Ranger Bow

  • Player Card Categories Willpower Bonus
    • Direct Damage
    • Staging Area Attack
    • Ally Attachment

A tool for Ranger decks looking to dispatch enemies in the staging area which is easier said than done.

Background

The flavor text points the Ranger Bow as those carried by the Rangers of Ithilien. In fact, the text is from when Frodo and Sam first met the rangers after their capture:

If they were astonished at what they saw, their captors were even more astonished. Four tall Men stood there. Two had spears in their hands with broad bright heads. Two had great bows, almost of their own height, and great quivers of long green-feathered arrows. All had swords at their sides, and were clad in green and brown of varied hues, as if the better to walk unseen in the glades of Ithilien. Green gauntlets
covered their hands, and their faces were hooded and masked with green, except for their eyes, which were very keen and bright.

The Two Towers, Book 4, Chapter 4: Of Herbs and Stewed Rabbit

It is later revealed these rangers are selected from people descended from Ithilien’s former residents. They secretly cross the Anduin to engage in guerilla tactics to harry the forces of Mordor.

Card Theme

The direct damage into the staging area is very thematic to the Rangers of Ithilien. Their job is set up ambushes and harass the enemy at every opportunity then fade away back into their secret hiding places. Keeping low threat or otherwise avoiding engaging enemies to damage them outside of direct combat represents their tactics very well.

Card Synergies and Interactions

Cheap Ranger Allies

The Ranger Bow of course requires a ranger character to use it. While ranger heroes are certainly an option, allies are better as heroes tend to have strong stats or abilities that require them to exhaust. Top ally candidates are Guardian of Ithilien, Ithilien Tracker, Ithilien Lookout, and Andrath Guardsman. All are or can be 1 or 2 cost making them cheap to play. Aside from Ithilien Lookout, they all have 1 stat scores that won’t be terribly missed if exhausted to use the bow.

Guardian of Ithilien is the first choice since can help get an enemy back up into staging but after it enters play, its utility is diminished. It could be useful for a chump block but with a Ranger Bow it provides more value turn after turn. The one direct damage into the staging area can allow it to damage an enemy on its own. It it kills an enemy, this could possibly reduce threat in the staging area for some pseudo questing.

Ithilien Tracker is a good second choice also with its one attack that won’t be missed. It’s ability can be hit or miss since it is an action that has to be triggered prior to staging. Ithilien Lookout is another useful inclusion for a secrecy deck with its cost lowered to one. While it has a more useful 2 attack than the others, the bow is a good option for it while avoiding engagements. Andrath Guardsman similar to the Guardian of Ithilien loses utility once played. The bow gives it some ongoing utility.

Engagement Control, Threat Reduction, and Return to Staging Area

All of these types of cards can help keep enemies in the staging area for Ranger Bow. The method just differs slightly. Engagement control cards like Take No Notice, Advance Warning, Mablung ally, and Lore Pippin hero, Noiseless Movement, and Rohirrim Scout either increase the engagement cost of enemies or prevent engagement.

Threat reduction helps keep you below the engagement of enemies so they don’t come down at all. In Lore with Ranger Bow there are only 2 options, but they’re great. Woodmen’s Clearing at 0 resource cost can lower your threat by 3 once the location it is attached to is explored. Location control effects are quite prevalent in Lore making this fairly easy to do. Lore Aragorn, which I like to think of as Strider because of the art, is the other option. His refresh action to reset your threat to its starting level is the biggest threat reduction effect in the game. Of course these are not the only options even in mono-Lore. There are a couple neutral options like core set Gandalf ally and Keen as Lances that work well too. There are more neutral cards and in other spheres. I’ll cover them later as they overlap with other synergies.

If you can’t avoid engagement there are cards to return them to the staging area. Guardian of Ithilien is a great double duty card here. It sends an enemy back up to the staging area and is a ranger for the Ranger Bow to go on. Best case is you’ve damaged an enemy the previous round, return it to the staging area with Guardian, and then shoot it dead with Ranger Bow. Another double duty card is Fastred hero. Not only will he send an enemy back, but he will also reduce threat for doing so.

Ithilien Archer and Terrible to Behold are other options but are just not worth it. The archer is expensive at 3 cost. It’s 2 attack usually isn’t going to damage an enemy on its own. If you can damage an enemy, you might as well try to kill it since that means the attack already has been defended. Terrible to Behold at least cancels the attack and returns it, but as the cost of exhausting a Noble character. At that point you might as well have defended the attack.

Hobbits

Hobbits can work quite well with the bow. They offer some of the lowest threat cost heroes in the game, additional threat reduction, and engagement control. Particularly in the Lore sphere with Ranger Bow. As mentioned earlier, hero Pippen its chief among them for increasing engagement cost of enemies per Hobbit hero you control. Folco Boffin also in the lore sphere is a great choice because his threat cost can be 4 when you’re running only Hobbit Heroes. Plus he can be discarded for an emergency threat reduction. The last in sphere option, Bilbo Baggins, is less optimal than others considering his 9 threat cost. He’s not bad when paired with Pippin and Folco for 19 starting threat, and more card draw is never a bad thing.

A couple of the spirit Hobbit Heroes also have very useful abilities to to pair with Ranger Bow. Spirit Merry with his threat reduction ability can help keep Heroes below the engagement cost of enemies. Spirit Pippin can send an enemy back up to the staging area to make it a target for the Bow. They also provide Spirit access for many threat reduction cards like Galadhrim’s Greeting, Smoke Rings, and the more Hobbit specific Elvenses. Lastly but certainly not least is The Shirefolk if using all Hobbits.

Robin Smallburrow offers another way to increase engagement cost of enemies. It’s a bit conditional with having to travel, but the increase by quest points can be significant. Particularly in later cycles when locations were given more quest points to counter direct location progress effects like Asfaloth.

Other Direct Damage and Staging Area Attack

Ranger Bow dealing only 1 damage means it is unlikely to kill an enemy in a single turn. Even with 2 or 3 copies out unless you’re playing earlier scenarios where enemies could have 1 or 2 hit points like Shadows of Mirkwood, Darrowdelf, or The Hobbit Saga. More cards with these effects make this strategy more effective and consistent. Heroes like Thalin from the Core Set, Argalad, and Tactics Bilbo can all do a direct damage to enemies in the staging area. Argalad besides being in sphere is the most flexible as his ability is an action that can be triggered after staging. Bilbo and Thalin on the other hand have to quest to get the damage. A number of allies also have direct damage effects typically from entering play like the Core Set Gandalf, Descendent of Thorondor, Galadhon Archer, and Rumil. There are some thematic options as well with Forest Patrol, Poisoned Stakes, Leadership Anborn ally, Arrows from the Trees, and Lore Faramir ally.

The other route is to use heroes that can attack directly into the staging area either to soften up or finish off targets of the Ranger Bow. Haldir hero, Dúnhere and Leadership Éomer all have staging area attack built in. They also have the staging area attack specific attachments, Bow of the Galadhrim and Spear of the Mark, to make them very effective at attacking into the staging area. Great Yew Bow and Hands Upon the Bow can allow any ranged hero to attack into the staging area as well.

Quest Specific

Ranger bow will really shine against enemies like the Core Set’s Goblin Sniper and Khazad-Dum’s Orc Drummer. High engagement cost, low hit points, and an incredibly annoying ability while they’re in the staging area. Little surging enemies in later cycles similar to Ered Mithren’s Stray Goblin are also good targets. It creates action advantage by not having to defend them and gets a little threat out of the staging area.

Quests to not bring the Ranger Bow against are definitely Intruders in Chetwood, Dungeson of Cirith Gurat, and Helm’s Deep. Intruders in Chetwood enemies can’t be damaged while Orc War Party is in play. The quest starts with one in play and there are 2 others in the encounter deck. More often than not, enemies won’t be able to take damage. In Dungeons of Cirith Gurat, enemies guarding objectives are immune to player card effects during stage 1. They’re often guarding objectives since they will capture allies as objectives. The second stage when the players have to avoid engaging enemies for 2 turns Ranger Bow would be great, except they’re all immune to damage. Helm’s Deep many of the enemies have the toughness X keyword that cancels the first X damage any time damage is dealt to them. Ranger Bow’s damage then will just get canceled every time it is used against them.

Ring Rating

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

I rate Ranger Bow at 7 rings. It can be useful, but you have to build in some encounter control, low threat, or return to staging area effects to use continually. Otherwise, it just softens up enemies when engaged and there are attack boosting attachments that would be a better use of deck space. The 1 direct damage isn’t enough to kill an enemy at least every other turn without 2 copies in play. This direct damage also is generally outclassed by staging area attack. Dunhere, Haldir, and Leadership Eomer can all get their attack up to kill an enemy in a single turn with a couple attachments. It is not unplayable, but the card pool generally has better options for what this is trying to do.

  • Dave – 8
  • Grant – 9
  • Ted – 7
  • Matt – 7
  • Average – 7.75

External Links

Sample Decks

Ye Olde Ranger Trap Deck by Matt Duckworth

The main idea is enemy manipulation in staging. The focus is to either trap enemies as they come into play, or use Ithilien Archer or Mablung to bounce select enemies you engage back into traps in staging. As you are laying traps and trapping enemies, Damrod functions to both accelerate resources and fuel additional card draw. The main attack power comes from Faramir, who is boosted both by sticking enemies in staging with low threat and Ranger Spikes, as well as equipping Dagger of Westernesse.

Ye Olde Ranger Trap Deck

Main Deck

Hero (3)
Damrod (The Land of Shadow)
Faramir (Assault on Osgiliath)
Mirlonde (The Drúadan Forest)

Ally (22)
2x Anborn (The Blood of Gondor)
2x Gandalf (Over Hill and Under Hill)
1x Henamarth Riversong (Core Set)
2x Ithilien Archer (Encounter at Amon Dîn)
2x Ithilien Lookout (The Dunland Trap)
2x Ithilien Tracker (Heirs of Númenor)
3x Mablung (The Land of Shadow)
3x Master of the Forge (Shadow and Flame)
2x Mirkwood Pioneer (The Nîn-in-Eilph)
3x Rivendell Minstrel (The Hunt for Gollum)

Attachment (23)
2x Ambush (The Land of Shadow)
2x Dagger of Westernesse (The Black Riders)
2x Forest Snare (Core Set)
2x Ithilien Pit (Encounter at Amon Dîn)
2x Poisoned Stakes (The Blood of Gondor)
2x Protector of Lórien (Core Set)
2x Ranger Bow (Assault on Osgiliath)
3x Ranger Spikes (Heirs of Númenor)
3x Secret Vigil (The Lost Realm)
1x Song of Battle (The Dead Marshes)
2x Wingfoot (The Nîn-in-Eilph)

Event (6)
2x Distant Stars (Escape from Mount Gram)
2x Forest Patrol (Assault on Osgiliath)
2x Mithrandir’s Advice (The Steward’s Fear)

Player Side Quest (1)
1x Scout Ahead (The Wastes of Eriador)

3 Heroes, 52 Cards
Cards up to The Black Riders

Decklist built and published on RingsDB.

Smoke Screen Alliance by Matt Kell (kattattack22)

A Ranger Hobbit Last Alliance deck also featuring Pipes. General game plan is mulligan for Hobbit Pipe(s). Multiple if possible. Once some Hobbit Pipes are in play use the threat reduction events to draw cards. Last Alliance provides some resource acceleration throughout the game. Smoke and Think helps pay for the high cost Ranger allies.

Main Deck

Hero (3)
Aragorn (The Watcher in the Water)
Frodo Baggins (Conflict at the Carrock)
Pippin (Encounter at Amon Dîn)

Contract (0)
1x The Last Alliance (ALeP – Children of Eorl)

Ally (20)
1x Bilbo Baggins (The Road Darkens)
2x Cautious Halfling (Wrath and Ruin)
2x Curious Brandybuck (The Wastes of Eriador)
2x Gaffer Gamgee (Mount Gundabad)
3x Guardian of Ithilien (The City of Corsairs)
2x Ithilien Tracker (Heirs of Númenor)
1x Mablung (The Land of Shadow)
2x Northern Tracker (Core Set)
1x Odo Proudfoot (Under the Ash Mountains)
2x Ranger of Cardolan (The Wastes of Eriador)
1x Robin Smallburrow (The Drowned Ruins)
1x Sam Gamgee (The Thing in the Depths)

Attachment (13)
3x Dúnedain Pipe (The Black Serpent)
3x Hobbit Pipe (The Black Riders)
3x Ranger Bow (Assault on Osgiliath)
3x Spare Pipe (The Land of Sorrow)
1x Thorongil (The Fortress of Nurn)

Event (18)
3x Deep Knowledge (The Voice of Isengard)
3x Drinking Song (Mount Gundabad)
3x Smoke and Think (The Land of Sorrow)
3x Smoke Rings (The Black Riders)
3x The Galadhrim’s Greeting (Core Set)
3x The Shirefolk (Mount Gundabad)

3 Heroes, 51 Cards
Cards up to ALeP – Children of Eorl

Sideboard

Hero (5)
Aragorn (Core Set)
Aragorn (The Lost Realm)
Aragorn (The Fortress of Nurn)
Frodo Baggins (A Shadow in the East)
Pippin (The Black Riders)

Ally (14)
2x Bilbo Baggins (The Road Darkens)
1x Cautious Halfling (Wrath and Ruin)
1x Curious Brandybuck (The Wastes of Eriador)
2x Elladan (The Mountain of Fire)
2x Elrohir (The Mountain of Fire)
1x Gaffer Gamgee (Mount Gundabad)
1x Odo Proudfoot (Under the Ash Mountains)
1x Ranger of Cardolan (The Wastes of Eriador)
1x Robin Smallburrow (The Drowned Ruins)
1x Sam Gamgee (The Thing in the Depths)
1x Súlien (The City of Corsairs)

Event (7)
3x Elrond’s Counsel (The Watcher in the Water)
3x Old Toby (The Black Serpent)
1x Will of the West (Core Set)

Deck built on RingsDB.

Ranger Bow Target Practice by Jim H (teamjimby)

A Secrecy deck with scrying and card draw to support using Ranger Bow.

Main Deck

Hero (3)
Glorfindel (Foundations of Stone)
Mirlonde (The Drúadan Forest)
Pippin (The Black Riders)

Ally (19)
1x Bilbo Baggins (The Road Darkens)
3x Celduin Traveler (The Nîn-in-Eilph)
3x Guardian of Ithilien (The City of Corsairs)
2x Henamarth Riversong (Core Set)
3x Ithilien Lookout (The Dunland Trap)
1x Ithilien Tracker (Heirs of Númenor)
1x Mablung (The Land of Shadow)
3x Master of the Forge (Shadow and Flame)
2x Warden of Healing (The Long Dark)

Attachment (16)
1x Asfaloth (Foundations of Stone)
1x Hobbit Pipe (The Black Riders)
3x Light of Valinor (Foundations of Stone)
3x Poisoned Stakes (The Blood of Gondor)
3x Ranger Bow (Assault on Osgiliath)
2x Ranger Spikes (Heirs of Númenor)
3x Resourceful (The Watcher in the Water)

Event (14)
3x A Test of Will (Core Set)
3x Daeron’s Runes (Foundations of Stone)
3x Elrond’s Counsel (The Watcher in the Water)
3x Risk Some Light (Shadow and Flame)
2x The Galadhrim’s Greeting (Core Set)

Player Side Quest (1)
1x Scout Ahead (The Wastes of Eriador)

3 Heroes, 50 Cards
Cards up to The City of Corsairs

Sideboard

Ally (1)
1x Warden of Healing (The Long Dark)

Attachment (3)
1x Asfaloth (Foundations of Stone)
1x Ithilien Pit (Encounter at Amon Dîn)
1x Ranger Spikes (Heirs of Númenor)

Event (4)
3x O Elbereth! Gilthonial! (Shadow and Flame)
1x The Galadhrim’s Greeting (Core Set)

Decklist built and published on RingsDB.

Secret Vigil

by Jason Meyer

  • Card Talk Episode TBD
  • Cycle
    • Angmar Awakened
  • Set
    • The Lost Realm 

  • Player Card Categories 
    • Staging Area Threat Reduction
    • Threat Reduction

Background

I suppose since the quote comes from Aragorn from The Fellowship of the Ring, it’s meant to bring one back to this idea of Dunedain Rangers keeping a vigil on the many Free Peoples. That’s a reassuring thought, when thinking of the many dangers outside the more populated areas of Hobbiton and Bree.

Card Theme

Thematically, it’s spot-on for me because it’s a Secret Vigil, observing an enemy in the staging area (so it’s seen as less of a Threat), and then while it’s engaged, one has determined some of its weak spots, and upon killing it, the death of such a high threat enemy has emboldened the cast of characters to regain some hope in their endeavor, and are able to move forward with less of that sense of impending doom that comes with much of Middle-Earth adventuring (at least in this game).

Card Synergies and Interactions

Bond of Friendship & Grey Wanderer Contracts

I would have liked this card to work better at helping one stay in Secrecy, but I’ve found that (to kill) an enemy while in Secrecy, I tended to have Hobbits or a Spirit Glorfindel; and it just hasn’t quite worked. Instead, I’ve liked this, like in my Bond of Friendship decks, for when I needed an extra Tactics card. Also, I’ve liked having this in some Grey Wanderer decks with a single hero that has high attack power (Legolas, Gandalf) to help me stay at pretty low Threat for a few more rounds.

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.

For only 1 Tactics resource, I’ve been finding this card to be pretty useful. It’s an attachment that can be played on any enemy, so if the (-1) Threat would be helpful in the Staging area (and often questing with Tactics is difficult) that’s good. But it can be attached to even an Engaged enemy, so if there’s an Ungoliant Spawn, Mumak, Giant Centipede, or some other high Threat enemy that is about to be killed, the Threat reduction kicks in. I know Dave is primarily a solo player, but I play 2-handed; and since Secret Vigil reduces EACH player’s Threat by that enemy’s printed Threat. In Tactics, Threat reduction is very beneficial. Also, that it’s a 1 cost, it has made its way into Bond of Friendship decks I’ve made. That the player can choose where it goes, makes it stand out from the typical attachments that can be put on enemies, so there’s less of a chance of this being accidentally attached to some 1-Threat enemy.

  • Jason – 5
  • Dave – TBD
  • Grant – TBD
  • Ted – TBD
  • Matt – TBD

External Links

Sample Decks

20210806_Bond_Dwarf by Jason Meyer

Main Deck

Hero (4)
Bifur (Khazad-dûm)
Dáin Ironfoot (Return to Mirkwood)
Nori (Over Hill and Under Hill)
Thorin Stonehelm (Wrath and Ruin)

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

Ally (21)
1x Bofur (Over Hill and Under Hill)
1x Bombur (Road to Rivendell)
1x Dwalin (On the Doorstep)
2x Dwarven Sellsword (The Drowned Ruins)
2x Erebor Hammersmith (Core Set)
2x Erebor Toymaker (Mount Gundabad)
2x Ered Luin Miner (Temple of the Deceived)
1x Fili (Over Hill and Under Hill)
2x Gandalf (Core Set)
1x Glóin (On the Doorstep)
1x Kili (Over Hill and Under Hill)
2x Longbeard Map-Maker (Conflict at the Carrock)
1x Miner of the Iron Hills (Core Set)
2x Veteran Axehand (Core Set)

Attachment (16)
2x Boots from Erebor (Khazad-dûm)
2x Cram (Over Hill and Under Hill)
2x Dwarrowdelf Axe (Khazad-dûm)
2x Secret Vigil (The Lost Realm)
2x Song of Battle (The Dead Marshes)
2x Song of Wisdom (Conflict at the Carrock)
1x Unexpected Courage (Core Set)
1x Warrior Sword (The Ghost of Framsburg)
2x Woodmen’s Clearing (The Withered Heath)

Event (13)
2x A Test of Will (Core Set)
1x Ancestral Knowledge (Khazad-dûm)
1x Beorn’s Hospitality (Core Set)
2x Bulwark of the West (The Crossings of Poros)
1x Dwarven Tomb (Core Set)
2x Feint (Core Set)
2x Hasty Stroke (Core Set)
2x Sneak Attack (Core Set)

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

Eagles of the Misty Mountains

The capstone card of the Eagles cards released in the first cycle of the game. While 4 resources can be a big investment in LOTR LCG, this is one is very much worth it.

Background

The Eagles of the Misty Mountains were descendants of the Great Eagles, servants of Manwe in the First and Second Ages. They came to the aid of Gandalf, Bilbo, and Thorin’s Company when trapped in trees after escaping from dungeons dim and caverns deep pursued by goblins and wargs. They also aided the men, elves, dwarves in the Battle of Five Armies turning the tide along with the arrival of Beorn. In the Lord of the Rings, their involvement is more off-screen as Gandalf later relates to Frodo his rescue from Orthanc by Gwaihir . Then again, Galadriel sends Gwaihir to retrieve Gandalf from the top of Celebdil after his battle with the Balrog. They join the Battle of the Morannon as Aragorn leads the armies of the West against Sauron as a distraction for Frodo. Most notably Gwaihir, Meneldor, and Landroval fly to Mount Doom after The One Ring’s destruction to save Frodo and Sam.

Card Theme

This card is incredibly thematic. You can easily imagine a Vassel of the Winglord swooping down from sky to attack an orc and then flying back up to rejoin the convocation. This card represents that as those Eagle allies with discard effects getting attached to it making the whole convocation stronger.

Card Synergies and Interactions

Other Eagle Allies

The more Eagle allies you run in your deck, the more potential attachments you have to build up the Eagles of the Misty Mountain’s attack and defense. The primary ones for this are Eagle Emissary, Vassel of the Winglord, Wilyador, and Winged Guardian since they can discard themselves. Descendent of Thorondor and Meneldor could be attached too after using Born Aloft, Meneldor’s Flight, or Flight of the Eagles to trigger their leave play effects. Although, you might really want to just return them to your hand to replay them.

Put Ally into Play & Resource Acceleration

The Eagles allies that discard themselves tend to be the cheaper ones that can get into play early. Eagles of the Misty Mountains at 4 cost are difficult to play early in the game before discarding any other Eagle allies. Having any effects that can put allies into play or accelerate your resources to play them helps the Eagles build up more attachments quickly.

Top among put into play effects is Vilya which for the cost of exhausting Elrond can put the top card of a deck into play. The classic ally mustering card, A Very Good Tale could be difficult to get an Eagles of the Misty Mountains with only the cheaper Eagle allies. A little trick is to an ally put into play via Gwaihir’s Debt, Sneak Attack, or Horns! Horns! Horns! Meneldor, Descendent of Thorondor, or Gandalf core set ally are good ones to use for triggering their enter and leave play effects along with higher costs.

For decks with a lot of questing power, Elf-Stone and the side quest Send for Aid are good options for getting the Eagles of the Misty Mountains in play. Hirgon is another popular resource acceleration choice. He can reduce the cost by 1 when the player quests successfully. He has additional combat synergy since the ability has the option to add 1 attack and defense when played with his ability at the cost of 1 threat.

Low threat Tactics heroes like Merry, Éowyn, Na’asiyah, and Tom Cotton or Messenger of the King and Grey Wanderer contracts can also allow for 2 great options in Secrecy. Resourceful can provide amazing value over the course of a game providing an extra resource for the Secrecy cost discounted cost of 1. Timely Aid will search the top 5 cards for an ally to put into play also for the low, low 1 cost. It’s not necessarily a reliable means for getting Eagles of the Misty Mountains into play without some player deck manipulation like Imladris Stargazer’s rearranging the top 5 cards or swapping the top card with Wizard Pipe. One advantage for Timely Aid is that there are a few other expensive Eagle allies that it can help with. Also it could put one other ally that will help play Eagles.

The much maligned Radagast ally offers creature specific resource acceleration. His cost of 5 is more prohibitive then Resourceful played out of Secrecy. If put into play with Timely Aid, Elf-Stone, A Very Good Tale, etc. then it still provides a good value. Additionally, you an make use of his staff to lower the cost of the Eagles to 2. Wizard Pipe can also be put on him to set up Eagles for a second Timely Aid. Of course, you can always run his hero version which provides access to Word of Command to find the staff or Eagles to help get them out sooner than later.

Ally Readying

Ally readying effects let you get more use out of their solid base stats or hopefully their built up attack and defense. Radagast’s Staff offers this effect along with the cost discount to play the Eagles. Also in hero specific attachments, Narya can ready them and boost their combat stats further. Ever Vigilant is the base ally readying event from the core set. Spare Hood and Cloak is cheap option for a single ready if there is another ally that isn’t needed or used often. Long Lake Trader could always move Spare Hood and Cloak back to an available character. Leadership Faramir hero‘s ability to ready an ally on engagement isn’t as useful as the others since it means the readying will only help to use Eagles to quest or defend an immediate attack prior to step 5. Their 2 willpower is still good for questing and there are some scenarios where enemies can attack when revealed. It is just not as flexible as the others.

Support of the Eagles

Before Gondorian Fire and Blood of Numenor, there was Support of the Eagles. This is the other way to take advantage of an Eagles of the Misty Mountains with several attachments. It synergized incredibly well with pre-errata Tactics Boromir because he could ready multiple times during combat. In modern decks, it has found a new preferred target, Gwaihir hero. Gwaihir readies as any Eagle leaves play that can be attached to Eagles of the Misty Mountains allowing Gwaihir to take advantage of that stat boost immediately.

Grappling Hook

This card can let you leverage the Eagles attack stat for questing outside of a Battle quest. It could easily provide a mid to late game questing push to get through at particularly bad stage or rush to the end. The Haradrim cycle has a couple quests where it can be important to push through a stage quickly. Race for Harad in particular is one where having the option to convert strong attack into a questing boost at the end before the orcs catch up can be very valuable.

Quest Specific

The Eagles of the Misty Mountains can be very helpful in quests with the Battle and Siege keywords. Quests with those keywords have characters quest with their attack and defense stats. These are featured in all three of the Heirs of Numenor quests. They’re also good to use in Battle of the Five Armies aside from thematic reasons as Battle and Siege show up in that quest as well.

Ring Rating

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

I rate this card at 3 rings. The Eagles have stats comparable to a 9-10 threat hero and they can get better if you are running other allies with the eagle trait. I’ve found their 2 willpower to be very useful in willpower poor mono-Tactics. It also just very fun to get them into play early and start building up them up into a massive attacker or defender. The main drawback is the high cost especially as you want to play them as early as possible to avoid wasting a discarded or destroyed eagle ally. The high cost, however, is well justified considering what they bring to the table. There are also more 4 costs allies in Tactics that are better, Legolas, or just as good as the Eagles. While I don’t consider them a staple Tactics ally anymore, they’re still a really good value for the cost and only get better the more eagles in the deck.

  • Dave – 5
  • Grant – 4
  • Ted – 3
  • Matt – 3
  • Average – 3.75

External Links

Sample Decks

Eagles of the Misty Riddermark by peacefrog3 (Chris G)

Chris’s deck tries to get as much value as possible from Eagles leaving play as possible. Eomer and Eagles of the Misty Mountains get boosts when any leave play. Chump blocking will generate resources with Horn of Gondor.

Eagles of the Misty Riddermark

Main Deck

Hero (3)
Éomer (The Voice of Isengard)
Éowyn (The Flame of the West)
Théoden (The Morgul Vale)

Ally (24)
1x Bofur (Over Hill and Under Hill)
2x Descendant of Thorondor (The Hills of Emyn Muil)
3x Eagles of the Misty Mountains (Return to Mirkwood)
1x Envoy of Pelargir (Heirs of Númenor)
3x Gandalf (Core Set)
2x Grimbold (The Flame of the West)
1x Guthlaf (The Blood of Gondor)
1x Gwaihir (Trouble in Tharbad)
1x Landroval (A Journey to Rhosgobel)
1x Legolas (The Treason of Saruman)
3x Vassal of the Windlord (The Dead Marshes)
2x Westfold Outrider (The Voice of Isengard)
3x Winged Guardian (The Hunt for Gollum)

Attachment (15)
3x Firefoot (The Dunland Trap)
2x Golden Shield (The Flame of the West)
3x Gondorian Shield (The Steward’s Fear)
2x Grappling Hook (The Grey Havens)
2x Horn of Gondor (Core Set)
3x Spear of the Mark (The Morgul Vale)

Event (10)
3x Feint (Core Set)
2x Foe-hammer (Over Hill and Under Hill)
2x Hail of Stones (Road to Rivendell)
3x The Eagles Are Coming! (The Hunt for Gollum)

Player Side Quest (1)
1x Gather Information (The Lost Realm)

3 Heroes, 50 Cards
Cards up to The Flame of the West

Decklist built and published on RingsDB.

Two Istari Try To Fly Far-i! Gandalf/Eagles! by Attercop! (Shane M)

Shane is having a blast playing this Eagle deck against the Haradrim and a bit of the Vengeance of Mordor cycles. He mentioned something about explaining later some bike spoke card choices in this deck, but I have no idea what he could be referring to. I see a lot of solid resource acceleration and put ally into play options with this deck!

Two Istari Try To Fly Far-i! Gandalf/Eagles!

Main Deck

Hero (1)
Gandalf (The Road Darkens)

Contract (0)
1x The Grey Wanderer (Challenge of the Wainriders)

Ally (20)
3x Descendant of Thorondor (The Hills of Emyn Muil)
3x Eagles of the Misty Mountains (Return to Mirkwood)
1x Gwaihir (Trouble in Tharbad)
1x Landroval (A Journey to Rhosgobel)
2x Meneldor (Roam Across Rhovanion)
3x Radagast (A Journey to Rhosgobel)
3x Vassal of the Windlord (The Dead Marshes)
2x Wilyador (The Land of Sorrow)
2x Winged Guardian (The Hunt for Gollum)

Attachment (12)
3x Gandalf’s Staff (The Road Darkens)
1x Narya (The Grey Havens)
1x Radagast’s Staff (The Fate of Wilderland)
3x Resourceful (The Watcher in the Water)
2x Shadowfax (The Treason of Saruman)
1x Song of Battle (The Dead Marshes)
1x Wizard Pipe (The Road Darkens)

Event (21)
3x A Very Good Tale (Over Hill and Under Hill)
3x Flame of Anor (The Road Darkens)
3x Flight of the Eagles (Roam Across Rhovanion)
3x Gwaihir’s Debt (The Fate of Wilderland)
3x The Eagles Are Coming! (The Hunt for Gollum)
3x Timely Aid (The Redhorn Gate)
3x Word of Command (The Long Dark)

1 Hero, 53 Cards
Cards up to The Land of Sorrow

Decklist built and published on RingsDB.

Legolas Shoots Locations by kattattack22 (Matt Kell)

A mono Tactics deck I played through Against the Shadow where Eagles of Misty Mountains 2 willpower is pretty key.

Main Deck

Hero (3)
Beregond (Heirs of Númenor)
Éowyn (The Flame of the West)
Legolas (Core Set)

Ally (24)
2x Beechbone (The Battle of Carn Dûm)
2x Bofur (Over Hill and Under Hill)
3x Defender of Rammas (Heirs of Númenor)
3x Derndingle Warrior (Escape from Mount Gram)
3x Dúnedain Hunter (The Lost Realm)
3x Eagles of the Misty Mountains (Return to Mirkwood)
2x Gandalf (Core Set)
3x Honour Guard (The Wastes of Eriador)
3x Knights of the Swan (The Steward’s Fear)

Attachment (17)
2x Arod (The Treason of Saruman)
3x Dagger of Westernesse (The Black Riders)
3x Favor of the Valar (The Battle of Carn Dûm)
3x Gondorian Shield (The Steward’s Fear)
3x Rivendell Blade (Road to Rivendell)
3x Secret Vigil (The Lost Realm)

Event (9)
3x Feint (Core Set)
3x Foe-hammer (Over Hill and Under Hill)
3x Hands Upon the Bow (Shadow and Flame)

3 Heroes, 50 Cards
Cards up to The Flame of the West

Sideboard

Hero (1)
Aragorn (The Lost Realm)

Ally (10)
1x Gandalf (Core Set)
3x Grimbold (The Flame of the West)
3x Legolas (The Treason of Saruman)
3x Vassal of the Windlord (The Dead Marshes)

Attachment (5)
3x Dwarven Axe (Core Set)
2x Horn of Gondor (Core Set)

Event (9)
3x Sterner than Steel (The Flame of the West)
3x The Eagles Are Coming! (The Hunt for Gollum)
3x Thicket of Spears (Core Set)

Decklist built and published on RingsDB.

Followed

by Matt Kell / kattattack22

Followed helped Trap decks and especially thematic ones using Rangers with their ability to quest. The requirement for the enemy to be engaged first syngerizes very well in particular with Dunedain. Outside those decks, it isn’t a card that can just be thrown into a deck. Likely a deck will need a good defender with action advantage or attack cancelation to keep them enemy engaged. Also shadows from the enemy or other negative effects due to scenario rules can be a concern. Still it’s a good and interesting card to build around. Staging area threat reduction in Tactics with it’s generally Low willpower characters shouldn’t be underestimated.

Background and Card Theme

There’s not much to go on for any lore connection on this card. There’s no flavor text. The art seems to just be an orc or goblin in the woods with a clear trail behind. I tend to think of it as the rangers following threats back to their camp or lair so they can eliminate them. This fits given the Ranger and Trap synergy in the game, but the books don’t have a scene that fits with that.

The card could describe Three Hunters portion of the Two Towers. In particular, Aragorn, Gimli, and Legolas tracking the Uruk-hai that eventually leads to them learning of the threat of Saruman’s betrayal. There is also an argument that by following the Uruk-hai that took Merry and Pippin, they made it helped seem to Sauron that one of them had The One Ring. Thus, helped Frodo and Sam in their quest by drawing his gaze away. In addition, the Three Hunters ultimately help save Rohan and reduce the threat of a two pronged assault on Gondor.

That said, I think the Rangers following threats and eliminating them is the intended theme. Aside from the Trap synergy, many of the other staging area threat reduction cards are themed around the scouting and knowledge of the land that both the rangers of the north and Ithillien would use against invaders. Many of these cards like Secret Paths, Familiar Lands, Explore Secret Ways, Guarded Ceaselessly, and Spirit Aragorn hero reduced staging area threat from locations. There are a couple others with this theme that targeted enemies in Secret Vigil and Argalad, a scout traited hero.

Card Synergies and Interactions

Other Traps

Forest Snare is the best trap to pair with Followed. It takes care of the biggest drawback of keeping an enemy engaged. That is dealing with the attack and even more importantly the shadow cards. Shadow cards are the other big randomness factor in the game. There are many scenarios where they have effects besides plus attack score that can set a player back. Discard an attachment, exhaust a character, or at the extreme Sleeping Sentry’s Defending player must discard all exhausted characters he controls are all avoided because the snared enemy doesn’t attack

Outmatched is clearly meant to work with Followed. It is in the same sphere and like Forest Snare takes care of the action disadvantage keeping an enemy engaged puts a player at. Unlike Forest Snare, it doesn’t get rid of the shadow card. It is reasonable considering it is cheap compared to Forest Snare. Tactics also doesn’t lack for strong defenders. Entangling Nets can make an enemy with Followed and Outmatched even safer to defend with the -2 attack. Setting up for a single enemy to get all three isn’t as easy as getting Followed on one and later snaring it. Still having another option for keeping an enemy around adds consistency to the deck.

Emyn Arnen Ranger

Released in the same pack, Emyn Arnen Ranger doubles the effectiveness of Followed. This ranger turns ranger & trap decks into questing powerhouses. This ally and Followed can achieve the same willpower level as the best questing heroes even with only a 2 threat enemy trapped with Followed.

Dunedain

The Dunedain archetype has several cards that get additional bonuses for the number of enemies engaged with them. One weakness of building purely Dunedain is willpower. All the Dunedain heroes start with 2 willpower at most. Followed reducing staging area threat allowing the Dunedain can quest better and boost the stats of Guardian of Arnor, Fornost Bowman, and Warden of Annuminas is great. Dunedain Hunter’s cost of putting an enemy engaged with the player from the top 5 encounter cards gives player more control over what enemy is trapped by Followed. It even can set up an immediate Forest Snare.

Wait No Longer

Wait No Longer from earlier in the Sands of Harad cycle, like the Dunedain Hunter gives the player greater control over trapping an enemy with Followed. It also provides some pseudo-questing power by reducing the number of encounter cards entering the staging area.

Shadow Control

I mentioned a few times, a drawback to keeping an enemy engaged is having to deal with the shadow effects. Besides attack cancelation effects like Forest Snare, another way to mitigate this is with repeatable ways to cancel, discard, or look at shadows. Prime among the shadow discard options is Armored Destrier. It not only discards the shadow card of the Followed enemy but can ready your defender counteracting the action disadvantage. A Burning Brand, Erkenbrand, Balin, Jubayr, and Gandalf’s Staff all also offers repeatable shadow cancelation/discard. Cards like Silver Lamp and Dark Knowledge that let the player see a shadow aren’t as helpful but at least offer some foreknowledge to let the player decide how best to defend.

Quest Specific Limitations

There are a few quests where Followed’s effect is very limited because keeping enemies engaged will keep the player(s) from beating the scenario. Escape from Umbar and Passage of the Marshes are prime examples as each have a stage that either can’t be defeated or can’t have progress placed on it while an enemy is engaged. Passage of the Marshes also features several enemies that prevent threat reduction while engaged making Followed a greater detriment.

Any quest with the Archery keyword also makes Followed more of a liability. Taking direct damage each turn is not worth the willpower boost. Quests with archery already require some healing or damage cancelation. The additional deck space to offset keeping an enemy with archery in play every turn isn’t worth the additional willpower in most cases.

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 Followed at 6 rings. It’s a good card especially in trap focused deck. Getting a form of questing power in Tactics for 1 resource is a great value considering most Tactics cards it takes 2 resources for 1 willpower and 3 for 2 willpower. That said, it is still a trap and there enemy immunities and specific scenarios where this just wont’ work. It also isn’t very reliable being able to trap the preferred enemy into it without some building around it. When it does work, it can provide great value. Especially when paired with other traps and the Emyn Arnen Ranger. It’s good but it’s a more niche card

  • Dave – 8
  • Grant – 5
  • Ted – 7
  • Matt – 6
  • Average – 6.5

External Links

Sample Decks

Ye “New” Ranger Trap Deck (Peak Faramir) by Matt Duckworth

This is a very efficient Gondor Ranger and Trap deck. Faramir can usually get some bonus attack thanks to the deck’s relatively low starting threat of 26 and Ranger Spikes. Questing power starts off solid with Tactic’s Eowyn 4 willpower. Emyn Arnen Rangers and Followed can get it to ramp up significantly.

Ye “New” Ranger Trap Deck (Peak Faramir)

Main Deck

Hero (3)
Damrod (The Land of Shadow)
Éowyn (The Flame of the West)
Faramir (Assault on Osgiliath)

Ally (19)
3x Emyn Arnen Ranger (The Crossings of Poros)
2x Erebor Hammersmith (Core Set)
1x Gandalf (Core Set)
3x Guardian of Ithilien (The City of Corsairs)
2x Henamarth Riversong (Core Set)
2x Ioreth (A Storm on Cobas Haven)
3x Mablung (The Land of Shadow)
3x Master of the Forge (Shadow and Flame)

Attachment (19)
1x Black Arrow (On the Doorstep)
3x Followed (The Crossings of Poros)
3x Forest Snare (Core Set)
3x Ithilien Pit (Encounter at Amon Dîn)
2x Ranger Spear (The City of Corsairs)
3x Ranger Spikes (Heirs of Númenor)
2x Secret Vigil (The Lost Realm)
2x Song of Wisdom (Conflict at the Carrock)

Event (12)
3x Daeron’s Runes (Foundations of Stone)
3x Feint (Core Set)
3x Hands Upon the Bow (Shadow and Flame)
3x Proud Hunters (Race Across Harad)

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

Sideboard

Ally (10)
3x Dúnedain Hunter (The Lost Realm)
3x Dunedain Lookout (Beneath the Sands)
1x Ioreth (A Storm on Cobas Haven)
3x Mirkwood Explorer (The Thing in the Depths)

Attachment (9)
3x Entangling Nets (Temple of the Deceived)
3x Gondorian Shield (The Steward’s Fear)
2x Protector of Lórien (Core Set)
1x Song of Wisdom (Conflict at the Carrock)

Event (4)
3x Distant Stars (Escape from Mount Gram)
1x Interrogation (The Drowned Ruins)

Decklist built and published on RingsDB.

Dunedain Set a Trap at the Battle of Carn Dum by Matt Kell

A Dunedain and Trap deck based on Seastan’s Dunedain Trappers but updated and tuned for Battle of Carn Dum. It takes some set up to get going. Once some enemies are trapped, Aragorn has Spirit icon, and Amarthuil has Blood of Numenor to become a very strong defender, it snowballs to victory. Threat management is key to running the deck to buy that time to build up.

Main Deck

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

Ally (19)
3x Emyn Arnen Ranger (The Crossings of Poros)
2x Fornost Bowman (The Dread Realm)
3x Galadriel (The Road Darkens)
3x Guardian of Arnor (The Battle of Carn Dûm)
3x Master of the Forge (Shadow and Flame)
3x Northern Tracker (Core Set)
2x Sarn Ford Sentry (The Lost Realm)

Attachment (25)
3x Armored Destrier (Temple of the Deceived)
2x Blood of Númenor (Heirs of Númenor)
2x Celebrían’s Stone (Core Set)
3x Entangling Nets (Temple of the Deceived)
2x Favor of the Valar (The Battle of Carn Dûm)
3x Followed (The Crossings of Poros)
3x Forest Snare (Core Set)
2x Heir of Valandil (The Lost Realm)
3x Steward of Gondor (Core Set)
2x Sword that was Broken (The Watcher in the Water)

Event (6)
3x A Test of Will (Core Set)
3x Feint (Core Set)

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

Decklist built and published on RingsDB.