Rhovanion Outrider – Community Review

by Nathan Ferraro

  • Player Card Categories 
    • Location Control
    • Willpower Bonus

Background

Honestly, my Dale lore isn’t great.

Editor’s Note: There’s not much to about the men of Dale that isn’t in The Hobbit. They are Northmen that came from the southern part of Rhovanion and built Dale when Thror re-established the Kingdom Under the Mountain. The city prospered with Erebor until Smaug attacked and destroyed Dale. After the events in the The Hobbit, Bard and his son Brand ruled the lands around Dale. During the War of the Ring, forces of Mordor invaded overrunning Dale. The men joined the Dwarves of Erebor and remained there under siege until news came of Sauron’s defeat.

Card Theme

The theme is quite nice. The scout helps to eliminate threat of locations in the distance. When needed for combat, he is mounted and ready.

Card Synergies and Interactions

He works great by himself. He is even better in a dale deck when having his willpower boosted or with other location-control cards.

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.

Rhovanion Outrider is often overlooked for Northern Tracker, but he is often superior. The ability to target a single location with his ability can get around exploring many locations that have “forced: when it leaves play” abilities. He is cheaper than Northern Tracker and often times actually provides even more willpower than the Tracker. He is very affordable in many spirit decks, not just Dale or Vilya decks. In solo or two-handed play, there often aren’t that many locations in the staging area anyhow. The outrider is my go-to location control these days.

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

Sample Deck

Love of the Halfling’s Leaf without circlets

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 (16)
1x Ancestral Armor (Roam Across Rhovanion)
1x Armor of Erebor (Mount Gundabad)
3x Dwarf Pipe (The Mûmakil)
1x Expert Treasure-hunter (On the Doorstep)
2x Gandalf’s Staff (The Road Darkens)
1x Hobbit Pipe (The Black Riders)
1x Shadowfax (The Treason of Saruman)
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, 54 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 (2)
1x Inner Strength (Wrath and Ruin)
1x The One Ring (A Shadow in the East)

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

Deck built on RingsDB.

Firyal – Community Review

by Daniel King

  • Player Card Categories 
    • Encounter Control
    • Encounter Scrying
    • Messenger of the King

Background

Firyal was created as means of fleshing out the Harad characters. In the book/movie they are the bad guys, but there is a line from Sam where he wonders if the Harad man that he just saw slain was really a bad guy or if he would have rather stayed home. We get a string of Harad heroes for the game and I love that.

Card Theme

Firyal is meant to be an efficient scout and quester, which her ability emphasizes.

Card Synergies and Interactions

Player Encounter Cards

She can potentially combo with player cards that generate encounter cards like Tom Bombadillo! and Flight of the Eagles.

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.

Firyal is the best lore hero in the game. As a primarily solo player I find her ability to filter the top of the deck to be incredibly useful. In solo play you have to do everything on your own. You have to be able to quest, defend and attack on any given turn. Firyal allows you to get rid of something that you can’t handle that turn. If you have an enemy still engaged with you from the previous round, you might use Firyal’s ability to get rid of an enemy from the top of the deck in hopes of seeing a location. She can also help you get rid of those impossibly difficult treacheries if you don’t have a test of will in hand or want to save it. Finally, because she is a unique ally, she is a great target for the contract, Messenger of the King. Having her amazing ability and 3 will power from turn one is a great deal for 9 threat.

  • Daniel- 2
  • Dave – 3
  • Grant – 3
  • Ted – 2
  • Mark Chan – 3
  • Matt – 2
  • Average – 2.5

Sample Decks

Firyal is pretty good by Daniel King

Well rounded deck featuring Firyal as a hero with a fair amount of location control.

Main Deck

Hero (3)
(MotK) Firyal (Messenger of the King Allies)
Beregond (The Flame of the West)
Glorfindel (Foundations of Stone)

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

Ally (21)
2x Arwen Undómiel (The Watcher in the Water)
1x Elfhelm (The Dead Marshes)
3x Erebor Toymaker (Mount Gundabad)
1x Firyal (The Mûmakil)
2x Gléowine (Core Set)
2x Henamarth Riversong (Core Set)
2x Northern Tracker (Core Set)
2x Quickbeam (The Treason of Saruman)
2x Théodwyn (ALeP – Children of Eorl)
2x Treebeard (The Antlered Crown)
2x Warden of Healing (The Long Dark)

Attachment (21)
2x A Burning Brand (Conflict at the Carrock)
3x Ancient Mathom (A Journey to Rhosgobel)
2x Asfaloth (Foundations of Stone)
2x Blood of Númenor (Heirs of Númenor)
3x Light of Valinor (Foundations of Stone)
3x Protector of Lórien (Core Set)
2x Song of Wisdom (Conflict at the Carrock)
3x Unexpected Courage (Core Set)
1x Warden of Arnor (The Three Trials)

Event (8)
3x A Test of Will (Core Set)
3x Elven-light (The Dread Realm)
2x Hasty Stroke (Core Set)

3 Heroes, 50 Cards
Cards up to ALeP – Children of Eorl

Deck built on RingsDB.

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.