk Dave

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

Main Deck

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

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

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

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

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

Scout’s Honor by Uruk-Guy

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

Main Deck

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

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

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

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

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

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

Sideboard

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

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