Curious Brandybuck

  • Cycle  
    • Angmar Awakened
  • Set
    • Wastes of Eriador

Efficient quester for a limited time.

Background

The Brandybucks are descendents of the first Thains of The Shire. Originally called the Oldbucks, they ruled The Shire until the twelveth Thain, Gordenhad Oldbuck, moved to Buckland. He began to turn it into a settlement and renamed himself Brandybuck. The only member of the Brandybuck family from the main story is Meriadoc “Merry” Brandybuck.

Card Theme

This card appears to be modeled after Gordenhad as the exmplar of the Brandybuck family. The ally comes into play for traveling to a new location. Then once that location is known, the ally goes away much like how Gordenhad left his nominal leadership position to establish a new Hobbit settlement.

Card Synergies and Interactions

Hobbit Character Boosts

Curious Brandybuck particularly benefits from any Hobbit character boost that doesn’t require an attachment to be placed on it. Fortunately Hobbits have a few options here. Tom Cotton boosts its attack to 2 for the round. This could be triggered multiple times in a game if the Brandybuck is put back on the bottom and later drawn again. Redbook of Westmarch will boost its willpower by 1 each time it can quest. Lastly, Bill the Pony provides an extra hit point that can help soak some damage, especially archery. This is a good play since any damage put on it will disappear when it is placed on the bottom of the deck.

Merry + Horn of the Mark

Hobbits don’t have many ways to bounce in and out of play like Rohan. Curious Brandybuck, however, provides one of the more reliable triggers for Horn of the Mark. The card draw from it helps offset the loss of the card when Brandybuck leaves play.

Westroad Traveler

West Road Traveler provides a way to avoid the Forced effect to put the Curious Brandybuck on the bottom of the deck. It still can only be temporary since there is an active location providing a buffer to the main quest. Still if a player wants to keep the Curious Brandybuck around for another round to chump block then West Road Traveller

Erestor

Curious Brandybuck gives an Erestor deck a free ally it can play. This is important when Erestor decks have a 10 card starting hand but only 3 resources to play them. Mid to late game, the card being put back on the bottom is not an issue as a player can expect to draw it eventually with 4 cards being drawn a turn.

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 Curious Brandybuck at 7 rings. This is recognizing that getting a free ally even temporarily is a good deal. Tom Cotton can give it low but helpful attack when it comes into play. It also can be used to get a free chump block in an emergency. Using its cost reduction ability, however, results in it having to leave play eventually. Horn of the Mark, Valiant Sacrifice, or other card draw can offset the loss of the card. Still there are other 2 cost 2 willpower Spirit allies that won’t have to leave play if the active location is explored. The availability of these solid alternatives make this more of a niche card.

  • Dave – 4
  • Grant – TBR
  • Ted – 5
  • Matt – 7
  • Average 5.33

External Links

Sample Decks

Hobbit swarm by Fleone

A Bond of Friendship deck that aims to swarm the board with Hobbits.

Main Deck

Hero (4)
Merry (The Wastes of Eriador)
Pippin (The Black Riders)
Sam Gamgee (The Black Riders)
Tom Cotton (The Mountain of Fire)

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

Ally (27)
1x Bilbo Baggins (The Road Darkens)
2x Bill the Pony (The Black Riders)
2x Bywater Shirriff (The Fate of Wilderland)
2x Cautious Halfling (Wrath and Ruin)
2x Curious Brandybuck (The Wastes of Eriador)
2x Farmer Maggot (The Black Riders)
2x Gaffer Gamgee (Mount Gundabad)
2x Gandalf (Core Set)
2x Halfling Bounder (The Sands of Harad)
2x Hobbit Archer (The Land of Sorrow)
2x Odo Proudfoot (Under the Ash Mountains)
2x Robin Smallburrow (The Drowned Ruins)
2x Rosie Cotton (The Mountain of Fire)
2x Wandering Took (Core Set)

Attachment (11)
2x Horn of Gondor (Core Set)
2x Horn of the Mark (The City of Ulfast)
1x Inner Strength (Wrath and Ruin)
1x Magic Ring (The Crossings of Poros)
2x Red Book of Westmarch (The Land of Sorrow)
1x Sword-thain (The Dread Realm)
1x The One Ring (A Shadow in the East)
1x Thorongil (The Fortress of Nurn)

Event (12)
2x A Good Harvest (The Steward’s Fear)
2x Drinking Song (Mount Gundabad)
2x Knife-work (A Storm on Cobas Haven)
2x Raise the Shire (The Mountain of Fire)
2x The Shirefolk (Mount Gundabad)
2x Tighten Our Belts (The Nîn-in-Eilph)

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

Sideboard

Hero (1)
Frodo Baggins (A Shadow in the East)

Ally (4)
2x Halfast Gamgee (The Crossings of Poros)
2x Keen-eyed Took (The Hills of Emyn Muil)

Attachment (6)
2x Dagger of Westernesse (The Black Riders)
2x Fast Hitch (The Dead Marshes)
2x Hobbit Cloak (The Black Riders)

Event (8)
2x A Very Good Tale (Over Hill and Under Hill)
2x Halfling Determination (The Black Riders)
2x Hobbit-sense (Encounter at Amon Dîn)
2x Keen as Lances (Escape from Mount Gram)

Decklist built and published on RingsDB.

Beregond’s amazing discount sale! by Steinwell

A multiplayer gift deck that uses Beregond’s armor and weapon discount combined with Battering or Long Lake Trader to pass out attachments to other players.

Main Deck

Hero (3)
Beregond (Heirs of Númenor)
Erestor (The Treachery of Rhudaur)
Thurindir (Race Across Harad)

Ally (13)
3x Curious Brandybuck (The Wastes of Eriador)
2x Elven Jeweler (Escape from Mount Gram)
3x Guardian of Rivendell (Flight of the Stormcaller)
2x Ioreth (A Storm on Cobas Haven)
3x Long Lake Trader (The Wilds of Rhovanion)

Attachment (29)
1x Black Arrow (On the Doorstep)
3x Citadel Plate (Core Set)
3x Explorer’s Almanac (The Grey Havens)
2x Gondorian Shield (The Steward’s Fear)
3x Keeping Count (The Redhorn Gate)
3x Legacy Blade (The Dungeons of Cirith Gurat)
2x Mighty Warrior (Race Across Harad)
3x Raiment of War (The Thing in the Depths)
3x Raven-winged Helm (The Wastes of Eriador)
1x Spear of the Citadel (Heirs of Númenor)
3x The Long Defeat (The Battle of Carn Dûm)
1x Weather-stained Cloak (The Dread Realm)
1x Wingfoot (The Nîn-in-Eilph)

Event (6)
3x Bartering (The Wilds of Rhovanion)
3x The Evening Star (The Grey Havens)

Player Side Quest (2)
1x Gather Information (The Lost Realm)
1x The Storm Comes (The Sands of Harad)

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

Decklist built and published on RingsDB.

Eleanor

Extra treachery cancelation hero that shines in multiplayer.

Background

Eleanor is a FFG created character with the Gondor and Noble traits. If the traits weren’t enough of a clue, her art shows her wearing a diadem. It even looks reminiscent of the Aragorn’s crown in Peter Jackson’s Return of the King.

Card Theme

Eleanor’s ability to cancel a treachery and reveal a new encounter card doesn’t match the abilities of most Gondorian heroes. Heirs of Numenor really started to establish the Gondor trait being linked to resources and resource acceleration with Leadership Borormir giving an attack bonus when he has a resource in his pool and Tactics Beregond discounting Armor and Weapon attachments. Other Gondor cards expanded on this theme with more resource acceleration like Wealth of Gondor, Mablung hero, Captain’s Wisdom and Leadership Denethor

.

Eleanor’s ability is similar to Lore Denethor‘s ability to look at the top card of the encounter deck and either put it on the top or bottom. There weren’t any more Gondor themed encounter control cards until the Gondorian Rangers and Traps in Against the Shadow and then it was limited to Lore. Eleanor’s ability is more aligned with the Spirit sphere’s encounter cancellation cards like A Test of Will and Hasty Stroke. I think this is largely a result of the initial design not being as centered around traits as what eventually developed in larger expansions.

Card Synergies and Interactions

Defense Bonus

Defense is Eleanor’s only stat besides hit points greater than 1. At 2, it is sufficient for the Core Set scenarios where many enemies have 2 attack and there is even 1 attack enemies. Gondorian Shield since it gives +2 defense to Gondorian heroes turns her into a decent defender. Blood of Numenor is a solid option in the Spirit sphere and works well with all the resource acceleration options for a Gondor deck. Eleanor’s low threat of 7 also makes it possible to pair it with Resourceful. Still even with these significant defense boosts, Eleanor’s 3 hit points keeps her from being a great primary defender.

Readying

Readying is good if a player wants to use Eleanor as a defender in addition to her ability. Unexpected Courage, of course is the quintessential readying card. Miruvor also is a decent option to ready Eleanor after using her ability. It can even add a resource to Eleanor for use with Blood of Numenor.

More Encounter Control

Eleanor can become an adequate defender, but it is really her ability that is most useful considering how much build up she needs. Utilizing it alongside more encounter control, can shut down the worst the encounter has to offer. This strategy is usually limited to multiplayer since it leaves little room in a deck for cards to aid in questing and combat. In Spirit, there’s A Test of Will and Hasty Stroke. A Watchful Peace can also control the encounters by recurring an innocuous locations. Lore, however, will need to be added for more direct 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

Eleanor can be useful in many quests considering all of them have treacheries. The first two cycles more so than later cycles. Shadows of Mirkwood included many that dealt direct damage to heroes and allies that could lay waste to a players board state. Massing at Night in multiplayer especially at 3 and 4 players can be overwhelming. Roasted Slowly and Gollum’s Bite are outright hero killers.

The Darrowdelf cycle, however, it is almost a requirement to bring Test of Will. The Hazards of the Pit set that is part of many of the scenarios includes the notorious Sudden Pitfall that can easily take out a hero if there are no other questing characters to discard. Crumbling Ruin in the same set can also often result in the loss of an ally and even a hero if they don’t have an ally instead. Watchful Eyes also in one of the deluxe sets means many additional encounter cards or not being able to use a hero. Then there’s Road to Rivendell with not 1 but 2 terrible treacheries to watch out for. The infamous Sleeping Sentry that has ended many a game when A Test of Will is not available to cancel it. Then there’s Orc Ambush that as Ted pointed out in Superlative February covering the best and worst encounter cards not only can give bring a ton of enemies into play late game, but surges on top of it.

These cancel or lose type treacheries are part of why the first few cycles can be very “swingy” for new players. If you don’t see them in your game, the scenario can seem very easy. If you get one or two at the wrong time, it can be very difficult if they don’t end the game outright.

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 Eleanor at 6 rings. I think she’s dropped off in importance as the card pool has grown and scenario design moved away from treacheries having such a large effects. In the first couple of cycles, I would have rated her a 3 especially in multiplayer. She doesn’t do a lot for a player turn to turn without significant investment in building her up. She’s got it covered, however, when you really need to cancel Massing at Night or Crumbling Ruins. The more players you add, the more likely that a treachery will show up to wreck havoc on the players. Later cycles treacheries are less prevalent and the effects are more manageable. Part of that is just having more options in deckbuilding. More allies have more than 1 hit point to absorb direct damage. Threat reduction options expanded even beyond Spirit. Lore encounter control options have grown in number. There are even more ways to return heroes to play.

  • Dave – 6
  • Grant – 5
  • Ted – TBR
  • Matt – 6
  • Average – 5.33

External Links

Sample Decks

The Nope Deck by Qwaz

This deck is entirely devoted to controlling the encounter deck. Eleanor cancels treacheries, Balin cancels shadows, and Damrod helps trap enemies. On top of that, victory display cards remove the nastier encounters.

The Nope Deck

Main Deck

Hero (3)
Balin (On the Doorstep)
Damrod (The Land of Shadow)
Eleanor (Core Set)

Ally (3)
3x Errand-rider (Heirs of Númenor)

Attachment (14)
3x Forest Snare (Core Set)
3x King Under the Mountain (On the Doorstep)
3x Ranger Spikes (Heirs of Númenor)
3x Steward of Gondor (Core Set)
2x Thrór’s Map (Over Hill and Under Hill)

Event (31)
3x A Test of Will (Core Set)
3x Daeron’s Runes (Foundations of Stone)
3x Deep Knowledge (The Voice of Isengard)
3x Gildor’s Counsel (The Hills of Emyn Muil)
3x Hasty Stroke (Core Set)
3x None Return (Across the Ettenmoors)
3x Out of the Wild (Road to Rivendell)
3x Power of Orthanc (The Voice of Isengard)
3x The Door is Closed! (The Treachery of Rhudaur)
3x We Are Not Idle (Shadow and Flame)
1x Will of the West (Core Set)

Player Side Quest (2)
1x Gather Information (The Lost Realm)
1x Scout Ahead (The Wastes of Eriador)

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

Sideboard

Ally (6)
3x Miner of the Iron Hills (Core Set)
3x Warden of Healing (The Long Dark)

Attachment (13)
3x A Burning Brand (Conflict at the Carrock)
3x Entangling Nets (Temple of the Deceived)
3x Song of Wisdom (Conflict at the Carrock)
3x Thrór’s Key (On the Doorstep)
1x Thrór’s Map (Over Hill and Under Hill)

Event (9)
3x A Good Harvest (The Steward’s Fear)
3x Dwarven Tomb (Core Set)
3x Heed the Dream (Flight of the Stormcaller)

Decklist built and published on RingsDB.

Unexpected Courage

  • Player Card Categories 
    • Readying

The quintessential readying card.

Background

This card takes inspiration from Bilbo luring the spiders in Mirkwood away from the captured members of Thorin’s Company based on the flavor text. Bilbo started off afraid.

Suddenly he saw, too, that there were spiders huge and horrible sitting in the branches above him, and ring or no ring he trembled with fear lest they should discover him.

The Hobbit, Chapter 8: Flies and Spiders

He soon finds the courage to antagonize the spiders and get them to chase him.

Bilbo saw that the moment had come when he must do something. He could not get up at the brutes and he had nothing to shoot with; but looking about he saw that in this place there were many stones lying in what appeared to be a now dry little watercourse. Bilbo was a pretty fair shot with a stone, and it did not take him long to find a nice smooth egg-shaped one that fitted his hand cosily

The Hobbit, Chapter 8: Flies and Spiders

After getting their attention, he taunts and teases the spiders to lure them away. Then he is able to circle back to free the Dwarves. The art encompasses the Dwarves battling the spiders after Bilbo rescues them. It is from here on out that Bilbo takes a more active role in the story and no longer is just the gentle Hobbit of the Shire.

Card Theme

It is fitting then that the card allows for extra uses of hero. It fits really well for representing the extra reservoir of courage they didn’t know they had.

Card Synergies and Interactions

Strong Stat Heroes

The most obvious synergy is with heroes with multiple strong stats. Unexpected Courage let’s them use those stats in multiple phases of the game as appropriate. Gwaihir in particular benefits additionally from having another way to ready besides playing an Eagle ally.

Heroes with Exhaust Abilities

Some heroes like Beravor, Denethor, and Eleanor from the Core set have an ability that requires you exhaust them to use. Most like Beravor are limited to once per phase or round. Still Unexpected Courage on let’s you their stats for questing, attacking, or defending as well as their ability. There are also a few where an attachment can give a hero an exhaust ability like the Palantir or the Elven rings.

Vengeance of Mordor increased the number of heroes this is good for with the Messenger of the King contract.

Leadership Faramir ally is an excellent example where having easier access to readying helps since his ability is not limited. Messenger of the King limits the readying of the ally turned hero to once per phase, but still triggering an additional willpower per questing character twice can be a huge boost. Especially as repeatable ally readying typically requires multiple cards to pull off.

Ted is fond of saying with powerful cards like Unexpected Courage, the downside is you have to draw it. Card draw and search effects can help you find it sooner. In Spirit, Ancient Mathom, Elven-light, and Cirdan for card draw. Imladris Stargazer and Long Lake Fisher offer some in sphere card search options. Lore offers even more of both with Daeron’s Runes, Deep Knowledge, Master of the Forge, Heed the Dream, and more. There are even a couple neutral cards that can help like core set Gandalf, Gather Information, and Steward of Orthanc.

A round about way available Spirit is to utilize the Dwarf mining effects. Zigil Miner, Spirit Dain, Erebor Guard can fill your discard pile with several cards a round. This combined with attachment recursion very prevalent in Spirit functions like card draw/search. Dwarven Tomb, Reforged, Erebor Hammersmith, and Second Breakfast can get Unexpected Courage into your hard or play from the discard pile.

Quest Specific

Many quests have encounter car effects that exhaust a character either as a when revealed or shadow effect. This goes all the way back even to the core set. Caught in a Web is the most notorious example since it makes you pay 2 resources to ready the attached hero during the refresh phase. Unexpected Courage let’s you play around this condition attachment by giving you a way to ready. Similarly in Darrowdelf you can use Unexpected Courage to avoid the negative effects of Watchful Eyes.

Aside from the encounter deck trying impede your ability to quest, attack, or defend, there are many other times the quest will require you exhaust a hero. Sometimes it is simply to claim an unguarded objective. Many other times it is required for a test to represent the heroes attempting to do something outside the normal questing. Shadow of Mirkwood introduced this idea with Escape tests in The Dead Marshes and Return to Mirkwood. These tests have to commit character’s willpower to exceed escape value on the encounter cards. Unexpected Courage on a high willpower hero like Eowyn can help tremendously to pass these tests. The Lord of the Rings Saga had similar Hide tests in A Shadow of the Past. A variation that was based solely on number of characters exhausted rather than willpower used in the Dream-Chaser cycle and Mount Doom scenario for Sailing and Fortitude test, respectively.

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 Unexpected Courage at 1. It is the kind of basic yet amazing card that needed to be in the core set to keep it relevant through the entire life of the game. Heroes tend to have better stats than allies and getting 2 or better willpower, attack, or defense typically is going to cost the same or more than Unexpected Courage’s 2 resources. That’s not even considering heroes that have abilities that are activated by exhausting them. Scenarios that feature encounter card effects that exhaust heroes or have test in them gives it even more utility. Forth, The Three Hunters and Grey Wanderer contracts only made action advantage even more valuable.

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

Sample Decks

Bilbo Super Quester

Basic idea was to use Galadriel’s, Theoden’s, and the contract’s willpower boosting to turn Bilbo into super quester especially with his ability on top.

Main Deck

Hero (3)
Bilbo Baggins (Mount Gundabad)
Galadriel (Celebrimbor’s Secret)
Théoden (The Morgul Vale)

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

Attachment (44)
3x Expert Treasure-hunter (On the Doorstep)
3x Golden Belt (Challenge of the Wainriders)
3x Golden Shield (The Flame of the West)
3x Gondorian Shield (The Steward’s Fear)
3x Herugrim (The Treason of Saruman)
2x Hobbit Pony (The Wastes of Eriador)
1x Magic Ring (The Crossings of Poros)
3x Mirror of Galadriel (Celebrimbor’s Secret)
3x Nenya (Celebrimbor’s Secret)
1x Ring Mail (The Long Dark)
3x Round Shield (Mount Gundabad)
3x Silver Circlet (Wrath and Ruin)
2x Silver Harp (The Treachery of Rhudaur)
2x Snowmane (The Land of Shadow)
3x Song of Travel (The Hills of Emyn Muil)
3x Unexpected Courage (Core Set)
3x War Axe (The City of Ulfast)

Event (6)
3x A Test of Will (Core Set)
3x Open the Armory (The Dungeons of Cirith Gurat)

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

Sideboard

Attachment (9)
3x Fast Hitch (The Dead Marshes)
3x Song of Wisdom (Conflict at the Carrock)
3x Warrior Sword (The Ghost of Framsburg)

Decklist built and published on RingsDB.

Smoke and Think

  • Player Card Categories 
    • Cost Reduction

Background

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

Card Theme

Many of the resource acceleration cards in the game represent Middle Earth’s material wealth. These include cards like Steward of Gondor, Zigil Miner, Traffic from Dale. Many of the cost reduction cards are thematically tied to knowledge and thought. Master of Lore and Erebor Toymaker are prime examples.

The Song attachments of To the Sea, To the Sea and O Lorien! also arguably can be tied to this theme. The record attachments since they reduce their own cost represent this as well.

It is also fun to think about the characters all being drawn together to sit around and smoke a pipe. Granted this card can help play other cards besides allies. The high cost unique allies like Gandalf and Gimli as we see them do so in the books.

Card Synergies and Interactions

Pipes

Obviously the more pipes you have the better this card is. Spare Pipe, Hobbit Pipe, and Dunedain Pipe all help draw Smoke and Think to get it into play. Wizard Pipe plus Gandalf hero has great synergy with Smoke and Think. The Wizard Pipe can set up Gandalf to play it from the top of the deck even if you don’t have a Spirit hero. Gandalf can also make use of the cost reduction in any phase with his ability which can be great to play some high cost yet powerful events like Galadhrim’s Greeting or Grim Resolve. Dwarf Pipe doesn’t have much synergy other than it being in the same sphere and keeping Smoke and Think in the deck if a mined away by a Zigil Miner or Spirit Dain.

High Cost allies

Once two or three pipes are play, Smoke and Think accelerate resources at rate similar to Steward of Gondor. Gandalf hero with his resource smoothing and strong stats works well with Hobbits, Dwarves, and/or Dunedain to make it possible to get 5 or 6 pipes in play that can make even the most expensive cards like Beorn ally and Brok Ironfist cost 0. This burst of resource acceleration is fantastic with high cost unique allies like Firyal, Jubayr, Legolas, or Treebeard. These allies have hero level stats and strong abilities that can make a huge difference if played early. Even a 2 or 3 cost discount can help to play them without having to save up for multiple turns.

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 Smoke and Think at 4 rings. It can have a pretty big effect. It takes a good amount of setup to get there however. It is also is limited because it is an event. Repeatable resource acceleration like Steward of Gondor, Zigil Miner, and O Lorien! will provide more value over the course of the game. If used to bring in a high cost yet strong ally like Treebread, Beorn, or Glorfindel then it is worth the effort. It can also be hard to count on with only 3 copies in the deck. Fortunately, card draw and search cards like Spare Pipe and Heed the Dream can help a player find it when they have a high cost card in hand.

  • Dave – 4
  • Grant – 2
  • Ted – 3
  • Matt – 4
  • Average – 3.25

Sample Decks

Smokin’ Sidequest Gandalf! by Matt Kell (kattattack22)

Pipe deck also featuring dwarf mining and side quests with underground location tech for Beneath the Sands.

Main Deck

Hero (3)
Dáin Ironfoot (The Ghost of Framsburg)
Gandalf (The Road Darkens)
Thurindir (Race Across Harad)

Ally (13)
1x Bilbo Baggins (The Road Darkens)
2x Bombur (Road to Rivendell)
3x Ered Luin Miner (Temple of the Deceived)
1x Glorfindel (Flight of the Stormcaller)
3x Northern Tracker (Core Set)
3x Warden of Healing (The Long Dark)

Attachment (23)
2x Dúnedain Pipe (The Black Serpent)
2x Dwarf Pipe (The Mûmakil)
3x Ever My Heart Rises (The Long Dark)
2x Gandalf’s Staff (The Road Darkens)
1x Narya (The Grey Havens)
2x Ring of Thrór (The Ghost of Framsburg)
2x Shadowfax (The Treason of Saruman)
1x Silver Lamp (The Voice of Isengard)
3x Spare Pipe (The Land of Sorrow)
3x Unexpected Courage (Core Set)
2x Wizard Pipe (The Road Darkens)

Event (15)
3x Hidden Cache (The Morgul Vale)
3x Old Toby (The Black Serpent)
3x Smoke and Think (The Land of Sorrow)
3x Smoke Rings (The Black Riders)
3x Will of the West (Core Set)

Player Side Quest (4)
1x Double Back (Escape from Mount Gram)
1x Gather Information (The Lost Realm)
1x Rally the West (The Black Serpent)
1x Scout Ahead (The Wastes of Eriador)

3 Heroes, 55 Cards
Cards up to The Land of Sorrow

Sideboard

Ally (9)
3x East Road Ranger (The Wastes of Eriador)
3x Ethir Swordsman (The Steward’s Fear)
3x Rhovanion Outrider (Temple of the Deceived)

Attachment (1)
1x Ring of Thrór (The Ghost of Framsburg)

Event (9)
3x The Galadhrim’s Greeting (Core Set)
3x Well-Equipped (The Blood of Gondor)
3x Word of Command (The Long Dark)

Decklist built and published on RingsDB.

Master Baggins by TheChad

Hobbit Pipe deck that pumps out strong unique allies with Smoke and Think.

Main Deck

Hero (3)
(MotK) Bilbo Baggins (Messenger of the King Allies)
Frodo Baggins (Conflict at the Carrock)
Sam Gamgee (The Black Riders)

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

Ally (20)
1x Arwen Undómiel (The Watcher in the Water)
1x Bill the Pony (The Black Riders)
3x Celduin Traveler (The Nîn-in-Eilph)
1x Erebor Toymaker (Mount Gundabad)
1x Erestor (The Long Dark)
1x Faramir (Core Set)
3x Gandalf (Over Hill and Under Hill)
1x Gimli (The Treason of Saruman)
1x Glorfindel (Flight of the Stormcaller)
1x Jubayr (The Mûmakil)
1x Prince Imrahil (The Flame of the West)
1x Rosie Cotton (The Mountain of Fire)
1x Súlien (The City of Corsairs)
1x Treebeard (The Antlered Crown)
2x Wild Stallion (Roam Across Rhovanion)

Attachment (14)
1x Gandalf’s Staff (The Road Darkens)
3x Hobbit Pipe (The Black Riders)
2x Narya (The Grey Havens)
1x Red Book of Westmarch (The Land of Sorrow)
1x Resourceful (The Watcher in the Water)
2x Shadowfax (The Treason of Saruman)
3x Spare Pipe (The Land of Sorrow)
1x Wizard Pipe (The Road Darkens)

Event (17)
2x A Test of Will (Core Set)
2x Dwarven Tomb (Core Set)
1x Free to Choose (Trouble in Tharbad)
3x Smoke and Think (The Land of Sorrow)
2x Smoke Rings (The Black Riders)
3x The Shirefolk (Mount Gundabad)
3x Timely Aid (The Redhorn Gate)
1x To Arms! (The Wilds of Rhovanion)

3 Heroes, 51 Cards
Cards up to The Land of Sorrow

Decklist built and published on RingsDB.

Spare Pipe

  • Player Card Categories 
    • Ally Attachment
    • Burglar Treasure
    • Card Search
    • Hit Point Bonus
    • Played from Hand

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

Background

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

Card Theme

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

Card Synergies and Interactions

Smoke and Think

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

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

Hobbit Pipe

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

Old Toby

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

Gloin

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

Dale

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

Ring Rating

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

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

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

Sample Decks

Deck Bond of Hobbitship by Dave Walsh

A Hobbit good stuff Bond of Friendship deck.

Main Deck

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

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

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

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

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

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

Decklist built and published on RingsDB.

Love of the Halfling’s Leaf by MrSpaceBear

Selection from the Ringsdb deck description:

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

Main Deck

Hero (3)
(MotK) Bilbo Baggins (Messenger of the King Allies)
Dáin Ironfoot (The Ghost of Framsburg)
Gandalf (The Road Darkens)

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

Ally (19)
1x Arwen Undómiel (The Watcher in the Water)
3x Ered Luin Miner (Temple of the Deceived)
1x Faramir (Core Set)
1x Firyal (The Mûmakil)
1x Gimli (The Treason of Saruman)
1x Glorfindel (Flight of the Stormcaller)
1x Legolas (The Treason of Saruman)
2x Northern Tracker (Core Set)
3x Rhovanion Outrider (Temple of the Deceived)
1x Súlien (The City of Corsairs)
1x Thalion (Fire in the Night)
3x Zigil Miner (Khazad-dûm)

Attachment (18)
1x Ancestral Armor (Roam Across Rhovanion)
1x Armor of Erebor (Mount Gundabad)
3x Dwarf Pipe (The Mûmakil)
1x Expert Treasure-hunter (On the Doorstep)
1x Gandalf’s Staff (The Road Darkens)
1x Hobbit Pipe (The Black Riders)
1x Inner Strength (Wrath and Ruin)
1x Shadowfax (The Treason of Saruman)
2x Silver Circlet (Wrath and Ruin)
2x Spare Pipe (The Land of Sorrow)
3x Unexpected Courage (Core Set)
1x Wizard Pipe (The Road Darkens)

Event (18)
3x A Test of Will (Core Set)
3x Hidden Cache (The Morgul Vale)
3x Old Toby (The Black Serpent)
3x Smoke and Think (The Land of Sorrow)
2x Smoke Rings (The Black Riders)
2x Well-Equipped (The Blood of Gondor)
2x Will of the West (Core Set)

Player Side Quest (1)
1x Double Back (Escape from Mount Gram)

3 Heroes, 56 Cards
Cards up to The Land of Sorrow

Sideboard

Ally (3)
1x Lórien Guide (Core Set)
1x Northern Tracker (Core Set)
1x Treebeard (The Antlered Crown)

Attachment (1)
1x The One Ring (A Shadow in the East)

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

Decklist built and published on RingsDB.

A Test of Will

The staple Spirit card to rule them all.

Background

It’s difficult to point to a single character or event in the books that this would apply to because really its a theme in Lord of the Rings. Frodo’s will is consistently tested by the ring on the journey to Mordor. Gandalf and Galadriel are tempted but ultimately pass the test when Frodo offers it to them. Boromir’s will is eventually broken by its promise of a means to save his people. The will of the free peoples are tested as they are betrayed and beset on all sides against what seems overwhelming odds.

Card Theme

Treacheries in this game can be thought of like a plot twist. The game can seem to be heading in one direction then suddenly there is a Piercing Cry. The heroes must summon their will to fight off Dread and Despair. Their will is continually tested as the road darkens with the Devilry of Saruman and his Orcs of the White Hand. All the while resisting The Lure of the Ring until they reach the Foul Fumes of Mount Doom.

Card Synergies and Interactions

Encounter Control

A Test of Will can basically reduce the number of cards revealed in a turn by 1 as long as it is a treachery. Lore with Gildor’s Counsel can do in a more straightforward fashion. Lore also has many other ways to mitigate what the encounter deck can throw at the players. Out of the Wild and Scout Ahead can put the most punishing encounter card of the top 5 in the victory display. This can set up The Door is Closed to cancel not only treacheries (and their keywords which A Test of Will can’t do), but any encounter card in the victory display. None Return and Leave No Trace can ensure that a bad enemy or location that the players destroyed or explored doesn’t make a repeat appearance.

Additionally there are some encounter filtering effects like Lore Denethor in the core set that can put an encounter card on the bottom of the encounter deck. Risk Some Light does much the same except players can choose one of the top 3. The Hidden Way and Wait No Longer let players choose a location or enemy, respectively, from the top 5 cards to replace a card revealed during staging. Plus, these cards put the location in the active slot or engaged keeping staging area threat under control. Eleanor and Balin can also replace a treachery or shadow revealed. These filtering effects help players mitigate the randomness of the encounter deck bypassing the worst effects for ones that are hopefully easier to deal with. Players combining all of these cards can have a strong measure of control over the encounter deck as they’ll either always be choosing the least harmful effect or having the means to remove or cancel it.

Nonbos

There are a couple cards that seem like they should work with A Test of Will but don’t due to the timing framework.

Map of Eardindil

Map of Eardindil can’t be used to recur A Test of Will. It is an action to use the map to replay A Test of Will from the discard and there are no action windows during staging when most treacheries are revealed. It still doesn’t work even if you reveal a treachery during the Planning Phase when there are action windows presumably through something like A Desperate Path. This is because per FAQ 1.37 on timing of effects, “players should use this order of resolution: passive abilities first, Forced effects second, Response actions third”. Each effect has to pass their priority (to borrow some Magic: The Gathering terminology) before actions can be used. This means that by the time you can use Map of Earindil’s action, the window to play a response is closed.

A Good Harvest

As mentioned earlier, there isn’t any action windows during staging. If you planned to splash A Test of Will into a deck without a Spirit hero, A Good Harvest it won’t be able to help do so on as needed basis. A Good Harvest would have to be played before staging since it is an action either at the action window after 3.1 Quest Phase begins or 3.2 Commit characters to the quest. A risky play just for the chance to cancel a when revealed effect without some encounter scrying especially in lower player counts.

Quest Specific

A Test of Will will be useful in any quest since all of them still have treacheries with When Revealed effect. The Khazad-Dum cycle, however, it is almost a requirement to bring Test of Will. The Hazards of the Pit set that is part of many of the scenarios includes the notorious Sudden Pitfall that can easily take out a hero if there are no other questing characters to discard. Crumbling Ruin in the same set can also often result in the loss of an ally and even a hero if they don’t have an ally instead. Watchful Eyes also in one of the deluxe sets means many additional encounter cards or not being able to use a hero. Then there’s Road to Rivendell with not 1 but 2 terrible treacheries to watch out for. The infamous Sleeping Sentry that has ended many a game when A Test of Will is not available to cancel it. Then there’s Orc Ambush that as Ted pointed out in Superlative February covering the best and worst encounter cards not only can give bring a ton of enemies into play late game, but surges on top of it.

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.

There’s no denying A Test of Will is 1 ring rating card. One Spirit resource to stop some of the worst effects the encounter deck can do to players is amazing. Especially in the early cycles when the encounter design threw more varying levels of difficulty at players. Treacheries could act more like a “bomb” card for the encounter deck. Later cycles treacheries and the occasional when reveled on an enemy work more to grind away at a player’s board state, but canceling one that would take out a key part of it is still important.

  • Dave – 1
  • Grant – 1
  • Ted – 1
  • Matt – 1

External Links

Sample Deck

Really you can find just about any deck with a Spirit hero and some without that include Test of Will. There’s is one deck that takes encounter control to another level.

The Nope Deck by Qwaz

This is a multiplayer encounter control support deck. It runs Balin and Eleanor to provide ways to mitigate treacheries and shadows right off the rip. The full victory display suite to get ride of the worst encounter cards and double up on cancelation with both A Test of Will and The Door is Closed!

The Nope Deck

Main Deck

Hero (3)
Balin (On the Doorstep)
Damrod (The Land of Shadow)
Eleanor (Core Set)

Ally (3)
3x Errand-rider (Heirs of Númenor)

Attachment (14)
3x Forest Snare (Core Set)
3x King Under the Mountain (On the Doorstep)
3x Ranger Spikes (Heirs of Númenor)
3x Steward of Gondor (Core Set)
2x Thror’s Map (Over Hill and Under Hill)

Event (31)
3x A Test of Will (Core Set)
3x Daeron’s Runes (Foundations of Stone)
3x Deep Knowledge (The Voice of Isengard)
3x Gildor’s Counsel (The Hills of Emyn Muil)
3x Hasty Stroke (Core Set)
3x None Return (Across the Ettenmoors)
3x Out of the Wild (Road to Rivendell)
3x Power of Orthanc (The Voice of Isengard)
3x The Door is Closed! (The Treachery of Rhudaur)
3x We Are Not Idle (Shadow and Flame)
1x Will of the West (Core Set)

Player Side Quest (2)
1x Gather Information (The Lost Realm)
1x Scout Ahead (The Wastes of Eriador)

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

Sideboard

Ally (6)
3x Miner of the Iron Hills (Core Set)
3x Warden of Healing (The Long Dark)

Attachment (13)
3x A Burning Brand (Conflict at the Carrock)
3x Entangling Nets (Temple of the Deceived)
3x Song of Wisdom (Conflict at the Carrock)
3x Thrór’s Key (On the Doorstep)
1x Thror’s Map (Over Hill and Under Hill)

Event (9)
3x A Good Harvest (The Steward’s Fear)
3x Dwarven Tomb (Core Set)
3x Heed the Dream (Flight of the Stormcaller)

Decklist built and published on RingsDB.

Spirit Théoden

Théoden is the king of Rohan, and perhaps the king of cost reduction. He has a clear role of getting out your Rohan allies efficiently. As is commonly known, Rohan has a strong theme of discarding allies in exchange for card effects. Théoden helps soften the blow of losing an ally by having it cost less. Additionally, one can build up a good sized army of Rohan allies of any sphere with Théoden’s strong resource smoothing and cost reduction features. Let the mustering begin!

Background

Théoden king, the Lord of the Mark of Rohan. He is the seventeenth king of Rohan and plays a prominent role in The Lord of the Rings. During the war of the ring he is under the spell of Saruman before Gandalf shows to free him from said spell. After this he comes to his senses and immediately thwarts Rohan in action against the evil forces of Saruman, and then Sauron. He famously calls for the mustering of Rohan and eventually presses his Rohirrim forward to the Battle of Pelennor Fields. His iconic speech closes with battle cries of death. He does meet his own death in the fields of Pelennor and in doing so leaves behind a legacy of redemption and glory.

Card Theme

Thedoen’s ability matches his theme quite well, specifically the mustering theme. His ability allows a player to reduce the cost the first played Rohan ally to zero. This is much like his attempts to rally his army in Tolkein’s work. Théoden’s ability is not great by shear power, but by numbers. The idea here is a Rohan ally swarm attempting to get any able-bodied warrior into the battle. Such a theme mimics the desperation to form forces to fight the enemy in both the Battle of Helm’s Deep and Pelennor fields.

Thematic Deckbuilding Ideas

The beauty of deckbuilding with Théoden is he can be dropped in any thematic Rohan deck. In fact, there are pages upon pages of deck ideas on RingsDB demonstrating exactly this. He is going to fit best into a Rohan themed deck with many allies and some high-cost allies, ideally both. This is a huge bonus if you love running Rohan. Any time you can drop a Westfold Horse-breeder for 0 resources, or an Eomund or Gamling for 2 you’re at a major advantage. A Spirit Elfhelm for 3 resources? Yes, please.

Other than his high threat there’s hardly any reason to exclude him in a Rohan swarm deck. His sentinel ability makes him a great defender in multiplayer which also has a thematic flare of it’s own. While Théoden boasts great stats, his value does drop outside of Rohan themed decks due to his specialized nature. Dave and Grant explain more about this in the podcast episode.

Card Synergies and Interactions

Théoden is priviledged into having access to tools specific to him. Snowmane and Herugrim both have added bonuses if you attach them to Théoden. Golden Shield is another thematic fit. Théoden can host all three due to Snowmane losing the restricted keyword when attached to Théoden. It’s clear these were developed with him in mind. Snowmane provides a free readying ability barring a successful quest. Herugrim provides and awesome base of +2 attack bonus while Golden Shield provides a fortifying base of +2 defense bonus. An Unexpected Courage ensures Théoden can utilize both of his combat attachments.

Gamling and Guthwine‘s ability to recur Rohan allies sets Théoden for a nonstop swarm. Speaking of swarm, Mustering the Rohirrim can help dig for any Rohan ally within the top 10 cards of your deck. The one resource you spend doing this is negated by Theoden’s cost reduction.

Feel like making Theoden a powerhouse attacker? Add Herugrim to him as well as a Steward of Gondor and a Song of Hope. Boost that willpower and swing away. Do the same with Golden Shield.

Finally, we can refer to Card Talk’s episode on Théoden and Théodred. I love Dave’s (rather insistent) idea of using both heroes’ ability to double resource smooth. The Rohan swarm could be never-ending with this duo. Want to take it a step further? Add Grima for maximum resource smoothing.

Quest Specific

I’m not sure there’s any specific quest Théoden is going to excel in specifically. The only immediate exception I can think of is Voyage across Belegaer where Nárelenya essentially has the same ability as Théoden.

I might suggest staying away from quests which start off combat-heavy. The reason for this is Théoden’s high threat level. For example, we all know what we have to deal with turn one during Journey Along the Anduin if your threat is over 30. Even with a great cost reduction ability it’s hard to build a board state in a situation like this.

Ring Rating

I’d ring Théoden a 3. He’s reached elite status in Rohan decks but is lackluster outside the archetype. He has good stats and the sentinel ability to help his cause but its not enough to make him a versatile hero overall. He’s high specialized and highly effective in Rohan decks which is the primary reason I give him a three. I keep him at a three because there’s no reason to consider building with him outside the Rohan archetype unless you do some Three Hunter’s shenanigans. Oh, and I freely admit I’m quite partial to Rohan!

  • Dave – 4
  • Grant – 3
  • Joe – 3
  • Average – 3.33

External Links

Sample Decks

A Sword-day: Arise, Arise, Riders of Théoden! – Devaresh

A Rohan swarm deck featuring Théoden and his attachments.

A Sword-day: Arise, Arise, Riders of Théoden!

Main Deck

Hero (3)
Éomer (The Voice of Isengard)
Éowyn (Core Set)
Théoden (The Treason of Saruman)

Ally (23)
3x Elfhelm (The Mountain of Fire)
2x Éomund (Conflict at the Carrock)
2x Escort from Edoras (A Journey to Rhosgobel)
1x Gamling (The Land of Shadow)
3x Riddermark Knight (The Dungeons of Cirith Gurat)
2x Rider of Rohan (Beneath the Sands)
3x Steward of Orthanc (Race Across Harad)
2x West Road Traveller (Return to Mirkwood)
3x Westfold Horse-breeder (The Voice of Isengard)
2x Westfold Outrider (The Voice of Isengard)

Attachment (14)
3x Firefoot (The Dunland Trap)
2x Golden Shield (The Flame of the West)
3x Gúthwinë (The Mountain of Fire)
2x Herugrim (The Treason of Saruman)
2x Snowmane (The Land of Shadow)
2x Song of Kings (The Hunt for Gollum)

Event (13)
3x A Good Harvest (The Steward’s Fear)
1x Astonishing Speed (Return to Mirkwood)
3x Elven-light (The Dread Realm)
3x Keen as Lances (Escape from Mount Gram)
3x Open the Armory (The Dungeons of Cirith Gurat)

3 Heroes, 50 Cards
Cards up to The Dungeons of Cirith Gurat

Sideboard

Ally (15)
3x Déorwine (Temple of the Deceived)
3x Elfhelm (The Dead Marshes)
3x Gandalf (Core Set)
3x Háma (The Treason of Saruman)
3x Rider of the Mark (Road to Rivendell)

Attachment (4)
3x Favor of the Valar (The Battle of Carn Dûm)
1x Song of Kings (The Hunt for Gollum)

Event (6)
2x Hasty Stroke (Core Set)
2x Mustering the Rohirrim (The Hunt for Gollum)
2x Ride to Ruin (The Hills of Emyn Muil)

Decklist built and published on RingsDB.

Wise Horse Lords of Rohan – Card Talk

A Council of the Wise deck focused on swarming. This deck combos with Théodred for increased resource smoothing.

Wise Horse Lords of Rohan

Main Deck

Hero (3)
Éowyn (The Flame of the West)
Théoden (The Treason of Saruman)
Théodred (Core Set)

Contract (0)
1x Council of the Wise (Under the Ash Mountains)

Ally (22)
1x Ceorl (Temple of the Deceived)
1x Déorwine (Temple of the Deceived)
1x Elfhelm (The Mountain of Fire)
1x Éomund (Conflict at the Carrock)
1x Éothain (The Dread Realm)
1x Escort from Edoras (A Journey to Rhosgobel)
1x Gamling (The Land of Shadow)
1x Grimbold (The Flame of the West)
1x Guthlaf (The Blood of Gondor)
1x Háma (The Treason of Saruman)
1x Horseback Archer (Core Set)
1x Riddermark Knight (The Dungeons of Cirith Gurat)
1x Rider of Rohan (Beneath the Sands)
1x Rider of the Mark (Road to Rivendell)
1x Rohirrim Scout (Challenge of the Wainriders)
1x Snowbourn Scout (Core Set)
1x The Riddermark’s Finest (The Hills of Emyn Muil)
1x Warden of Helm’s Deep (The Antlered Crown)
1x West Road Traveller (Return to Mirkwood)
1x Westfold Horse-Breaker (The Hunt for Gollum)
1x Westfold Horse-breeder (The Voice of Isengard)
1x Westfold Outrider (The Voice of Isengard)

Attachment (8)
1x Armored Destrier (Temple of the Deceived)
1x Golden Shield (The Flame of the West)
1x Gúthwinë (The Mountain of Fire)
1x Herugrim (The Treason of Saruman)
1x Horn of the Mark (The City of Ulfast)
1x Snowmane (The Land of Shadow)
1x Unexpected Courage (Core Set)
1x Windfola (A Storm on Cobas Haven)

Event (23)
1x A Test of Will (Core Set)
1x A Very Good Tale (Over Hill and Under Hill)
1x Astonishing Speed (Return to Mirkwood)
1x Battle-fury (The Drowned Ruins)
1x Captain’s Wisdom (The Thing in the Depths)
1x Charge into Battle (Wrath and Ruin)
1x Charge of the Rohirrim (Celebrimbor’s Secret)
1x Desperate Defense (The Flame of the West)
1x Dwarven Tomb (Core Set)
1x Feint (Core Set)
1x Forth Eorlingas! (The Morgul Vale)
1x Gaining Strength (The Steward’s Fear)
1x Helm! Helm! (The Treason of Saruman)
1x Last Stand (Flight of the Stormcaller)
1x Mustering the Rohirrim (The Hunt for Gollum)
1x Parting Gifts (A Journey to Rhosgobel)
1x Ride Them Down (The Antlered Crown)
1x Ride to Ruin (The Hills of Emyn Muil)
1x Sneak Attack (Core Set)
1x Stand and Fight (Core Set)
1x The Muster of Rohan (Challenge of the Wainriders)
1x Valiant Sacrifice (Core Set)
1x We Do Not Sleep (The Dead Marshes)

3 Heroes, 53 Cards
Cards up to Under the Ash Mountains

Decklist built and published on RingsDB.