Spare Pipe

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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.

Andrath Guardsman

by Vardaen

  • Player Card Categories 
    • Attack Cancellation

Background

Let’s talk lore. Who is this guardsman, and what is the Andrath? The Andrath is a geographical feature in Arnor. Its a long defile between the Barrow-downs and the South Downs through which the North-South Road (or the Greenway) passed. Its south of Bree, and at various points it was controlled by both The Enemy and the Dunedain. It is a great tactical location that could control travel north-south in the region. The other option was to travel through the Barrow-downs, which as Frodo found out was not without great peril. In fact in Unfinished Tales the Black Captain stays at the Andrath setting up a camp rousing the Barrow-Wights from there and sending out patrols. So this Ranger is guarding this ‘pass’ keeping foes from reaching Bree and the Shire by bottle necking them there.

Card Theme

It is a theme home run for his effects. So for two resources (in Leadership!) you can effectively feint a non-unique enemy but also have an ally on the table to quest or defend with. Don’t be like the Hobbits and forget about the Rangers that have long kept the peace possible.

Card Synergies and Interactions

Vardaen’s Combo

Sneak Attack, in sphere feint for Leadership decks that don’t have Tactics. You get double duty, you can stop 1 enemy from attacking, and then block with him for another enemy!

Editor’s Note

Vardaen’s Combo doesn’t work as written. You would need to play Andrath Guardsman from your hand to cancel an attack. Born Aloft would let you reuse him to get an additional attack cancelation. You don’t get to cheaply chump block though. I’ve taken the liberty to create Bandrath Guardsman to enable Vardaen’s Combo.

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.

  • Dave – 3
  • Grant – 4
  • Ted – TBR
  • Vardaen – 4
  • Matt – 6
  • Average – 4.25

Sample Decks

Dunedain reborn by dkayringsdb

Dunedain centric deck utilizing several attack cancelation cards to build up engaged enemies and leverage Heir of Valandil.

Main Deck

Hero (3)
Amarthiúl (The Battle of Carn Dûm)
Aragorn (The Watcher in the Water)
Beravor (Core Set)

Ally (20)
3x Andrath Guardsman (The Mûmakil)
1x Eldahir (The Thing in the Depths)
3x Fornost Bowman (The Dread Realm)
3x Guardian of Arnor (The Battle of Carn Dûm)
2x Halbarad (The Flame of the West)
3x Ranger of Cardolan (The Wastes of Eriador)
3x Sarn Ford Sentry (The Lost Realm)
2x Vigilant Dúnadan (The Sands of Harad)

Attachment (24)
3x A Burning Brand (Conflict at the Carrock)
3x Armored Destrier (Temple of the Deceived)
3x Dúnedain Warning (Conflict at the Carrock)
3x Forest Snare (Core Set)
3x Heir of Valandil (The Lost Realm)
2x Self Preservation (Core Set)
1x Steed of the North (Race Across Harad)
2x Sword that was Broken (The Watcher in the Water)
1x The Day’s Rising (The Antlered Crown)
3x The Long Defeat (The Battle of Carn Dûm)

Event (6)
3x Coney in a Trap (The Mûmakil)
3x Descendants of Kings (Escape from Mount Gram)

3 Heroes, 50 Cards
Cards up to Race Across Harad

Sideboard

Ally (11)
3x Dúnedain Hunter (The Lost Realm)
3x East Road Ranger (The Wastes of Eriador)
2x Northern Tracker (Core Set)
1x Vigilant Dúnadan (The Sands of Harad)
2x Warden of Annúminas (The Lost Realm)

Attachment (16)
3x Athelas (The Lost Realm)
3x Entangling Nets (Temple of the Deceived)
2x Silver Lamp (The Voice of Isengard)
2x Song of Travel (The Hills of Emyn Muil)
3x Steward of Gondor (Core Set)
3x Warrior Sword (The Ghost of Framsburg)

Decklist built and published on RingsDB.

Bombur (Hero)

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

Background

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

Card Theme

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

Card Synergies and Interactions

Synergies

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

Attachments and Events

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

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

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

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

Contracts

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

Quest Specific

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

Other Considerations

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

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

Deckbuilding

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

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

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

Ring Rating

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

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

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

Sample Decks

Bombur Doin’ His Thing by Stone of Eric

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

Main Deck

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

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

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

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

3 Heroes, 50 Cards
Cards up to Mount Gundabad

Sideboard

Hero (1)
Dwalin (Khazad-dûm)

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

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

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

Decklist built and published on RingsDB.

Books and Eating (Mono Lore) by Durins_Father

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

Main Deck

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

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

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

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

3 Heroes, 52 Cards
Cards up to The Black Riders

Decklist built and published on RingsDB.

Gluttony by Beorn

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

Main Deck

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

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

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

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

3 Heroes, 50 Cards
Cards up to On the Doorstep

Decklist built and published on RingsDB.

Folco Boffin

Mirlonde for Hobbits not that they needed one.

Background

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

Card Theme

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

Card Synergies and Interactions

Secrecy

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

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

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

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

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

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

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

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

Houses of Healing

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

Fast Hitch

Quest Specific

Ring Rating

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

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

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

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

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

Sample Decks

Deck name and creator

short deck description

Leadership Elfhelm

Elfhelm gives stat-boosts to heroes with mount attachments
  • Player Card Categories 
    • Willpower Bonus
    • Attack Bonus
    • Defense Bonus

Background

If you’re solely a LOTR fan of the Peter Jackson films you may be wondering who this “Elfhelm” guy is and why you haven’t heard of him before. Well, that is because they pretty much cut him out of the story for the theatrical release. In the books he has a much more prominent role. Elfhelm eventually became the Marshal of the East-Mark. He was present at the Battle of the Ford of Isen where Theodred had fallen to the forces of Isengard. He later appears in Rohan’s ride to Gondor and fights in the Battle of Pelennor fields. While riding to Gondor he is actually aware of Eowyn’s presence and even supplies her with Theodred’s sword – the sword which would inevitably become the Witch-King’s demise. In the lore we see Elfhelm riding to and fro, making haste to where his king, or Gandalf, needs him most. This is presumably the theme behind his card abilities as well as his stats clearly boost the heroes around him.

Card Theme

Elfhelm is a lord of Rohan. And like any faithful Rider of the Mark he is well-trained in the art of horseback combat. It’s only natural that a lord of Rohan synergizes with the mount sub-archetype. While this sub-archetype is not as fleshed out as the typical Rohan discarding archetype it does have its benefits. Especially if you appreciate passive, versatile abilities. With Elfhelm you get a +1 boost hero to stats when that hero is equipped with a mount attachment. With the exception of Lore, each hero on the table with an attached mount will get at least one stat boost correlating to their sphere. This has the potential to increase hero stats dramatically for all players. Whether you’re building for an epic multiplayer Helm’s Deep game, or just “horsing” around solo, Elfhelm has his place on the table. Or in the stable? Okay, enough with the dad jokes… let’s “mount” up and see what Elfhelm has to offer.

Card Synergies and Interactions

Thematic Deckbuilding Ideas

Elfhelm’s hero version is pretty cut-and-dry in that mounts are needed to make him work. This concept is great in terms of theme and lore. Rohan is unique and powerful in Middle-Earth because of their horseback capabilities. Elfhelm helps reinforce this by rewarding the use of mounts. This reward comes in the form of +1 attack for Tactics heroes, +1 willpower to Spirit heroes, and +1 defense to Leadership heroes. A noteworthy mention is that his ability specifically excludes the Lore sphere. I have seen many people talk about house ruling the inclusion of the Lore sphere to include +1 HP. There is only one Lore Rohan “hero” which is Grima. This could be an indicator his intention may be to boost his Rohirrim comrades. You know, the ones who are not corrupt. While mount cards are what make him work, a potential drawback is how Elfhelm’s ability relies on extra cards to make him work. This can take up valuable deck space. Luckily, there are many useful mount-traited cards in the game. Not all of them are Rohan-themed though there are many thematic options. More on that later.

If you are going for a thematic Elfhelm/Mount deck you are obviously making room in your deck for mounts. Another common strategy is to include Song cards to grant additional spheres for heroes. I see this as particularly thematic when you envision a Rohirrim charge and the accompanying battle cries and chants. For that reason, song cards not only help boost an Elfhelm deck but align with a thematic Rohirrim charge. Much like what we see in the infamous scene of the “Ride of the Rohirrim” in the lore. It is fitting then that Burst into Song is in sphere with Elfhelm, boasts Rohan artwork, and has an incredibly thematic quote from the books:

“And then all the host of Rohan burst into song, and they sang as they slew, for the joy of battle was on them, and the sound of their singing that was fair and terrible came even to the City.”

Okay, now a show of hands: who wants to immediately go and build a thematic Elfhelm/Rohan deck after reading that? I know I do.

Deckbuilding Considerations

We already know Elfhelm can really only work when you give dedicated space in your deck to mounts. Count a few more spaces dedicated to songs and perhaps another two for Burst into song. Here we see the biggest limitation to Elfhelm decks – he requires a LOT of deck space to make him truly thrive. With this being the case, I see him as a great multiplayer hero where you can be the support role. You bring all the mounts and songs and your entire fellowship can benefit. When deciding to bring Elfhelm you will undoubtedly need to answer the question, “Are the mounts going to offer that much of an advantage to justify their use.” Let’s evaluate some thematic options as well as some other popular hero choices to see if Elfhelm can really help them.

Mounts

Rohan has many mounts specific to them. They are all worthy of adding into an Elfhelm deck. Notable cards include:

Snowmane: Give Theoden his steed, boost his willpower, and allow him to get ready for combat. If you use his Tactics version you get an even better combat boost. 

Armored Destrier: Use on Elfhelm himself to boost his defense stat and offer shadow cancellation. Better yet, give it to his buddy Erkenbrand for better stats and advantage.

Firefoot: Could Eomer possibly become a more powerful attacker? Why, yes he can! Because he gets an additional attack if you equip him with Firefoot thanks to Elfhelm.

Rohan Warhorse: What’s that? Giving Eomer more attack with Firefoot wasn’t enough and you want him to attack twice? Or you want to slap it on Tactics Eowyn for a double 11 attack swing? Rohan Warhorse can make it happen!

Windfola: The queen of questing, Spirit Eowyn, gets an extra willpower for one resource. That allows her to accrue two willpower for one resource and a guarantee she will not be removed from any questing thanks to Windfola’s ability. 

Steed of the Mark: A great option for whoever wins the “I get to use Steward of Gondor” debate. 

Not all of your fellowship will be using Rohan of course. Some of the best non-Rohan and mount synergies include:

Arod: For any tactics hero to boost attack and improve the chances of gaining that extra progress token. 

Armored Destrier: Denny and this steed are good friends. Elfhelm is also in sphere for this card if playing solo. 

Asfaloth: Especially for Spirit Glorfindel.

Hobbit Pony: especially for Spirit Merry with Fast Hitch or Unexpected Courage.

Firefoot: Basically any Tactics hero. But Grimbeorn loves him the most!

Shadowfax: Make Gandalf stronger (when equipped with his ring).

Roheryn and Steed of the North: Aragorn loves his horses as much as any of his other toys. He will be boosted an additional stat (attack) if you use Roheryn on his Leadership or Spirit versions. 

Non-Mounts

Song of Battle/Kings/Travel: Grant additional spheres for heroes for extra stat boosts. 

Burst into Song: Nearly an auto include if you run songs. Use it after defending but before attacking. After all, who doesn’t like singing while they slay? 

Westfold Horse-Breeder: Great mount search and acceleration. 

Charge of the Rohirrim: Even more boosts for heroes with mounts?! What are you waiting for? Ride out and meet them!

Forth, The Three Hunters: This contract *elevates* Eflhelm significantly in solo. I’d argue Three Hunters actually makes Elfhelm not only viable in solo, but close to top tier. You don’t have to worry about putting allies on the board and can focus solely on mounts and songs. No to mention Elfhelm becomes a good dedicated defender with Armored Destrier in a Three Hunter’s build. 

Sword-Thain: You get another hero with boosted stats if you attach a mount.

Quest Specific

Given the stat-boosting nature of Elfhelm’s ability you could throw him into any scenario. I personally think he does not play great in solo unless you run him in a Three Hunter’s deck. There are many scenarios which simply do not allow for setup time. If you are running three spheres it becomes even more difficult to accomplish this and get allies on the table. In my experience this ends up being overwhelming (location lock or enemy swarming) and sometimes frustrating.I would argue that Elfhelm shines most in a multiplayer game where he can throw his boosts around the table. So long as others are including mounts in their decks Eflhelm’s ability only increases in strength with higher player counts. This might make epic multiplayer games that much more epic. It’s this type of versatility that allows Elfhelm to potentially excel in most scenarios rather than specializing in any one. With a little coordination your fellowship can gauge what types of mounts and songs are best suited for the scenario and voilà! You’re ready to ride!

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.

  • Dave – 8
  • Grant – 6
  • Ted – 5
  • Matt – 5
  • Joe – 6
  • Average – 6

I have to give Elfhelm a 6 overall. It pains me because I’m clearly biased towards loving Rohan cards. The fact of the matter is he just is not a top tier hero and is often too cumbersome in solo. I will say he is a strong multiplayer hero. As long as another player can offer combat help in the early stages of the game Elfhelm could be a deciding factor in whether or not victory is achieved. The contrast for grading solo vs. multiplayer is quite a large spread for me. I’d give him a 6 for solo (Forth, Three Hunters! saves him from a 7) and a 4 for multiplayer. Unfortunately for Elfhelm, he rides as a middle-of-the-road hero at the end of the day. Still, he is a fun hero to play in the right circumstance!

Sample Decks

Rohan’s Mighty Hunters by The BGamerJoe

A thematic Rohan 3 hunters deck featuring Elfhelm as the defender.

Main Deck

Hero (3)
Elfhelm (Temple of the Deceived)
Éowyn (Core Set)
Théoden (The Morgul Vale)

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

Attachment (39)
3x Ancestral Armor (Roam Across Rhovanion)
3x Ancient Mathom (A Journey to Rhosgobel)
3x Armored Destrier (Temple of the Deceived)
1x Celebrían’s Stone (Core Set)
1x Dúnedain Warning (Conflict at the Carrock)
3x Golden Shield (The Flame of the West)
2x Herugrim (The Treason of Saruman)
2x Round Shield (Mount Gundabad)
2x Silver Circlet (Wrath and Ruin)
1x Silver Harp (The Treachery of Rhudaur)
3x Snowmane (The Land of Shadow)
2x Song of Travel (The Hills of Emyn Muil)
2x Steed of the Mark (The Morgul Vale)
3x Unexpected Courage (Core Set)
3x War Axe (The City of Ulfast)
3x Warrior Sword (The Ghost of Framsburg)
2x Windfola (A Storm on Cobas Haven)

Event (11)
3x A Test of Will (Core Set)
2x Elven-light (The Dread Realm)
3x Foe-hammer (Over Hill and Under Hill)
3x Well Warned (The Sands of Harad)

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

Sideboard

Attachment (5)
3x Raiment of War (The Thing in the Depths)
1x Silver Harp (The Treachery of Rhudaur)
1x Steed of Imladris (Across the Ettenmoors)

Event (6)
3x Sterner than Steel (The Flame of the West)
3x The Galadhrim’s Greeting (Core Set)

Player Side Quest (1)
1x Rally the West (The Black Serpent)

Decklist built and published on RingsDB.

Earth, Wind, and Firefoot by TheChad

A Grimbeorn + Firefoot deck using Elfhelm’s bonus and other attachments to power up Grimbeorn’s attack.

Main Deck

Hero (3)
Elfhelm (Temple of the Deceived)
Éowyn (Core Set)
Grimbeorn the Old (The Withered Heath)

Ally (17)
3x Arwen Undómiel (The Watcher in the Water)
2x Beorn (Core Set)
3x Beorning Skin-changer (The Withered Heath)
2x Gandalf (Core Set)
2x Giant Bear (Fire in the Night)
2x Honour Guard (The Wastes of Eriador)
3x Westfold Horse-breeder (The Voice of Isengard)

Attachment (25)
3x Ancient Mathom (A Journey to Rhosgobel)
1x Arod (The Treason of Saruman)
1x Dúnedain Remedy (The Drowned Ruins)
3x Firefoot (The Dunland Trap)
1x Hauberk of Mail (The Wilds of Rhovanion)
1x Miruvor (Shadow and Flame)
2x Necklace of Girion (The Wilds of Rhovanion)
3x Orcrist (Fire in the Night)
1x Snowmane (The Land of Shadow)
1x Song of Kings (The Hunt for Gollum)
1x Steed of Imladris (Across the Ettenmoors)
3x The Day’s Rising (The Antlered Crown)
2x Unexpected Courage (Core Set)
2x Windfola (A Storm on Cobas Haven)

Event (6)
2x Hasty Stroke (Core Set)
1x Quick Strike (Core Set)
3x Sneak Attack (Core Set)

Player Side Quest (2)
1x Double Back (Escape from Mount Gram)
1x Gather Information (The Lost Realm)

3 Heroes, 50 Cards
Cards up to Fire in the Night

Sideboard

Hero (1)
Hirgon (Beneath the Sands)

Ally (3)
3x Wild Stallion (Roam Across Rhovanion)

Attachment (9)
3x Armored Destrier (Temple of the Deceived)
3x Steed of the Mark (The Morgul Vale)
3x Steward of Gondor (Core Set)

Event (6)
3x Beorn’s Rage (The Withered Heath)
3x Open the Armory (The Dungeons of Cirith Gurat)

Decklist built and published on RingsDB.

Mirkwood Explorer

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

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

Background

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

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

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

Card Theme

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

Card Synergies and Interactions

Ally Readying

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

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

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

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

Location Attachments

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

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

Player Guarded Cards and Burglar’s Turn

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

Other Direct Location Progress Effects

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

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

Quest Specific

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

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

Ring Rating

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

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

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

Sample Decks

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

Location Busters by The BGamerJoe

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

Main Deck

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

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

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

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

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

Sideboard

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

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

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

Decklist built and published on RingsDB.

Sword-thain

Before there was Messenger of the King, there was Sword-thain.

Background

The term sword-thain is used only a few times in the books. We first see it used when Theoden offers to have Merry ride with him and act as his squire.

You shall be my esquire, if you will. Is there gear of war in this place, Éomer, that my sword-thain could use?

Book 5, Chapter 2: Passing of the Grey Company

It subsequently only comes up again when Theoden dismisses Merry as his pony will not be able to keep up on the ride to Minas Tirith. In the context used, it seems to be a formal title for a squire. The historical thane or thegn, however, was a lordly title similar to a knight. The term largely used prior to William the Conqueror’s conquest of England. A period of history that Tolkien studied and took inspiration from.

Card Theme

The card refers to Merry joining Theoden’s service, but in the previous chapter Pippin swears his sword to Denethor. Prior to this, the readers had not seen them really demonstrate martial prowess. If anything they had fallen into trouble in The Old Forest, in the barrows, and captured by orcs. Granted, they managed to convince the Ents to march on Isengard, but still that them being persuasive. It is once they join the armies of Gondor and Rohan and participate in the Battle ofPelannor Fields and rescue Faramir from the pyre that they become much more heroes in their own right. The change is apparent when they return to the Shire. They can easily push past gate guards, shirriffs, and turn back waylaying ruffians through shows of confidence. The Sword-thain card then represents the turning point where they “level up” much as the card promotes an ally into a full blown hero.

Card Synergies and Interactions

Resource or Attachment Acceleration

Now Sword-thain at 4 cost is fairly expensive. Even if the effect of gaining another hero is well worth it. You’re not going to play it first turn without some resource acceleration. Leadership Denethor hero, Steward of Gondor, and Legacy of Numenor are a couple options for getting it out first turn, but they require Leadership.

Bartering - Lore Event - 0 cost - Planning Action: Choose a ready player attachment on a character you control. Return that attachment to its owner's hand to reduce the cost of the next attachment played this phase by X, where X is the chosen attachment's cost.

First, I’d like to thank Marcelf over at Ringsdb for putting me onto this combo with his Barliman and Robin deck. Bartering the 0 cost Lore event offers a couple interesting options for putting it into play on the cheap. If you are running all Lore heroes or couple heroes of one sphere with a Lore hero, you can play the record attachments for 1 or 2 cost. Use Bartering to return it to your hand then play Sword-thain for free since the discount is by the printed cost. Lore offers some very low cost unique allies like Ioreth and Henamarth Riversong that can be played first turn with it. Then you can start gaining an additional resources.

Another option is to utilize Tactics Beregond’s discount on Weapon and Armor attachments. Basically any 2+ cost weapon or armor on him will let Bartering discount Sword-thain. Citadel Plate, Spear of the Citadel, Raiment of War, and Raven Winged Helm are good options to transfer the discount.

There are a couple other options for getting Sword-thain into play without paying the full 4 cost, but they are limited to dwarves.

Well-Equipped can put it into play for free onto a unique Dwarf. There’s certainly no shortage of targets with 9 of the 13 dwarves in Thorin’s Company represented by allies. Bofur even has 2 different versions. Outside The Hobbit Saga expansions, Gimli ally, Azain Silverbeard, and even the infamous Brok Ironfist.

Ring of Thror requires a Dwarf hero to use. Unlike Well-Equipped, the attachment that is discarded can go on any non-neutral unique ally.

Sneak Attack

Many unique allies are higher cost. Another way to get a Sword-thain hero is to Sneak Attack one into play. Then attach Sword-thain to it before the end of the phase. It won’t return to your hand anymore because it is no longer an ally. You can use this with other temporarily put an ally effects into play, such as, Horns! Horns! Horns! and Gwaihir’s Debt. Although with the latter you will be limited to Gwaihir and Landroval since Sword-thain can only be used on non-neutral unique allies.

Effects that Scale with the Number of Heroes

There are a number of cards that the effect is based on the number of heroes. Usually they require they belong to a particular sphere or have a named trait. Chief among these is Caldara.

Caldara can return an ally from the discard for each Spirit hero the player controls. A Sword-thain hero counts for this effect allowing you to return 3 allies with Sword-thain. You can even get up to 4 if Spirit Prince Imrahil is in play since he instantly becomes a hero when Caldara is discarded.

Another mono-Spirit favorite is Pelargir Shipwright. It’s willpower is equal to the number of Spirit heroes you control. This means with a Sword-thain Spirit hero, it has 4 willpower rivaling that of Eowyn and Cirdan.

I mentioned earlier the record attachments can be played for 1 or 2 cost. This is because Tome of Atanatar, Scroll of Isildur, Map of Earnil, and Book of Eldacar cost 1 less for each hero of the matching sphere. It’s possible to make these cost 0 once Sword-thain hits play.

Mithrandir’s Advice can draw a card for each Lore hero. This card in a mono-Lore deck with Sword-thain can draw nearly as many cards as Peace and Thought without having to exhaust 2 heroes. Then a free Scroll of Isildur can recur it for you.

Tactics Merry and Frodo’s Intuition similar to the others do more for each hero you have. The difference being that their effects are based on the number of Hobbit heroes rather than the sphere. Frodo’s Intuition overlaps with another kind of scaling effect by giving each hero +1 willpower. These card don’t explicitly scale like those mentioned. Instead these get better the more heroes you have because they affect each one. Tighten Our Belts, Legacy of Numenor, and We Are Not Idle can all garner up to 4 resources with a Sword-thain hero. Hour of Wrath when in Valour (threat is 40 or higher) will let all heroes attack and defend without exhausting. Captains of the West will boost all Noble heroes’ willpower and have them quest without exhausting. While Captains of the West is trait restricted, there are many unique Noble allies that make great Sword-thain heroes.

Unique Allies

While it is a requirement of the card, there are definitely some better targets than others. Generally, the unique allies with strong combat stats or very useful abilities are top targets. Jubayr is a good example of both. His strong defense and ability to discard a shadow makes a solid defending ally. Once he is a hero additional attachments open up like Dunedain Warning and Armored Destrier that can turn into a defender for the entire table. Tactics Nori is one where his combat stats aren’t stellar and making him a hero can help make his ability more reliable. Then he can have great attack boosting attachments like Dagger of Westernesse or War Axe. He could even have a Rohan Warhorse to possibly destroy 2 enemies and get 2 cards from the discard on the bottom of the deck.

Speaking of readying, there are more options for readying heroes than allies. This is great for allies with great abilities that trigger by exhausting like Leadership Faramir and Rosie. Faramir could add 2 or more willpower to a player’s questing characters. Rosie has always had potential to use her ability multiple times a round thanks to Fast Hitch, but opens up to running her without Lore. Additionally, willpower boosting attachments like Celebrian’s Stone and Fireside Song can make her ability even more powerful.

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 Sword-thain at 3 rings. The 4 cost can be a big ask especially without some resource acceleration. There are a couple ways, however, to play it on the cheap. When built around it, you can get some really great mileage out that extra hero. It can really improve the effectiveness of unique allies with strong abilities like Rosie and Leadership Faramir. It even opens up some unique ally turned hero voltron builds. Especially as it doesn’t have the readying limit that Messenger of the King does. There is also a fun factor to this card. If your favorite character for some reason isn’t a hero but an ally. Then you can make them one. There are fun builds out there that aim to get 5 – 7 heroes or at least near hero allies. These usually have 3 normal heroes, a Sword-thain hero, Thalion, Treebeard, Over Hill and Under Hill Gandalf, and/or Radagast. Sword-thain won’t fit into every deck, and it is on the expensive side. Despite those drawbacks, it offers a lot of deck building possibilities.

  • Dave – 6
  • Grant – 4
  • Ted – 7
  • Matt – 3
  • Average – 5

Sample Decks

Barliman and Robin by Marcelf

Sword-thain is a major piece of resource acceleration in this deck. Scroll of Isildur is used for Bartering Sword-thain or Resourcefuls into play. The Scrolls are important to play and use to recur Risk Some Light over and over again. Getting to be free also helps accelerate resources.

Barliman and Robin

Main Deck

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

Ally (19)
1x Barliman Butterbur (The Black Riders)
3x Erebor Hammersmith (Core Set)
1x Firyal (The Mûmakil)
1x Gaffer Gamgee (Mount Gundabad)
1x Gandalf (Over Hill and Under Hill)
1x Ghân-buri-Ghân (The Flame of the West)
1x Gildor Inglorion (The Hills of Emyn Muil)
1x Henamarth Riversong (Core Set)
3x Ithilien Lookout (The Dunland Trap)
1x Mablung (The Land of Shadow)
2x Mirkwood Explorer (The Thing in the Depths)
1x Quickbeam (The Treason of Saruman)
1x Robin Smallburrow (The Drowned Ruins)
1x Warden of Healing (The Long Dark)

Attachment (12)
1x Fast Hitch (The Dead Marshes)
3x Love of Tales (The Long Dark)
3x Resourceful (The Watcher in the Water)
3x Scroll of Isildur (The Morgul Vale)
2x Sword-thain (The Dread Realm)

Event (19)
2x Bartering (The Wilds of Rhovanion)
3x Deep Knowledge (The Voice of Isengard)
3x Drinking Song (Mount Gundabad)
3x Mithrandir’s Advice (The Steward’s Fear)
2x Peace, and Thought (Shadow and Flame)
3x Risk Some Light (Shadow and Flame)
3x The Shirefolk (Mount Gundabad)

3 Heroes, 50 Cards
Cards up to Mount Gundabad

Decklist built and published on RingsDB.

Aggro Caldara v4 by Beorn

Post-errata Caldara deck utilizing Noldor discard to fill the discard pile with targets for Caldara’s ability.

Main Deck

Hero (3)
Arwen Undómiel (The Dread Realm)
Caldara (The Blood of Gondor)
Círdan the Shipwright (The Grey Havens)

Ally (30)
1x Elfhelm (The Dead Marshes)
3x Emery (The Blood of Gondor)
1x Escort from Edoras (A Journey to Rhosgobel)
1x Gamling (The Land of Shadow)
2x Glorfindel (Flight of the Stormcaller)
1x Háma (The Treason of Saruman)
3x Imladris Stargazer (Foundations of Stone)
3x Jubayr (The Mûmakil)
3x Northern Tracker (Core Set)
3x Pelargir Shipwright (Assault on Osgiliath)
3x Prince Imrahil (The Flame of the West)
1x Rhovanion Outrider (Temple of the Deceived)
1x Súlien (The City of Corsairs)
1x Westfold Horse-Breaker (The Hunt for Gollum)
3x Zigil Miner (Khazad-dûm)

Attachment (9)
2x Light of Valinor (Foundations of Stone)
3x Narya (The Grey Havens)
1x Steed of Imladris (Across the Ettenmoors)
3x Sword-thain (The Dread Realm)

Event (11)
3x A Test of Will (Core Set)
1x Dwarven Tomb (Core Set)
3x Elven-light (The Dread Realm)
2x Hidden Cache (The Morgul Vale)
2x Stand and Fight (Core Set)

3 Heroes, 50 Cards
Cards up to The Mûmakil

Decklist built and published on RingsDB.

Ring around the Rosie (saga) by TheChad

Chad of Cardboard of the Ring’s LOTR Saga deck that makes Rosie the Sword-thain hero. Then boosts her willpower with Celebrian’s Stone, Fireside Song, etc.

Main Deck

Hero (3)
Merry (The Wastes of Eriador)
Pippin (The Black Riders)
Sam Gamgee (The Black Riders)

Ally (18)
1x Bill the Pony (The Black Riders)
2x Celduin Traveler (The Nîn-in-Eilph)
3x Gandalf (Core Set)
2x Ithilien Lookout (The Dunland Trap)
3x Master of the Forge (Shadow and Flame)
1x Quickbeam (The Treason of Saruman)
3x Rosie Cotton (The Mountain of Fire)
1x Treebeard (The Antlered Crown)
2x Warden of Healing (The Long Dark)

Attachment (18)
1x Celebrían’s Stone (Core Set)
3x Fast Hitch (The Dead Marshes)
2x Fellowship of the Ring (The Road Darkens)
2x Fireside Song (Beneath the Sands)
3x Friend of Friends (The Mountain of Fire)
2x Resourceful (The Watcher in the Water)
1x Song of Hope (The Black Serpent)
1x Staff of Lebethron (The Land of Shadow)
3x Sword-thain (The Dread Realm)

Event (15)
3x A Test of Will (Core Set)
3x Elevenses (The Thing in the Depths)
3x Frodo’s Intuition (The Black Riders)
3x Sneak Attack (Core Set)
3x Timely Aid (The Redhorn Gate)

3 Heroes, 51 Cards
Cards up to The Mountain of Fire

Sideboard

Attachment (5)
3x Hobbit Cloak (The Black Riders)
2x Hobbit Pony (The Wastes of Eriador)

Decklist built and published on RingsDB.

Big Hero Six by Zeromage

This deck aims to have 6 heroes in play or at least 4 heroes and 2 hero-like allies in play (Gandalf and Treebeard).

Main Deck

Hero (3)
Beravor (Core Set)
Círdan the Shipwright (The Grey Havens)
Denethor (Flight of the Stormcaller)

Ally (24)
1x Arwen Undómiel (The Watcher in the Water)
3x Envoy of Pelargir (Heirs of Númenor)
3x Erebor Hammersmith (Core Set)
3x Errand-rider (Heirs of Númenor)
1x Faramir (Core Set)
3x Galadriel’s Handmaiden (Celebrimbor’s Secret)
3x Gandalf (Over Hill and Under Hill)
1x Glorfindel (Flight of the Stormcaller)
1x Henamarth Riversong (Core Set)
3x Treebeard (The Antlered Crown)
2x Warden of Healing (The Long Dark)

Attachment (13)
3x Ent Draught (The Treason of Saruman)
1x Gandalf’s Staff (The Road Darkens)
1x Light of Valinor (Foundations of Stone)
3x Narya (The Grey Havens)
1x Shadowfax (The Treason of Saruman)
3x Steward of Gondor (Core Set)
1x Unexpected Courage (Core Set)

Event (13)
3x Daeron’s Runes (Foundations of Stone)
3x Dwarven Tomb (Core Set)
3x Elrond’s Counsel (The Watcher in the Water)
2x Gaining Strength (The Steward’s Fear)
2x The Galadhrim’s Greeting (Core Set)

3 Heroes, 50 Cards
Cards up to Flight of the Stormcaller

Decklist built and published on RingsDB.

Ranger Bow

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

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

Background

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

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

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

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

Card Theme

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

Card Synergies and Interactions

Cheap Ranger Allies

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

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

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

Engagement Control, Threat Reduction, and Return to Staging Area

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

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

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

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

Hobbits

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

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

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

Other Direct Damage and Staging Area Attack

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

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

Quest Specific

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

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

Ring Rating

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

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

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

Sample Decks

Ye Olde Ranger Trap Deck by Matt Duckworth

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

Ye Olde Ranger Trap Deck

Main Deck

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

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

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

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

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

3 Heroes, 52 Cards
Cards up to The Black Riders

Decklist built and published on RingsDB.

Smoke Screen Alliance by Matt Kell (kattattack22)

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

Main Deck

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

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

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

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

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

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

Sideboard

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

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

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

Deck built on RingsDB.

Ranger Bow Target Practice by Jim H (teamjimby)

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

Main Deck

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

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

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

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

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

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

Sideboard

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

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

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

Decklist built and published on RingsDB.

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

Guided by Fate

  • Player Card Categories 
    • Encounter Control
    • Discard Pile

Finally a card that really enables player encounter cards like Ranger of the North, Winds from the Sea, Eagles of the North, and Tom Bombadillo!

Background

The phrase, “guided by fate” shows up in the Two Towers when Gishkanah is killed right before he can kill Merry and Pippin.

“Grishnákh flung himself on the ground flat, dragging the hobbits under him; then he drew his sword. No doubt he meant to kill his captives, rather than allow them to escape or to be rescued; but it was his undoing. The sword rang faintly, and glinted a little in the light of the fire away to his left. An arrow came whistling out of the gloom: it was aimed with skill, or guided by fate, and it pierced his right hand. He dropped the sword and shrieked. There was a quick beat of hoofs, and even as Grishnákh leaped up and ran, he was ridden down and a spear passed through him. He gave a hideous shivering cry and lay still.” – The Two Towers, Chapter 3: The Uruk-hai

This is a bit of deus ex machina with the well timed arrow and a random rider of Rohan saving the Hobbits from an untimely demise. The art of Gandalf and one of the Eagles is more representative of another bit of deus ex machina from The Hobbit. That is the eagles’ timely rescue of Bilbo, Gandalf, and Thorin’s Company from the trees they sought refuge in but their goblin pursuers had set fire to.

The title of this card alludes to a greater theme in Lord of the Rings of the roles of fate and free will. There are many instances where the choices the characters make end up serving a greater purpose. Bilbo a seemingly happy hobbit homebody chooses to join Thorin’s Company. In doing so finds a magic ring that had long remained hidden eventually leading to its destruction and that of Sauron. Radagast unwittingly lures Gandalf into Saruman’s trap for him. As a result of Gandalf’s eventual escape when Galadriel sends Gwaihir to look for him, they are alerted to Saruman’s treachery and fall into shadow. Aragorn to prove himself worthy of Arwen, works hard to become a leader of men and the true heir of Isildur. He then is just the leader Gondor needs as the Steward falls into madness and death to stand against Mordor and draw attention away from the ringbearer.

This is all built into Middle Earth. Nowhere more clearly than “The Music of Ainur” within The Simarillion that is Middle Earth’s creation myth. Iluvatar, the god figure, creates the Ainur from his thoughts to sing the song that would become Arda or Middle Earth. One of the most powerful of them, Melkor the the eventual big bad of the First and Second Ages, attempted to subvert and corrupt the song. Iluvatar, however introduces new themes that subsume Melkor’s music into them. After the song ends Iluvatar says about it,

“And thou, Melkor, shalt see that no theme may be played that hath not its uttermost source in me, nor can any alter the music in my despite. For he that attempteth this shall prove but mine instrument in the devising of things more wonderful, which he himself hath not imagined.” – The Simarillion, Ainulindale

It’s clear here that while the people and even spirits of Middle Earth have free will, it is all guided by fate to fit into the larger plan.

Card Theme

The card theme of the seeming fortuitous event that helps our heroes is extremely fitting. Especially as the mechanism makes the encounter player cards more likely to appear when they’re needed. That it is at the direction of the players reinforces the agency of fate in steering the ultimate destiny of Middle Earth. One seeming mismatch in theme is the art doesn’t correspond to the event in the books where the title is used. The art, however, ties into the eagles theme of player cards in Fire of the Eastement adventure pack. As mentioned earlier, the eagles also are often found to show up when needed most.

Card Synergies and Interactions

Player Encounter Cards

There are currently 4 events that can shuffle a set aside player card with the Encounter keyword, Ranger Summons, Flight of the Eagles, Flight to the the Sea, and Tom Bombillo!

Flight of the Eagles and the associated Eagle of the North given the eagle theme of the pack, are the main intended combo piece. They’re arguably the most useful pair of the player encounter cards. Flight of the Eagles is 0 resource cost and gets an eagle to leave play. This is a very useful effect for many eagle cards like Descendant of Thorondor, Meneldor, Eagles of the Misty Mountains, and Gwairhir (both hero and ally versions). On top of that, Eagle of the North is a strong attacking ally and good at questing especially for the generally willpower poor eagles and Tactics in general.

The other 3 events don’t do anything other than shuffle in a set aside card. Ranger of the North with its direct damage or progress can help get rid of a troublesome enemy or location. It’s stats are good and flexible and the ranged and sentinel gives it additional utility in multiplayer. Wind from the Sea is the only one with a shadow effect which makes for an interesting decision on when to use the action on Guided by Fate hoping to reveal it during staging or as a shadow card.

Encounter Control & Scrying

There are some player cards that can help make sure that whichever card Guided by Fate shuffled into the top 5 is the one revealed, or at least let a player know when to expect it. Denethor from the core set and Risk Some Light both are not let you see the top 1 and 3 cards, respectively but move a card to the bottom of the encounter deck. Firyal likewise can discard the first of the 5 encounter cards if it isn’t the desired one. Far-sighted will let a player see where the card is shuffled in at among the top 5. Henamarth Riversong and Rumor from the Earth only take a look at the top card, but for true solo players this is sufficient to determine if the card shuffled in by will be revealed during staging.

On the flip side, Guided by Fate can help set up certain encounter control cards. Prime among them are Wait No Longer and The Hidden Way. Guided by Fate’s action can ensure they do not whiff. Additionally the players can ensure that a weaker enemy or less troublesome location is put into play as well as revealing 1 less encounter card.

Dunedain Hunter and Pathfinder

Similar to Wait No Longer and The Hidden Way, a player can ensure these allies will always find an enemy or location and can enter play.

Victory Display

Out of the Wild and Scout Ahead combo really well with the action ability on Guided by Fate. Much like A Shadow of the Past, players can set up these cards to remove a particular card from the encounter deck since the encounter discard pile is public knowledge. Best part is it repeatable for victory display fellowships.

Quest Specific

Guided by Fate is a boon for quests with objective cards that don’t get shuffled back in when discarded or revealed as a shadow. The Hunt for Gollum and A Journey to Rhosgobel back in the first cycle are early examples with Signs of Gollum and Athelas objectives. Both are important to successfully completing the quest and having to discard one as a shadow can extend the game. In the case of the Athelas it could mean the difference in winning the scenario if the players can’t find enough to completely heal Wilyador.

The Ghost of Framsburg and The Ruins of Belegost are later quests where players are searching for Loot objectives and have the game go long if they’re discarded. The Ghost of Framsburg at least provides a location that can attach a Loot objective in the discard to an enemy. The Ruins of Belegost, however, Loot can only be found through the Discover X keyword. Locations with Discover have the players look at the top X cards to reveal 1 Loot Card and 1 Hazard card when it becomes the active location. If revealed any other way, they are just discarded. Guided by Fate can be a way get those Loot cards back into the deck right before the travel phase.

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 remember being very excited when I got Lost Realm for Ranger Summons and possibly getting a Ranger of the North from the encounter deck. A 2/2/2/3 ally for 1 cost seemed incredible. Playing it true solo, I learned you can’t count on it showing up particularly any time soon in a game. Guided by Fate fixes that issue for those cards and makes them much more playable. There are also a number of other use cases with encounter control cards, zero cost Dunedain allies, and quests where the players need to find certain objectives.

I rate Guided by Fate at 6 rings. All those use cases considered, they’re not universal. A more general application would be just to try recurring some less problematic encounter cards. I think, however, that the other encounter control options like Firyal, Denethor, or victory display cards would be better and more consistent at avoiding the worst the encounter deck has. Still if you’re going to run player encounter cards, this a fantastic enabler particularly for true solo players.

  • Dave – Thumbs up
  • Grant – Thumbs up
  • Ted – Thumbs up
  • Eric – Thumbs up
  • Matt – 6

A note on the podcast hosts’ ratings, when they recorded the episode on the card it was a spoiler. Fire in the Eastement had not released. They gave the card their spoiler impression thumbs up or thumbs down. It has subsequently come out, and I feel comfortable giving Guided by Fate a preliminary ring rating.

External Links

Sample Decks

Eagles and Dunedain by SchadenfreudeNE

A Dunedain and Eagles alliance featuring 2 Rangers of the North and an Eagle of the North.

Main Deck

Hero (3)
Alagos (ALeP – Fire on the Eastemnet)
Aragorn (The Lost Realm)
Faunith (ALeP – Fire on the Eastemnet)

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

Ally (29)
2x Andrath Guardsman (The Mûmakil)
2x Chieftain of the Skies (ALeP – Fire on the Eastemnet)
2x Dúnedain Hunter (The Lost Realm)
2x Eagle Emissary (The Land of Sorrow)
3x Eagles of the Misty Mountains (Return to Mirkwood)
2x Meneldor (Roam Across Rhovanion)
2x Messenger of Manwë (ALeP – Fire on the Eastemnet)
3x Northern Bowmaster (Under the Ash Mountains)
3x Ranger of Cardolan (The Wastes of Eriador)
3x Vassal of the Windlord (The Dead Marshes)
2x Veteran Eagle (ALeP – Fire on the Eastemnet)
1x Wilyador (The Land of Sorrow)
2x Winged Guardian (The Hunt for Gollum)

Attachment (7)
3x Golden Crown (ALeP – Fire on the Eastemnet)
2x Guided by Fate (ALeP – Fire on the Eastemnet)
2x Support of the Eagles (Return to Mirkwood)

Event (14)
2x Breath of Arda (ALeP – Fire on the Eastemnet)
3x Flight of the Eagles (Roam Across Rhovanion)
3x Hidden Roosts (ALeP – Fire on the Eastemnet)
3x Ranger Summons (The Lost Realm)
3x The Eagles Are Coming! (The Hunt for Gollum)

3 Heroes, 50 Cards
Cards up to ALeP – Fire on the Eastemnet

Sideboard

Ally (6)
3x Eagle of the North (Roam Across Rhovanion)
3x Ranger of the North (The Lost Realm)

Decklist built and published on RingsDB.