Erkenbrand – Community Review

by Phil Chesbro

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He charged in with Gandalf and helped save humanity!

Editor’s Note: Phil here is referring to Erkenbrand arriving at Helm’s Deep with all the men he could gather and Gandalf. For those only familiar with the movies, Eomer being banished and brought back by Gandalf is one of the changes made from the book. In the book, he was imprisoned and freed once Gandalf broke the spell on Theoden. He then was at Helm’s Deep with Theoden and the rest.

Card Theme

He came paired with The Day’s Rising, which I love, but don’t actually use much. He really lives up to the role when he defend, readies, then attacks. Get ’em Erky! Plus, his ability cancels shadow effects, which could be a reference to breaking the ranks of Saruman’s forces.

Card Synergies and Interactions

Hauberk of Mail, Armored Destrier, and Warrior Keyword

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 like Erkenbrand as much as I like Beregond. Sure, he doesn’t start with the same defense, but his ability is better than either Beregond abilities in my opinion. Canceling any shadow effect adds an incredible amount of control to combat. He’s also in Leadership, giving him access to Hauberk of Mail and Armored Destrier, meaning he can block for 4 twice without sweating any shadow effects. I’ve just started splashing him into my decks as a go-to defender and I couldn’t be happier with the results.

  • Phil – 2
  • Dave – TBR
  • Grant – TBR
  • Ted – TBR
  • Matt – TBR
  • Average – 2

Killer Solo Leadership by The BGamerJoe

A mono-Leadership deck featuring Erkenbrand as the main defender that BGamerJoe used to beat the entire Harad cycle.

Killer Solo Leadership

Main Deck

Hero (3)
Aragorn (Core Set)
Erkenbrand (The Antlered Crown)
Gildor Inglorion (Two-Player Limited Edition Starter)

Ally (20)
1x Ceorl (Temple of the Deceived)
3x Envoy of Pelargir (Heirs of Númenor)
1x Erestor (The Long Dark)
2x Faramir (Core Set)
3x Galadriel (The Road Darkens)
3x Gandalf (Core Set)
1x Gimli (The Treason of Saruman)
3x Knight of the White Tower (The City of Corsairs)
1x Ranger of Cardolan (The Wastes of Eriador)
1x Redwater Sentry (The Wilds of Rhovanion)
1x Rosie Cotton (The Mountain of Fire)

Attachment (22)
2x Ancestral Armor (Roam Across Rhovanion)
3x Armored Destrier (Temple of the Deceived)
1x Celebrían’s Stone (Core Set)
2x Dúnedain Remedy (The Drowned Ruins)
2x Hauberk of Mail (The Wilds of Rhovanion)
1x Heir of Mardil (Celebrimbor’s Secret)
3x Steward of Gondor (Core Set)
1x Sword of Númenor (The Dread Realm)
3x Sword that was Broken (The Watcher in the Water)
1x The Day’s Rising (The Antlered Crown)
3x Tome of Atanatar (The Blood of Gondor)

Event (7)
1x Second Breakfast (Conflict at the Carrock)
3x Sneak Attack (Core Set)
3x Strength of Arms (The Drúadan Forest)

Player Side Quest (1)
1x Prepare for Battle (The Mûmakil)

3 Heroes, 50 Cards
Cards up to Roam Across Rhovanion


Attachment (1)
1x Necklace of Girion (The Wilds of Rhovanion)

Event (3)
3x Bulwark of the West (The Crossings of Poros)

Player Side Quest (2)
1x Gather Information (The Lost Realm)
1x Send for Aid (The Treachery of Rhudaur)

Decklist built and published on RingsDB.


  • Player Card Categories 
    • Card Draw
    • Rohan
    • Messenger of the King Heroes

Admit it, you cracked open the Core Set (or Revised Core Set) for the first time, saw Gleowine, laughed at the artwork, and immediately thought “surely this card can’t be very good.” However, as is the case with many things in life, one of the golden rules of The Lord of the Rings: The Card Game is to not immediately judge a book, or card, by its cover. Or even first impressions. There are multiple facets to a review of Core Set cards that launched the game over 10 years ago including considerations such as its impact in the early card pool/quests as well as how the card ages as the card pool grew and matured. Gleowine is no exception, and many of these points, among others, will be examined in this review.

Background / Lore

Not much is known about Gleowine. He is only mentioned briefly in The Return of the King after the Battle of the Pelennor Fields. He was King Theoden of Rohan’s minstrel who accompanied him from Edoras to Gondor during the Ride of the Rohirrim to come to Gondor’s aid against the enemy. In the wake of the epic battle’s conclusion, Gleowine penned a song memorializing Theoden (which the flavor text of his card refers to). An interesting fact is that the name Gleowine means “music friend.”

Out of doubt, out of dark, to the day’s rising
he rode singing in the sun, sword unsheathing.
Hope he rekindled, and in hope he ended;
over death, over dread, over doom lifted
out of loss, out of life, unto long glory.

– Gleowine, The Return of the King

Alternate Art (ill. unknown) Alternate Art (by Beorn)

Card Theme

While Gleowine the minstrel was not counted on to fight with the Rohirrim or lead the charge into battle, he would have provided support via his comforting and invigorating songs in the halls of Edoras or in the rear lines of battle, always near Theoden the king. This is reflected in his unimpressive stats yet very helpful ability.


When considering thematic uses for Gleowine, the best place to start is his traits. First, we’ll start with Minstrel. Interestingly, he is one of 2 cards in the game with the Minstrel trait. Any guesses who the other one is??? Rivendell Minstrel is…..somehow not traited Minstrel. That honor goes to the Galadhrim Minstrel. So if you’re hoping to build a deck using the Minstrel archetype, hate to burst your bubble.


Gleowine’s Rohan trait, however, now there’s a well-developed archetype. So how well does Gleowine fit into a Rohan deck? Not amazing, surprisingly, for a couple of reasons. First, his sphere. As a Lore ally, he obviously will need a hero with the Lore resource icon. There is only one Lore Hero with the Rohan trait: Grima. This is actually not a bad hero to combo off of for Gleowine as long as you are prepared to offset the threat increase from Grima, since the cost of the extra cards Gleowine will draw you can be reduced by 1 once per round. The problem is Grima is better suited for Doomed decks, not Rohan. This leaves you needing to add a Lore resource icon to another Rohan character with cards like Song of Wisdom or A Good Harvest, or else using a non-Rohan Lore hero in your Rohan deck. Not terrible options, but this leads to the second drawback of Gleowine in a Rohan deck.

Rohan decks are built around the mechanic of discarding Rohan characters (i.e. allies) for various benefits such as attack boosts, willpower boosts, readying, etc. If you can get Gleowine into play in a Rohan deck, you can discard Eomund to ready Gleowine and draw a card more than once that round, which is great! If one of your heroes is Theoden, Gleowine only costs 1 when you play him, which again is fantastic and even thematic. The rub comes from the fact that Gleowine is a Rohan ally you want to keep in play as long as possible to get maximum card draw, which goes against the ally discard mechanic of the Rohan archetype. More on this later.

So to answer the question of how well Gleowine fits into a Rohan deck in one word: meh. He will help you draw your essential cards faster and can have his cost reduced to 1 by both Grima and Theoden, and several allies being discarded will allow you to ready him and draw you another card, but you also have to consider how you’re going to get him into play with the dearth of Lore Rohan heroes. And when he is in play drawing you cards, you aren’t going to want to discard him to trigger those beneficial Rohan boosts.

My final comment on theme is that I think the designers should have created a Spirit version of Gleowine later in the card pool as the archetype matured. Perhaps with a Quest Action where you could exhaust him to add +2 WP to a questing Rohan hero (+3 if that hero is Theoden or Eomer) or something like that. This would have been much more fitting thematically for the King’s minstrel.

Card Synergies and Interactions

General Deckbuilding

We’ve looked at Gleowine in a thematic Rohan deck, so now let’s give him a more holistic look when considering putting him in a deck. I’ll show my cards up front (pun intended) and say he is amazing! Card draw is a crucial component of deck building, for if you are top decking your way through a quest then you are likely going to lose. You need a way to get those key cards out as quickly as possible, and Gleowine will provide any deck consistent, repeatable card draw. For the cost of only 2 Lore resources, you get exactly that with this guy. The earlier in the game you can get him on the table, the greater ROI for those 2 resources and the better off you’ll be with more cards in your hand. If you already have card draw elsewhere in your deck such as Daeron’s Runes, Deep Knowledge, Beravor, etc., and you don’t draw Gleowine until the late-game, then he is probably a win-more card at that point.

Next, his stats. 1 WP, 0 attack, 0 defense, and 2 HP adds up to 3, which at face value appears to make Gleowine overcosted by 1 given the standard ally cost of Stat Total divided by 2 = Cost. His ability, though, is where he actually will provide a benefit over time. Think of it this way: if you consider 1 resource to draw one card as a standard cost throughout the game on various cards (Campfire Tales, Hidden Cache, etc.), then Gleowine nets you a benefit after drawing you only 2 cards. You can commit him to the quest in a pinch if you are desperate for more WP, but only do that as a last resort. His ability can often draw you the card you need that same round to quest successfully. For new players this could mean getting Radagast’s Cunning, Secret Paths, Sneak Attack or Gandalf in your hand before the quest phase, which can be more beneficial to you in the Quest phase than Gleowine’s 1 WP. Do not attempt to defend with him unless you are in dire need of a chump blocker, as his 0 defense and 2 HP will almost never survive any enemy attacks in this game.

One other consideration when including Gleowine in your decks is ally readying. This might not be a good first choice since the number of cards that ready allies is slim to none, but one such card is Grim Resolve, which new players will have access to right away in the Core Set. This will ready not just Gleowine to draw you another card, but every character on the table will gain action advantage that round. Other ally readying options include Brand Son of Bain, Narya attached to either Cirdan the Shipwright or Gandalf, The Free Peoples, Leather Boots, Spare Hood and Cloak, and Faramir. Most players find, though, that you don’t get too far beyond the Core set when you start some better card draw options (i.e. Ancient Mathom, Daeron’s Runes, Foe-Hammer, Deep Knowledge) to also include in their decks rather than looking for ways to ready Gleowine.

What I love about Gleowine is that there is literally not a single deck you wouldn’t want him in. His cost is low, Lore is a top notch sphere (rated the community’s favorite sphere in Card Talk’s 2021 Superlative February poll), every single deck will benefit from card draw, and one of the most amazing things about Gleowine is that he is equally as effective in solo and multiplayer!

Messenger of the King Contract

Here’s where things get even more bonkers. Let’s just say there is a reason Gleowine placed 4th out of 83 eligible targets for the contract in Vision of the Palantir’s December 2021 poll on best MotK heroes. Because Gleowine is a unique ally, he is an eligible target for the Messenger of the King contract. For those unfamiliar, this contract allows you to search your deck for a unique ally during Setup who then loses the ally card type and gains the hero card type. To determine that now-hero’s starting threat, you simply add up their total WP, attack, defense, and HP and that is their starting threat. They are now a hero and function in every way as one.

For Gleowine this means a few things. First, he is now a 3 threat Lore hero. That is among the lowest heroes in the game and tied with Smeagol. With so many good Secrecy cards being in the Lore sphere (e.g. Risk Some Light, Noiseless Movement, Out of the Wild, etc), being a 3 threat Lore hero helps with this plus he can help you draw those cards faster.

Second, as a Lore hero he allows you to deckbuild knowing you are going to be most likely drawing an extra card every round, which opens up your options (i.e. you can feel free to include less card draw when building your deck). Finally, he has a variety of readying options now! Unexpected Courage is the most obvious, but you can now include other readying cards such as Cram, Steed of the Mark, Westfold Horsebreaker, Lembas, Miruvor, etc. that can only ready heroes.

The final consideration of Gleowine as a MotK hero is that he is now a 3rd option to consider among card draw heroes, the other 2 being Beravor and Bilbo Baggins who are both also Lore heroes. I’ll briefly compare him with each. Beravor is no doubt a solid hero and is quite versatile with a balanced stat line and her Dunedain and Ranger traits. She can also target a player of your choice like Gleowine can, and provides 2 cards to his 1. However, she is a whopping 7 threat higher than Gleowine, and her ability was errata’d to “limit once per round.” You have no such restrictions with Gleowine. As for our old friend Bilbo Baggins, that 9 threat looks even worse than usual compared to Gleowine’s 3. They both have 1 WP and 2 HP, but because Bilbo has 1 attack and 2 defense where Gleowine has 0 for both, some players like to Voltron Bilbo with attachments. This is not advisable with Gleowine! Both draw you one card each round reliably, where Gleowine’s ability is an action and Bilbo’s is passive. Not a huge deal, but advantage Gleowine here as you can choose which player gets the extra card, whereas Bilbo is restricted to only granting that extra card to the first player and only in the resource phase, which can be a disadvantage in multiplayer. VERDICT: Gleowine is better than Bilbo and can often be better than Beravor, depending mostly on whether or not you want her traits or stats for the quest you’re building for.

Combos and Nonbos

Combos: Some of the best combos with Gleowine can be found in the Core Set/early card pool. He works perfectly with Eowyn by replacing the card you discard to use her ability each round. An even better combo is Eowyn + Stand and Fight + Gleowine where Gleowine draws you extra cards, and you can then select one from the glut of carts that is likely now in your hand to discard for her ability, and finally use Stand and Fight to put it into play using her resources. Another combo is Protector of Lorien + Gleowine for the same reason: he simply gives you consistent card draw to provide a glut of cards in your hand to use Protector of Lorien to great effect. Another card to combo with him is Daeron’s Runes. You have to discard a card from your hand after drawing 2 cards, and having Gleowine to provide that extra card draw gives you plenty of options (hopefully a duplicate unique).

Nonbos: As mentioned above, his ability allows him to still be helpful to a Rohan deck, but he is not helpful to the archetype’s mechanism of discarding Rohan allies to trigger boosts elsewhere because you don’t want to lose his card draw! Eomer, Lothiriel, Eothain, Ride to Ruin, and many others are great cards to include in a Rohan deck, but there are so many other cheap allies you can include to fuel these abilities that won’t negatively impact you like discarding Gleowine would.

Quest Specific

The only quests you definitely want to avoid bringing Gleowine along to are The Fords of Isen as well as The Dunland Trap, both from the Ringmaker Cycle. These quests contain the dreaded Dunland encounter sets that punish you for drawing cards and/or having a lot of cards in your hand.

Other Considerations

  • Ability Timing – Some encounter deck analysis will help you get an idea of whether or not you can use Gleowine to draw a card anytime you want, or if you need to be more careful on timing. Some classic early cycle examples of nasty cards that can quickly take out Gleowine if you aren’t careful are the Necromancer’s Reach and Dark and Dreadful treacheries. These cards deal 1 damage to each exhausted character, even if they’re exhausted for a different reason than being committed to the quest (Dark and Dreadful will kill Gleowine outright if the location is a Dark location). The key in these examples is to use Gleowine’s ability AFTER the quest phase. If you are playing a quest with encounter cards like these, a helpful suggestion is to use his ability during one of the Combat Phase action windows. This way you get the card draw right before he refreshes for the next round.
  • Solo or Multiplayer? – I already touched on this above, but Gleowine is amazing in both solo and multiplayer. In solo games he obviously only draws you a card as the only player, but in multiplayer you can decide who you want to draw the card and when. Some turns it could very well be you that you choose to draw a card for yourself, but it is always nice to give your fellow adventurers a hand and spread the card draw wealth when you can.

Ring Rating

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

The beauty of Gleowine is in the card’s simplicity and versatility (notice I didn’t mention the artwork in there). It’s a simple action: “Exhaust Gleowine to choose a player. That player draws 1 card.” While new(er) players will likely include him in more decks than veteran players will, he is absolutely a card that has stood the test of time. His ability is consistent in that you can use it every single round. It’s repeatable because there are no restrictions on how many times per phase or round you can use it. He’s in a sphere that has many of the best cards in the game. He only costs 2 resources. He can go into literally any deck and be effective. He is as helpful to a solo player as he is in a multiplayer game. The addition of the Messenger of the King contract breathed new life into him and opened up many new and exciting deckbuilding options with him as a hero, to the point the community thinks of him as a top tier target for this contract. To me, the MotK factor boosts him from a good card to a great card. Will you include him in every deck? No. Should he be a consideration for including at least 1x when building a deck though? Absolutely!

  • Dave – 4
  • Grant – 3
  • Ted – 3
  • Matt – 2
  • Eric – 2
  • Average – 2.8

Sample Decks

Deck name and creator

“YOU get a card! And YOU get a card! And YOU get a card!” – stone_of_eric (me)

“Stealthlands” – jvader

“Love of Drinking Song” – Marcelf

Horseback Archer

Horseback Archer, a nostalgic core set card. Anyone who’s played the classic Tactics deck from the original core set has held this card in their hand. At the time it was somewhat of a special card as it was one of two ally cards including the “Ranged” keyword. Furthermore, it has a fair line of stats, as far as core set cards are concerned, and only cost 3 resources to put into play. Horseback Archer is also one of three Rohan allies in the core set, and one of three allies with the “Archer” trait. Add that to the cool artwork and Horseback Archer becomes an instant classic. Or does it? A quick show of hands, how many people still use Horseback Archer? As the game had aged, so had the meta and power creep. The question now becomes has Horseback Archer aged like fine wine, or like the ruins of Weathertop or the Dead Marshes? Let’s take a look, shall we?

Background / Lore

It is evident in the lore that horseback archers actually existed. The quote on the card references The Two Towers, specifically from “The Uruk-Hai” chapter. We all now the scene. Merry and Pippin are held captive by Uglúk and his band of Uruk-Hai near Fangorn while on their way to Isengard. They stop for camp, have a little “disagreement” with the orcs from Mordor, talk about what’s on the menu for dinner, and then next thing you know it they’re surrounded by the Rohirrim who could care less about Uruk dinner etiquette. Well, that’s how Peter Jackson told the story anyway. In the movie I don’t recall a single horseback archer in that scene. They are in the books, though. The book reads:

“A few of the riders appeared to be bowmen, skilled at shooting from a running horse. Riding swiftly into range they shot arrows at the Orcs that straggled behind, and several of them fell; then the riders wheeled away out of the range of the answering bows of their enemies, who shot wildly, not daring to halt.”

—The Two Towers

Here we get a glimpse of Rohirrim tactics demonstrated by the horseback archers. In their effectiveness they provided the shock value needed to allow Merry and Pippin escape. I’m sure Eomer slaying Uglúk helped too, but that will be for another review. In any case we get a strong sense of the important role of the horseback archer, both in the above quoted text and in the battle of Pelennor fields.

Card Theme

Horseback Archer fits quite nicely in some of the Rohan-themed battles in the game. For example, they would most certainly be thematic in “The Uruk-Hai” and “Battle of Pelennor Fields” quests where they are specifically mentioned in the book. The trouble may come if you’re trying to build around them. In which case you will be up against a challenge. First off, you are going to want to ensure you’re playing multiplayer to make use of Horseback Archer’s “Ranged” keyword which is strongly tied to their theme. Merry and Pippin would be excellent choices for heroes in the adjacent deck if playing a thematic multiplayer game. Unfortunately, Horseback Archer cannot wield any bow in the game which ends up being a thematic setback. Somehow they forgot how to use the “Bow of Yew” used by their ancestors I guess? It ends up being reasons like these that the use of Horseback Archer in thematic builds might be based on quest theme versus effectiveness. 

Now, that is not to say there aren’t any thematic options for Horseback Archer. You could really throw them in any Rohan deck with special consideration for multiplayer games. For this you’re going to want to include ***Theoden who allows Horseback Archer to enter at a reduced resource match. Playing him this way makes his cost palatable whereas the 3-cost is hard to justify at times. The goal here would be to put him into play solely for his Ranged keyword which could make quite a big impact in many scenarios. 

Speaking of the Ranged keyword, you could also make a thematic Ranged deck. There is something like 20 Ranged allies in the game across all four spheres. Luckily for Horseback Archer there are several Tactics heroes and allies with the same keyword which would make it a viable option in bigger multiplayer games. The Horseback Archer might be among the more expensive allies with the keyword but it also has good stats to trade off making. This makes him a good deal if you can afford it. Ideally, you are including several allies with Ranged along with several attachments which boost their attack. All of this could add up quickly if the players can control the board state for long enough. Just make sure there is a good questing deck along for the ride!

Card Synergies and Interactions

While thematic options are not too middle-earthshattering, how about general deckbuilding? Horseback Archer is a great addition to early deckbuilding where ranged and Tactics are needed. You could throw him in a lot of decks to achieve combat across the board. Full disclosure: we are going to have to get pretty creative and a bit silly to make him work well. The problem is his value decreases the farther you get into the game. Why? Because later on you get cards like ***Fornost Bowman and ***Marksman of Lorien who are both 3-cost allies with Ranged and perform other functions that often make a bigger difference AND have access to better attachments and synergies. Still, Horseback Archer has a solid 2 attack which is wonderful in the right situation. The only thing you would need to do is add to his attack somehow.

There are a few options to add to Horseback Archer’s combat effectiveness. When trying to recall attachment cards I was surprised to find there were no “attach to a character with ranged” cards that he was eligible to wield. Luckily there are still some good options that I will highlight below.

Spear of the Mark

Spear of the Mark is thematic option, just not in terms of what an “archer” might wield. It does increase his attack by +1 which would significantly increase his value. If you can find a way for him to attack the staging area that would be a +2 boost which ends up doubling his attack. ***Hands Upon he Bow and ***Ithilien pit could be extremely useful combos here as well.

War Axe

War Axe grants you a general increase of +1 attack and +2 with another restricted attachment. That’s potentially a +4 base ranged attack if you have a Spear of the Mark and attacking the staging area. Sure, it takes a few combos but I’d have to say it’s worth it!

Raiment of War

Not quite as powerful in terms of boosting attack but very powerful in boosting overall combat effectiveness. Raiment of War is sometimes a card just sitting in your hand if you already have one out. Attaching it to Horseback Archer would mean you give it the ability to perform a ranged attack better and give yourself the option to defend with 2 defense and 4 HP. Not bad! I would only consider this option if I were playing Spirit Theoden as 5 resources is spendy.

Hands Upon the Bow

No Ranged character is complete without it!

Other Obscene Combos

Keep in mind these are not the most ideal combos. With that being said we are here to have a bit of fun while this game destroys our morale and bank account! So why not have a bit of fun with it? And what better fun than going full Voltron with a Spear of the Mark, War Axe, ***Self Preservation, ***Spare Pipe, and ***Valiant Determination? Better yet, break out that ***Elf-friend and load him up with things like ***Bow of the Galadhrim, ***Rivendell Bow, and ***Rivendell Blade. Amplify this with ***Hands Upon the Bow! Let’s get Rhovanion Wild in here!

Quest Specific

There are not many specific quests that come to mind that Horseback Archer is a “must include” card. I think it really comes down to what your objective is. Multiplayer clearly poses the best scenario where he becomes viable. I personally only use him in Rohan or Ranged archetypes beyond my early days in the game. Let us not forget the thematic quests such as “The Uruk-Hai” and “The Battle of Pelennor Fields” which would make Horseback Archer quite appropriate to use, but still not necessarily a must.

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 think Horseback Archer deserves a complex analysis for his ring rating. We have to consider the following variables: use for new players, multiplayer, Rohan decks, and general deckbuilding. 

  • I feel Horseback Archer is a solid option for new players and should be used as a decent attacker and emergency defender. He deserves a 3 for newer players (in part because of a lack of overall options). 
  • Multiplayer, especially a Ranged theme deck, is perhaps his best inclusion. He gets a 4 here for utility. 
  • For Rohan decks, Horseback Archer should really only be included if you need a Ranged or Tactics character, or need more allies in general. A 6 here.
  • For general deckbuilding, he gets a 9. Sorry bud, there are just too many better options. Thankfully for you there are worse options too!
  • This all averages out to a 5.5. If we round up we get a 6 which I feel is fair all things considered.
  • Dave – 10
  • Grant – 8
  • Ted – 9
  • Joe – 6
  • Average – 8.25

External Links

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


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.


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. 


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


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


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.

Spirit Théoden

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


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

Card Theme

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

Thematic Deckbuilding Ideas

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

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

Card Synergies and Interactions

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

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

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

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

Quest Specific

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

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

Ring Rating

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

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

External Links

Sample Decks

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

A Rohan swarm deck featuring Théoden and his attachments.

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

Main Deck

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

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

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

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

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


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

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

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

Decklist built and published on RingsDB.

Wise Horse Lords of Rohan – Card Talk

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

Wise Horse Lords of Rohan

Main Deck

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

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

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

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

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

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

Decklist built and published on RingsDB.

Leadership Éomer

  • Card Talk Season 4 Episode 26
  • LOTR Saga
    • Mountain of Fire
  • Card Effect Categories
    • Staging Area Attack
    • Declared Attack

The first iteration of Éomer in Voice of Isengard fit into the primary ally discard mechanism associated with Rohan. It is fitting then that the second iteration builds on the second mechanism, staging area attack. The core set introduced this mechanism with the Dúnhere hero. It was only sporadically developed since then, but Leadership Éomer is a strong addition to the archetype.


Éomer is the ever loyal nephew and adopted son of King Theoden as well as the brother of Éowyn when he is introduced in the Two Towers. He is also the Third Marshal of Rohan following in the footsteps of of his father of Eomund. His efforts to keep Rohan safe form orc incursions resulted in imprisonment by the traitor Grima. After being freed, he goes on to fight valiantly in the defense of Helm’s Deep, The Battle of Pelannor Fields, and at the Black Gate. Eventually he becomes King of Rohan in the Fourth Age.

Card Theme

Most staging area attack cards are themed to imply the mechanism covers significant distance. Dúnhere, as mentioned earlier, introduced the staging area attack mechanism. It wasn’t until Darrowdelf and The Hobbit Saga with Hands Upon the Bow and Great Yew Bow requiring ranged the implication of these attacks covering great distance started to form. Then in The Morgul Vale with Spear of the Mark and Forth Eorlingas! cemented the Rohan version is based on the calvary charge. It is fitting considering calvary charges can be an effective shock tactic that would keep an enemy too disarrayed to attack. Particularly against the more cowardly and not highly disciplined orc and goblin troops of Mordor prevalent in the game.

Thematic Deckbuilding Ideas

Card Synergies and Interactions

Attack Boosts

Of course anything that boosts Eomer’s attack helps him destroy an enemy in the staging area. This removes threat to quest against and takes pressure off your defender.

Spear of the Mark is a top choice for making the most of his ability with +2 vs. enemies in the staging area. Dagger of Westernesse is similar especially in a low starting threat deck as most enemies in the staging area when committing characters to the quest should have a higher engagement cost.

His sword, Guthwine, offers +2 attack and can bring back a Rohan ally to hand in an ally discard deck. It’s main limitation is having to exhaust it to get the bonus and it won’t be available during combat assuming you can ready Eomer. Firefoot also provides +2 attack for Eomer with a useful ability to address multiple engaged enemies. Fantastic for Éomer as it should be since it is his horse after all.

Valiant Sword, Orcrist, and even Dúnedain Mark provide solid options to make his attack more effective. Orcrist in particular has some additional synergy as it can replace the resource used for the attack.

Herugrim and Willpower Bonus

Another means of maximizing his ability is to make him a better at questing with cards like Celebrían’s Stone. Then attach Herugrim to Éomer that he is not only making a strong attack against an enemy in the staging area but meaningfully contributing to the quest. Another option is to use hero Galadriel and Nenya to boost his willpower and attack by 4. One downside is Éomer then is less effective if you ready him for combat because Herugrim is exhausted for for the attack bonus. This limit its use to once per round.

Guarded X Player Cards

Éomer with his ability makes playing the Guarded (enemy) and (enemy or location) attachments an easier proposition. Basically any enemy that comes out from them he can attack and possbily remove their threat from the staging area. I mentioned earlier he beneifts quite a bit from Orcrist, but many of them give a powerful attack or willpower boost that can benefit from as well.

Quest Specific

Basically any quest that has enemies that have negative effects when they engage a player or while engaged Éomer can be a strong counter to. The Passage of the Marshes has many undead enemies where the players can’t reduce their threat while they’re engaged. Many of the enemies in the Haradrim cycle have effects that when they engage you must remove quest progress or suffer a negative effect. For example Southron Soldier, has you remove 2 progress of take an immediate attack. Although there are quests that prevent players from using Éomer’s ability with enemies in the staging area being immune to player card effects or not being able to take damage. Intruders in Chetwood in the Angmar Awakened cycle and Dungeons of Cirith Gurat from the Haradrim cycle are prime examples.

Ring Rating

I rate Leadership Éomer at 3 rings. I think staging area attack is a really fun mechanism. It helps avoid or minimize one of the more variable parts of the game, defending. You can use his ability right away and doesn’t have the same prerequisites that Haldir, Legolas, or Bard the Bowman to attack the staging area. It’s not too difficult to use every turn because this version of Éomer is in the primary sphere for resource acceleration. It’s not too difficult to build up his attack using Spears of the Mark, his horse, his sword, even his uncle’s sword, or other options available to Rohan and Leadership heroes. He’s a very solid attacking hero that only has a couple downsides to me. You can’t make the most use of his ability in every scenario because of immune to player effect type of limitations. The other is minor for building him in a pure Rohan deck which is Leadership has less Rohan allies than Spirit and Tactics. This limits your options a bit, particularly in dual sphere.

  • Dave – 3
  • Grant – 2
  • Ted – 6
  • Matt – 3
  • Average – 3.5

External Links

Sample Decks

Éomer takes the Lead by Grant

Forth, the Three Hunters multiplayer combat deck.

Main Deck

Hero (3)
Éomer (The Mountain of Fire)
Éowyn (The Flame of the West)
Erkenbrand (The Antlered Crown)

Attachment (50)
2x Ancestral Armor (Roam Across Rhovanion)
2x Armored Destrier (Temple of the Deceived)
3x Blade of Gondolin (Core Set)
2x Celebrían’s Stone (Core Set)
3x Dagger of Westernesse (The Black Riders)
2x Firefoot (The Dunland Trap)
3x Golden Belt (Challenge of the Wainriders)
1x Golden Shield (The Flame of the West)
2x Gondorian Shield (The Steward’s Fear)
2x Gúthwinë (The Mountain of Fire)
2x Hauberk of Mail (The Wilds of Rhovanion)
2x Raiment of War (The Thing in the Depths)
2x Rod of the Steward (Flight of the Stormcaller)
3x Rohan Warhorse (The Voice of Isengard)
3x Round Shield (Mount Gundabad)
3x Secret Vigil (The Lost Realm)
2x Shining Shield (The Fortress of Nurn)
2x Song of Battle (The Dead Marshes)
3x Spear of the Mark (The Morgul Vale)
2x Steward of Gondor (Core Set)
2x Valiant Sword (Under the Ash Mountains)
2x War Axe (The City of Ulfast)

Event (6)
3x Foe-hammer (Over Hill and Under Hill)
3x Open the Armory (The Dungeons of Cirith Gurat)

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

Ride them Down! by Onidsen

This deck uses Herugrim + Galadriel with Nenya to boost Éomer’s willpower and attack. Fastred bounces enemies back to the staging area for Éomer to attack.

Main Deck

Hero (3)
Éomer (The Mountain of Fire)
Fastred (The Black Serpent)
Galadriel (Celebrimbor’s Secret)

Ally (18)
3x Arwen Undómiel (The Watcher in the Water)
3x Bofur (The Redhorn Gate)
1x Elfhelm (The Dead Marshes)
1x Errand-rider (Heirs of Númenor)
3x Ethir Swordsman (The Steward’s Fear)
3x Galadriel’s Handmaiden (Celebrimbor’s Secret)
1x Warden of Healing (The Long Dark)
3x West Road Traveller (Return to Mirkwood)

Attachment (24)
1x Celebrían’s Stone (Core Set)
3x Dúnedain Warning (Conflict at the Carrock)
1x Firefoot (The Dunland Trap)
3x Herugrim (The Treason of Saruman)
1x Livery of the Tower (The Flame of the West)
3x Mirror of Galadriel (Celebrimbor’s Secret)
3x Nenya (Celebrimbor’s Secret)
2x Silver Harp (The Treachery of Rhudaur)
2x Steward of Gondor (Core Set)
2x The Favor of the Lady (Core Set)
3x Unexpected Courage (Core Set)

Event (9)
2x A Good Harvest (The Steward’s Fear)
3x A Test of Will (Core Set)
2x Hasty Stroke (Core Set)
2x Ride Them Down (The Antlered Crown)

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

3 Heroes, 52 Cards
Cards up to The Mountain of Fire


Ally (5)
2x Elfhelm (The Dead Marshes)
2x Northern Tracker (Core Set)
1x Warden of Healing (The Long Dark)

Event (6)
2x A Light in the Dark (Core Set)
1x Hasty Stroke (Core Set)
3x Power of Orthanc (The Voice of Isengard)