Thalin

  • Player Card Categories
    • Direct Damage
    • Encounter Control

Fun in the early scenarios that is largely left behind as the scenario meta made direct damage less powerful

Background

Thalin is an FFG created hero. He was created for the Core Set and unfortunately FFG didn’t create a backstory for him. It wasn’t until later cycles that FFG created characters were given a back story included in the rules insert. The flavor text comes from a song Gimli sings about Darrowdelf’s old glory while the Fellowship is traveling through Moria.

Card Theme

I don’t think there is a thematic link especially as this a FFG created character. Additionally, direct damage effects are spread around various traits and isn’t exclusive to Dwarves.

Card Synergies and Interactions

More Direct Damage

Thalin’s ability alone typically won’t destroy an enemy in a single round. Some quests early in the game’s life had a many 1 or 2 hit point enemies like Journey Along the Anduin, Return to Mirkwood, The Seventh Level, We Must Away Ere Break of Day, or Over the Misty Mountains Grim. Later scenarios, the norm was enemies with 3 or more hit points. In those, more is needed if a player wants to destroy an enemy with direct damage.

Tactics is full of direct damage options. Gondorian Spearman came in the Core Set with Thalin which worked well together for 2 hit point enemies. Thalin could do a damage when they came out, and Spearman would knock them down while defending. Spear of the Citadel on Gondorian Spearman can make this even better with another damage to take out 3 hit point enemies. Galadhon Archer, Descendent of Throndor, and Rumil have direct damage effects are like Gandalf ally from the Core Set dealing direct damage when they enter play. Tactics Bilbo has a similar ability to Thalin although it targets only 1 enemy and they already need to be in play. Then with his trusty sword, Sting, Bilbo can deal a direct damage in combat. Dwarves also have Darrowdelf Axe and Thorin Stonehelm that can do some additional direct damage while attacking. There are also many event based ones like Swift Strike, Heavy Stroke, Hail of Stones, and Goblin-Cleaver just to name a few.

Lore is the other main sphere with direct damage effects. Argalad can team up with Thalin to deal 1 damage to an enemy in the staging area provided he has enough attack power to reduce their threat to 0. Expecting Mischief in particular is very similar to Thalin since it triggers to deal 2 damage when an enemy is revealed. There are also a couple thematically tied to the Ithilien Rangers like the trap, Poisoned Stakes. It unfortunately deals 2 damage at the end of the round. Arrows from the Trees also can deal damage to enemies in the staging area and more when Tactics resources are spent, but the players have to avoid engaging any enemies. Both given the timing and needing or better to avoid engagement don’t work quite as well with Thalin.

Willpower Bonus

Thalin’s ability only triggering when he quests doesn’t offer a lot of synergy out of the box. It might have been Nate French’s intent to make players agonize over the decision to quest with him or keep him ready for combat. It could be to give players another good target for Celebrian’s Stone to make him into a 3 willpower questor. The only in sphere option readily available to boost his willpower is Tactics Theoden, but his bonus is only +1. Leadership Dain provides a similar bonus along with +1 attack making Thalin a pretty good attacking hero.

The better willpower bonuses are going to come from contracts. Forth, the Three Hunters can add up to 4 to Thalin’s willpower provided he can get 4 restricted attachments and a Golden Belt. Tactics having more restricted attachments than any other sphere, this is easily achievable. Fellowship offers +1 once there are 9 unique characters in play. Grey Wanderer doesn’t provide a direct bonus, but it does allow players to put Strider into play right away giving +2 as long as there are 5 or less characters in play.

Encounter Scrying

Encounter scrying effects can be useful in determining if questing with Thalin is a good idea to do or not. Especially if there are enemies already engaged and the players might need to utilize his 2 attack or defense.

Quest Specific

The first 2 cycles and The Hobbit Sage offer many opportunities for Thalin to shine. There are a number of enemies like Eastern Crows that have 1 hit point and surge. Thalin’s ability destorys these enemies as they are revealed stopping any keywords including surge. Against the Shadow had 1 enemy that Thalin could take out easily. Then it wasn’t until Race Across Harad that there was another 1 hit point enemy Thalin could work his magic (or I guess axe) on. The Hunt for the Dreadnaught also featured a 1 hit point Corsair.

Intruders in Chetwood, Dungeson of Cirith Gurat, The Uruk-Hai, and Helm’s Deep are all ones to avoid using Thalin in. 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. Dungeons of Cirith Gurat during the second stage when the players have to avoid engaging enemies for 2 turns, Thalin weakening them would be quite beneficial except they’re all immune to damage. The Uruk-Hai and 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. Bilbo’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 Thalin at 7 rings. He was good early in the life of the game when his ability had more a function. The development of the game to higher hit points and his inefficient stats make him fairly niche.

Normally, I would try to argue more about my view on the ring rating. Instead I am going use Thalin to discuss about how the game has developed over the years. Thalin is a good example the game’s roots in Magic the Gathering. There part of the design is giving players “answers” to different threats. A player plays a big creature (similar to LOTR LCG ally), another player can cancel it with a counter spell, kill the creature with direct damage, force them to discard it with creature removal, or even remove it from the game. The early life of the game was similar, a treachery is going to wreck your board state, better have the “answer” A Test of Will to cancel it. Hill Troll or Cheiftan Ufthak attacking are problematic for the player to defend easily, then cancel the attack with Forest Snare or Feint.

Thalin was the answer to surging low hit point enemies. One the first FAQs clarified he could stop surge. Stopping surge and getting rid of an enemy (albeit a weakling one that is mostly a nuisance) is a huge value! The Hobbit and Darrowdelf still had some of this. Afterwards, there were only 3 enemies with 1 hit point. This combined with his low willpower, very few willpower boosting options in sphere, and increase in anti-direct damage abilities in quests and enemies lead to decline in value. Staging area attack with attack boosts became a much better option. While many staging attack abilities can’t get around immune to player card effects either, the attack boosts work just fine in combat. Not to mention attack bonuses can get high enough to get past toughness or can’t direct damage.

Power creep in player cards (Darrowdelf especially) meant that encounter cards had to have power creep as well to keep the game difficult especially for veteran players. Enemies got more hit points, immunity to damage while the staging area, immunity to player card effects, or other effects like toughness that lowered the effectiveness of certain cards. In a competitive card game like Magic, this sort of thing is to be expected. The Meta (how good certain cards or decks are against the field of other card and decks) shifts as new sets come out. The Living Card Game format not being collectible and not that many cards coming out in each expansion means that cards shifting in effectiveness can be a bit of a bummer. Particularly as a card or deck type might never get other helper cards to make them effective again.

The positive side of the changes with some original answer cards becoming less effective is the game evolved into a better overall play experience. Cancel or lose cards became very rare. Each encounter became a little tougher to deal with. Easy encounter cards that could possibly do nothing to the player became just as rare as cancel or lose cards. Playing the game became more an even difficulty that felt more fair because a game typically wouldn’t just fall apart an hour in due to a single terrible encounter card reveal.

The game has moved on from the days when Thalin could make really good use of his ability. His one willpower wasn’t good even then. It is a drag now with higher threat on many cards. His combat stats are mediocre at best. Fortunately, all those older quests where he can shine still exist.

  • Dave – 5
  • Grant – 5
  • Ted – TBR
  • Matt – 7

External Links

Sample Decks

Tank and Spank by Tale from the Cards

Thalin, Argalad, and a few direct damage allies soften up enemies for Beregond with a Spear of the Citadel.

Main Deck

Hero (3)
Argalad (The Drowned Ruins)
Beregond (Heirs of Númenor)
Thalin (Core Set)

Ally (22)
1x Azain Silverbeard (Flight of the Stormcaller)
1x Bofur (Over Hill and Under Hill)
2x Derndingle Warrior (Escape from Mount Gram)
3x Galadhon Archer (The Nîn-in-Eilph)
1x Ghân-buri-Ghân (The Flame of the West)
3x Gondorian Spearman (Core Set)
3x Honour Guard (The Wastes of Eriador)
1x Legolas (The Treason of Saruman)
1x Mablung (The Land of Shadow)
2x Master of the Forge (Shadow and Flame)
1x Quickbeam (The Treason of Saruman)
3x Warden of Healing (The Long Dark)

Attachment (15)
3x Bow of the Galadhrim (The Nîn-in-Eilph)
3x Gondorian Shield (The Steward’s Fear)
3x Lembas (Trouble in Tharbad)
3x Ranger Spikes (Heirs of Númenor)
3x Spear of the Citadel (Heirs of Númenor)

Event (13)
2x Behind Strong Walls (Heirs of Númenor)
3x Daeron’s Runes (Foundations of Stone)
3x Goblin-cleaver (Over Hill and Under Hill)
2x Hail of Stones (Road to Rivendell)
3x Heed the Dream (Flight of the Stormcaller)

3 Heroes, 50 Cards
Cards up to The Drowned Ruins

Decklist built and published on RingsDB.

Glorfindel (Spirit Hero)

  • Cycle
    • Darrowdelf
  • Set
    • Foundations of Stone 

The Glorfindel hero you want to play.

Background

Glorfindel we meet in the Lord of the Rings trilogy after Frodo is stabbed by the Morgul blade. He finds Strider and the Hobbits on their way to Rivendell. He takes Frodo from them and carries him swiftly to Rivendell. When confronted by the ringwraiths at the ford, he reveals his spiritual presence to drive the wraiths into the river. Then they are swept away in the ensuing flood. Those unfamiliar with books will note this part is filled by Arwen in the Peter Jackson film adaption.

Glorfindel, however, has a much more extensive story than his cameo in Lord of the Rings. In the First Age, he is one of the captains of Gondolin, the hidden elf city. He is most well known for slaying a Blarog in single combat covering the elves’ flight from the city after it fell. After the fatal blow, the Balrog began to fall into an abyss and dragged Glorfindel down with him. Glorfindel died, but the Valar brought him back from the Halls of Waiting.

He lived in Valinor after his resurrection until coming back to Middle Earth in the Second Age. Glorfindel most likely returned to Middle Earth with the Blue Wizards. He was sent to aid King Gil-galad and Elrond in fighting Sauron. Not much is known of his deeds during the end of the second age and early third age. He did fight Sauron’s forces in Eriador. There, most notably, he gave the prophecy that the Witch-King would not fall by the hand of a man.

Card Theme

Glorfindel is obviously a powerful Nolder as a First Age Elf that took down a Balrog single handedly. His strong stat line is well justified there. The low threat then is a reflection of his involvement in the War of the Ring. Hero threat is explained as the attention the hero draws from Sauron. Powerful leaders like Elrond or Gandalf have high threat because they’re high profile and powerful threats to Sauron. Hobbits have low threat because they generally below his notice. Glorfindel only returning shortly after the forging of The One Ring and believed to not openly display his unseen presence much if at all, likely was not well known. Later as previously mentioned he helped Frodo get to Rivendell, but was rejected from The Fellowship as his power would draw too much attention. This brings us to his Forced effect. Glorfindel’s power is hidden because it stems from his strong presence in the unseen world. He could reveal and unleash it as he did with the Nazghul. Doing so more often would eventually draw Sauron’s attention represented by the Forced effect raising a player’s threat.

Card Synergies and Interactions

Does Not Exhaust to Quest

The drawback to Glorfindel’s low threat cost is the Forced effect on his card. Every time he exhausts to quest, the player has to raise their threat by 1. The work around to this is either not to quest or use Light of Valinor that came in the same pack to quest without exhausting. Strider can also provide the a way around exhausting to quest, but the player can only control 2 or less heroes. If using the Grey Wanderer contract, either one of these could be put into play right at the start of the game.

Secrecy

Glorfindel’s low threat cost is great to enable Secrecy decks. Prior to Smeagol and Messenger of the King, his 5 threat cost was the lowest threat (tied with Mirlonde in Mono-Lore). On top of that, he had 3’s in two stats. Most low threat heroes in the first few cycles had 2’s with Sam Gamgee as the notable exception. Secrecy cards can provide tremendous value in a game. Resourceful and Timely Aid each only one cost can provide tremendous resource acceleration. Out of the Wild and Risk Some Light can control the encounter deck. Allies with Secrecy like Celduin Traveler, Ithilien Lookout, Dunedain Wander, and Rivendell Scout are great values for their Secrecy cost with each having at least a 2 stat.

Asfaloth

Asfaloth, the location control card that because it could put 2 progress on any location resulted in locations getting many more quest points. It is easy to forget that it normally only places 1 progress when used with any other Noldor or Silvan hero because it almost always played with Glorfindel. The 2 progress per round is huge in clearing locations and avoiding location lock. In early cycles it will clear many locations in a single turn. Later cycles it might take a few turns but still it will eventually clear many locations and avoid nasty travel effects.

Attack Boosts

Glorfindel is often going to attack to utilize his robust attack stat. Attacking additionally avoids triggering his Forced effect. His attack easily can be better considering his traits qualify him for some of the best attack boosting attachments. Furthermore, his low threat works well with Dagger Westernesse extra bonus attack when players engage enemies with greater engagement cost higher than their threat.

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 Spirit Glorfindel hero at 1 ring. His very low threat, great stats, Spirit access, Asfaloth, and easy way to avoid his drawback make him fit into numerous decks. The 5 threat cost gives players lots of room to include high threat cost heroes. If they use lower threat cost heroes as well, it can be easy to avoid many engagements and avoid being overwhelmed early in the game. Not to mention enabling using the Secrecy discount when kept under 20 threat. While other heroes have low threat cost, none have double 3’s and the bevy of hit points that Glorfindel does. Then Light of Valinor in addition to negating his drawback, lets him use both stats every round. It is incredibly efficient. If he wasn’t powerful enough, he makes one of the best location control cards better. It can’t be understated how that 2 progress from Asfaloth changed location design in the game because it was so powerful with Glorfindel.

The real downside to Glorfindel is that he can become a crutch. When making a hero line up, he can help round out many of them. Need more willpower to start off with a lot of threat in the staging area or need to progress quickly, Spirit Glorfindel can help the questing hero do it. Need more attack power to deal with an big enemy early, Spirit Glorfindel can help with a more dedicated attacking hero. Facing a lot of archery, direct damage, or undefended attacks, His big pool of hit points can help. Need to keep starting threat low, to avoid engagements, Spirit Glorfindel can help. He just brings a lot to the table.

  • Dave – 2
  • Grant – 1.5
  • Ted – TBR
  • Matt – 1

External Links

Sample Decks

Gandalf’s Noble Hunters by kattattack22

A Three Hunters deck featuring Spirit Glorfindel.

Main Deck

Hero (3)
Denethor (Flight of the Stormcaller)
Gandalf (The Road Darkens)
Glorfindel (Foundations of Stone)

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

Attachment (41)
3x Ancestral Armor (Roam Across Rhovanion)
3x Armored Destrier (Temple of the Deceived)
1x Celebrían’s Stone (Core Set)
3x Gandalf’s Staff (The Road Darkens)
3x Golden Belt (Challenge of the Wainriders)
2x Gondorian Shield (The Steward’s Fear)
2x Heir of Mardil (Celebrimbor’s Secret)
3x Light of Valinor (Foundations of Stone)
2x Livery of the Tower (The Flame of the West)
2x Shadowfax (The Treason of Saruman)
3x Shining Shield (The Fortress of Nurn)
3x Silver Circlet (Wrath and Ruin)
2x Staff of Lebethron (The Land of Shadow)
3x Unexpected Courage (Core Set)
3x Valiant Sword (Under the Ash Mountains)
3x Wizard Pipe (The Road Darkens)

Event (9)
3x A Test of Will (Core Set)
3x Campfire Tales (The Hunt for Gollum)
3x Open the Armory (The Dungeons of Cirith Gurat)

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

Sideboard

Attachment (10)
3x Expert Treasure-hunter (On the Doorstep)
1x Staff of Lebethron (The Land of Shadow)
3x Steed of Imladris (Across the Ettenmoors)
3x Sword of Númenor (The Dread Realm)

Event (9)
3x Daeron’s Runes (Foundations of Stone)
3x Elrond’s Counsel (The Watcher in the Water)
3x Power of Orthanc (The Voice of Isengard)

Decklist built and published on RingsDB.

Victory-a Secret by stokesbook

A Secrecy enabled victory display encounter control deck.

Main Deck

Hero (3)
Glorfindel (Foundations of Stone)
Mirlonde (The Drúadan Forest)
Rossiel (Escape from Mount Gram)

Ally (8)
2x Celduin Traveler (The Nîn-in-Eilph)
3x Galadhrim Minstrel (Trouble in Tharbad)
1x Gildor Inglorion (The Hills of Emyn Muil)
2x Ithilien Lookout (The Dunland Trap)

Attachment (13)
2x A Burning Brand (Conflict at the Carrock)
2x Asfaloth (Foundations of Stone)
1x Cloak of Lórien (Celebrimbor’s Secret)
2x Lembas (Trouble in Tharbad)
3x Light of Valinor (Foundations of Stone)
3x Resourceful (The Watcher in the Water)

Event (29)
3x A Test of Will (Core Set)
3x Daeron’s Runes (Foundations of Stone)
3x Elrond’s Counsel (The Watcher in the Water)
2x Fair and Perilous (Across the Ettenmoors)
3x Keen as Lances (Escape from Mount Gram)
3x Leave No Trace (Escape from Mount Gram)
3x Mithrandir’s Advice (The Steward’s Fear)
3x None Return (Across the Ettenmoors)
3x Out of the Wild (Road to Rivendell)
3x The Door is Closed! (The Treachery of Rhudaur)

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

3 Heroes, 51 Cards
Cards up to The Treachery of Rhudaur

Sideboard

Hero (2)
Galdor of the Havens (The Grey Havens)
Pippin (The Black Riders)

Ally (5)
3x Galadhrim Weaver (The Treachery of Rhudaur)
2x Henamarth Riversong (Core Set)

Attachment (5)
2x Leaf Brooch (The Three Trials)
3x The Long Defeat (The Battle of Carn Dûm)

Event (11)
3x A Elbereth! Gilthoniel! (Shadow and Flame)
3x Hasty Stroke (Core Set)
2x Lórien’s Wealth (Core Set)
3x Risk Some Light (Shadow and Flame)

Decklist built and published on RingsDB.

Boromir (Tactics Hero)

Pre-Errata

The top tier version

Background

Eldest son of Gondor’s Steward and a commander in their army. Driven by a dream he had to go to Rivendell where he joined the Fellowship of the Ring. He fell to the temptation of the Ring and tried to take it from Frodo causing the breaking of the Fellowship. Shortly afterwards, the Uruk-Hai attacked Merry and Pippin as they searched for Frodo and lead to Boromir’s demise as he defended them. As he lay dying, he confessed his attempt to take the Ring to Aragorn.

Card Theme

The pre-errata Boromir hero card reflected his combat capabilities from the book very well. He slew many of the orcs that had Merry and Pippin surrounded when they had been out searching for Frodo at the breaking of the Fellowship. Then at least 20 more before another host overpowered him to take the Hobbits. The pre-errata version could ready as much as the player had threat available to attack every enemy and if that wasn’t enough then discard him to finish off the enemies.

Card Synergies and Interactions

Stat Boosts

Boromir’s built-in readying means that every stat boost can be utilized more. His strong attack and decent defense put him disposed to combat. Fortunately, the Tactics sphere has most of the weapon and armor attachments that can maximize his combat potential. In particular, Gondorian Shield a defensive staple boosts his defense to 4 putting him on par with the Beregond that has the highest printed defense. Raiment of War and Captain of Gondor work well to boost both his attack and defense. Blade of Gondolin grants a conditional attack boost, but more importantly it turns his combat ability into a way to help quest by placing progress for each enemy defeated. While not in sphere, Valiant Sword and Shining Shield synergize with the drawback of his ability since they each provide a +2 bonus once at a player’s threat is 40 or higher.

Support of the Eagles + Eagle allies is an older more expensive way to boost Boromir’s combat ability. It still can be quite effective. Eagles of the Misty Mountains with a few facedown attachments maximizes the boost, but even Vassal of the Windlord‘s 3 attack or Winged Guardian‘s 4 defense are huge for Boromir.

The zenith of his combat ability is achieved not with weapons or armor attachments, but two tied his Numenorian ancestry often referred to simply as “Blood and Fire”. Blood of Numenor and Gondorian Fire will boost defense or attack, respectively, by the amount of resources on the hero at the cost of 1. A few turns building up with Steward of Gondor and gaining 3+ to either stat is easily achievable.

The errata limiting Boromir’s readying to once per phase made willpower boosts on Boromir more worthwhile. Tactics doesn’t have many ways to boost willpower although Tactics Theoden hero and The Red Arrow give a couple options. Grappling Hook is generally going to be the better option for Boromir to contribute to the quest since even without any boosts, it turns his 3 attack into 3 willpower. Leadership offers more options with Celebrian’s Stone, Dunedain Quest, and Visionary Leadership. Spirit has The Favor of the Lady, Windfola, and Silver Circlet although the later two requires Boromir to gain the Spirit icon first.

The One Ring and the Master trait attachments provide a quick way to boost Boromir’s stats because each gives +1 to a stat and a player gets to fetch Master trait card during setup and there. Strength and Courage’s response doesn’t work that well with his readying since it only affects 1 attack. Inner Strength’s is likely the most useful to Boromir since it puts his defense on par with the likes of Erkenbrand and Grimbeorn plus can cancel a shadow. Power of Command provides a willpower boost but the response will depend on the number of unique characters in the deck. There are a couple downsides to playing these with Boromir, and that is the reduced elimination level and they also increase threat. It can easily become too much threat too quickly.

Forth, The Three Hunters Contract

This contract really enables a “voltron” Boromir build to maximize his readying. It requires each hero have 2 restricted attachments in order to flip to side B. Once on side B, each hero gets +1 willpower for each restricted attachment. The Most restricted attachments are weapons and armor that Boromir wants already to improve his attack and defense. The even contract increases the restricted attachment limit from 2 to 3. This can get Boromir up to 3 or 4 willpower pretty easily while also improving his combat effectiveness. It will also provide repeatable healing which is handy since Boromir isn’t the best defender without some set up.

Threat Reduction

Threat reduction is key to using Boromir’s readying as much as possible in game. Tactics only has 1 option in sphere with Secret Vigil that is conditional on the enemy it can be played on. The good news is Boromir won’t have trouble destroying the enemy to trigger the threat reduction. There are two solid neutral cards for threat reduction, Core Set Gandalf and Favor of the Valar. Lore Aragorn hero offers the largest potential threat reduction. A Boromir player could get all the way to 49 and reset back to their starting threat. Spirit offers the staple Galadhrim’s Greeting. More notably Spirit has heroes that can reduce threat every turn. Beregond and Fastred can do so by defending. Merry just needs an enemy revealed during staging. There is one more that is a twofer in a Boromir deck.

Galadriel Hero

Galadriel can exhaust every round to reduce a player’s threat by 1. That is essentially a free ready on Boromir. Additionally she can boost Bormir’s willpower with her ring Nenya and some readying of her own.

Hero Revival

Normally losing a hero can set a player way back in a game. Boromir’s second ability is used rarely because of the lost resources of being down a hero. When used it usually is because the player would likely lose Boromir anyway or as a game finishing move in a scenario that requires all enemies to be defeated. The game does have Landroval, Fortune or Fate, and Houses of Healing that can bring Boromir back after using his second ability. They are all very expensive at 5 resources making it very difficult to build around using his direct damage multiple times in a game.

Quest Specific

The best quests to use Tactics Boromir in are quests with enemy swarms or start off with a lot of enemies in play. Seventh Level, Over the Misty Mountains Grim, and Fate of the Wilderland can easily see swarms of enemies coming out. Massing at Osgiliath starts off with 3 enemies in play per player. Boromir being able to defend and attack or attack twice right away can really help even the odds against those 3 enemies.

Scenarios to watch out for using him in are those with enemies that prevent readying or feature lots of Doomed or other effects that raise threat. The Haradrim cycle in particular has scorpion and spider enemies that can prevent a character from readying until the end of the round. Threat focused scenarios like Return to Mirkwood and Murder at the Prancing Pony are going to be tough for Boromir to use his readying. The Steward’s Fear, The Crossing of Poros, and The King’s Quest can possibly have a significant amount of raise threat effects. The Steward’s Fear depends on the plot revealed in Stage 3. The Crossing of Poros has a quest stage and encounter set that has a lot of threat but that might only be seen instead of a direct damage focused one. The King’s Quest it is at the player’s discretion to raise threat or add another location to the staging area. Temple of Doom and Fortress of Nurn can also feature lots of threat depending on the cards revealed from the Power of Mordor deck.

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 Boromir at 2 rings. The built-in readying and solid attack, defense, and hit points make him good at combat immediately. A couple boosts and he’s great. Blood of Numenor and Gondorion Fire with some resource acceleration and he’s amazing at combat. It’s also not that difficult to give him decent willpower so questing and using him in combat is worthwhile. Even post-errata it is still great considering there are some scenarios that have enemies that attack when a player engages them or make immediate attacks when revealed. Boromir can ready and help to defend them all. It is conceivable to use him in every phase of the game thanks to cards like Captain’s Wisdom and Quick Strike.

I mentioned Forth, The Three Hunters contract works really well with Boromir but really a few of them can work well with him. Fellowship gives all nine unique characters in play +1 to every stat which Boromir’s readying can make great use of. Grey Wanderer let’s the player start at 11 threat providing lots of threat to use with Boromir’s ability. The contract even gives him another way to ready. Then on top of that Strider gives him a willpower boost and not exhausting to quest. Grey Wanderer Boromir then can ready at least twice during combat and doesn’t need to exhaust to quest. Plus, doesn’t need a resource match to play Blood of Numenor if it is the first card played. Not to mention he will start in Secrecy for Resourceful to fuel Blood and Fire. Council of the Wise offers repeatable threat reduction for just playing events. As mentioned before, Boromir already starts off with solid combat stats and doesn’t need much to get going and would fit right into an event heavy deck.

I’ve noticed in this game that veterans (myself included) will avoid certain powerful cards in the card pool. I do this to experiment with different deck builds and enjoy the variety of deck types out of there. Others likely have similar reasoning or may just want to preserve the challenge in the game. It could be they are disappointed he can’t endlessly ready anymore. No matter the reasoning, Boromir is still a very effective hero albeit straightforward one. I would rate him at 1 ring pre-errata since he could just effectively handle combat on his own. Post-errata he needs more to do everything in combat, but still can do a lot for the players even just readying once per phase.

  • Dave – 4 (originally 5)
  • Grant – 5
  • Ted – 4
  • Brandon – 1
  • Matt – 2
  • Average – 3.2

External Links

Sample Decks

Screw You Fate of the Wilderland by kattattack22

As the title says, I built this to handle Fate of the Wilderland. The plan is basically Eomer and Boromir quest primarily to avoid gaining too much threat. Boromir readies before combat. Grimbeorn defends and uses his response to hopefully kill the attacker. Boromir is back up defender or can hopefully finish off the enemy.

Main Deck

Hero (3)
Boromir (The Dead Marshes)
Éomer (The Mountain of Fire)
Grimbeorn the Old (The Withered Heath)

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

Attachment (44)
3x Armored Destrier (Temple of the Deceived)
3x Dagger of Westernesse (The Black Riders)
3x Firefoot (The Dunland Trap)
3x Golden Belt (Challenge of the Wainriders)
3x Gondorian Shield (The Steward’s Fear)
2x Hauberk of Mail (The Wilds of Rhovanion)
3x Raiment of War (The Thing in the Depths)
3x Rohan Warhorse (The Voice of Isengard)
3x Round Shield (Mount Gundabad)
3x Secret Vigil (The Lost Realm)
3x Shining Shield (The Fortress of Nurn)
3x Spear of the Mark (The Morgul Vale)
3x Valiant Sword (Under the Ash Mountains)
3x War Axe (The City of Ulfast)
3x Warrior Sword (The Ghost of Framsburg)

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

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

Sideboard

Event (3)
3x Sterner than Steel (The Flame of the West)

Decklist built and published on RingsDB.

Optimus Prime… SUPER MODE! by BeestThouNotInHaste

Gondor is strong, but the might of Gondor wanes, and even under the leadership of the great Optimus Prime (Boromir), his meager 2 and 3 are not enough to stand up to the forces of evil. Fortunately for his troops, Boromir has a secret weapon he can use to face the darkness: he can invoke the power of the Matrix Of Combination (Support of the Eagles) to combine with his trailer (Eagles of the Misty Mountains) to enter into…

Optimus Prime… Super Mode!

Main Deck

Hero (3)
Boromir (The Dead Marshes)
Galadriel (Celebrimbor’s Secret)
Mablung (The Nîn-in-Eilph)

Ally (23)
3x Descendant of Thorondor (The Hills of Emyn Muil)
3x Eagles of the Misty Mountains (Return to Mirkwood)
3x Galadriel’s Handmaiden (Celebrimbor’s Secret)
2x Gandalf (Core Set)
2x Gwaihir (Trouble in Tharbad)
3x Vassal of the Windlord (The Dead Marshes)
2x Westfold Horse-breeder (The Voice of Isengard)
2x Westfold Outrider (The Voice of Isengard)
3x Winged Guardian (The Hunt for Gollum)

Attachment (18)
3x Ancient Mathom (A Journey to Rhosgobel)
2x Born Aloft (Conflict at the Carrock)
2x Mirror of Galadriel (Celebrimbor’s Secret)
3x Nenya (Celebrimbor’s Secret)
2x Power in the Earth (Core Set)
2x Rohan Warhorse (The Voice of Isengard)
3x Support of the Eagles (Return to Mirkwood)
1x Unexpected Courage (Core Set)

Event (9)
2x A Test of Will (Core Set)
2x Feint (Core Set)
3x The Eagles Are Coming! (The Hunt for Gollum)
2x The Galadhrim’s Greeting (Core Set)

3 Heroes, 50 Cards
Cards up to Celebrimbor’s Secret

Sideboard

Event (2)
2x Power of Orthanc (The Voice of Isengard)

Decklist built and published on RingsDB.

The Very Wise Captain by Seastan

Play Song of Travel on Boromor. Then use Captain’s Wisdom, Steward of Gondor, and Leadership Denethor to give Boromir 8 resources turn 1 for Blood and Fire.

Main Deck

Hero (3)
Boromir (The Dead Marshes)
Denethor (Flight of the Stormcaller)
Erestor (The Treachery of Rhudaur)

Ally (10)
2x Anfalas Herdsman (The Steward’s Fear)
2x Arwen Undómiel (The Watcher in the Water)
3x Envoy of Pelargir (Heirs of Númenor)
3x Ethir Swordsman (The Steward’s Fear)

Attachment (16)
2x Blood of Númenor (Heirs of Númenor)
3x Gondorian Fire (Assault on Osgiliath)
3x Gondorian Shield (The Steward’s Fear)
2x Silver Harp (The Treachery of Rhudaur)
3x Song of Travel (The Hills of Emyn Muil)
3x Steward of Gondor (Core Set)

Event (24)
3x A Test of Will (Core Set)
3x Captain’s Wisdom (The Thing in the Depths)
3x Daeron’s Runes (Foundations of Stone)
3x Elrond’s Counsel (The Watcher in the Water)
3x Gaining Strength (The Steward’s Fear)
3x The Galadhrim’s Greeting (Core Set)
3x Wealth of Gondor (Heirs of Númenor)
3x Will of the West (Core Set)

3 Heroes, 50 Cards
Cards up to The Thing in the Depths

Sideboard

Ally (3)
3x Galadriel’s Handmaiden (Celebrimbor’s Secret)

Attachment (6)
3x Dúnedain Cache (The Dead Marshes)
3x Favor of the Valar (The Battle of Carn Dûm)

Decklist built and published on RingsDB.

Boromir (Ally)

  • Player Card Categories
    • Defense Bonus
    • Readying
    • Surprise
    • Messenger of the King

The Hobbit protector version

Background

Eldest son of Gondor’s Steward and a commander in their army. Driven by a dream he had to go to Rivendell where he joined the Fellowship of the Ring. He fell to the temptation of the Ring and tried to take it from Frodo causing the breaking of the Fellowship. Shortly afterwards, the Uruk-Hai attacked Merry and Pippin as they searched for Frodo and lead to Boromir’s demise as he defended them. As he lay dying, he confessed his attempt to take the Ring to Aragorn.

Card Theme

This version of Boromir gets a defense bonus when the player is engaged with a higher engagement cost enemy than their threat. He is the only non-Hobbit character to have an ability the engaged with higher engagement cost enemy. All other characters with this kind of triggered ability are Hobbit characters. This clearly is intended to be Boromir as he defended Merry and Pippin from the Uruk-hai. Adding to this association is that he readies every time that he is damaged. This could easily happen as he defends from attacks, but also from characters with Archery that deal direct damage. The archery damage can be even more fitting as he had a few black arrows in him from the Uruk-hai’s bows.

Card Synergies and Interactions

Low Threat Heroes and Threat Reduction

Boromir’s defense bonus works more consistently the lower the initial threat cost of your heroes. Thematically, Hobbit heroes comprise a large portion of the heroes with with 7 threat cost or less. Although there are many other options like Spirit Glorfindel, Mirlonde, Smeagol, and Tactics Eowyn that also have a threat cost of 7 or less. If expanded to 8 many more options become available like both versions of Denethor although 3 heroes at 8 threat get close to 25 engagement cost which is one of the more common enemy engagement costs. Messenger of the King further expands the roster to unique allies with useful abilities but not many stats like Ioreth and Gleowine. Another option to start with low threat to increase the consistency of the defense bonus is to use only 1 hero with The Grey Wanderer contract.

An addendum to starting with low threat, is keeping threat low. Spirit Merry covers both considering he only has 6 threat cost and his ability can reduce the player’s threat each time an enemy is revealed. In sphere with Boromir, there is really only Secret Vigil. In the Hobbit deck that his ability works best with, there are several options like Elvenses, The Shirefolk, and the other staples like The Galadhrim’s Greeting Woodmen’s Clearing.

Healing

Healing allows a player to really maximize Boromir’s second ability. Each time he takes damage, he can ready. If a player heals him after taking that damage, he’s free to keep taking damage and readying. There’s no limit on the ability unlike the errata’d Tactics hero version.

Repeatable effects like Warden of Healing, Ioreth, and Self Preservation work very well since they can be used after Boromir is damaged by enemy or other effect. Additionally they can be boosted by Elrond Hero. Other one-time healing effects like Healing Herbs and Lore of Imladris are better if Boromir already has taken significant damage and even better if he has additional hit points from ally attachments.

Ally Attachments

There are a few ally attachments that can really boost his defensive and readying capability. Hauberk of Mail and Round Shield can increase his defense. Ent Draught, Vigilant Guard, Wild Stallion, and Raiment of War provide more hit points to let him take more damage and keep readying. Wild Stallion and Raiment of War adding attack as well make his readying even better when he is ready to attack back. Card Talk contributor Quetzal wrote a great review of Boromir on Ringsdb years ago pointing out a great interaction with Vigilant Guard. He noted you can use Vigilant Guard’s damage redirection ability to damage Boromir and ready him even more often. Quetzal suggested using this with hero Beorn because he can defend without exhausting but has low defense. Ringsdb user AJ_800 took it a step further using hero Treebeard’s ability to deal damage to Boromir up to 5 times per phase. Note, Treebeard won’t get the bonus willpower or attack since the he doesn’t pay the price of taking the damage himself.

Sword of Morthond can indirectly increase any of Boromir’s stats. It really just depends on how many of the Outlands allies are included along with Boromir.

Hirgon and Tactics Imrahil

Boromir’s 4 cost is expensive especially in a sphere with few resource acceleration options. Hirgon offers a way to discount Boromir with the added bonus of boosting his combat stats. The built-in readying of Boromir can really leverage the boost. Tactics Imrahil also can possibly find and put Boromir into play for a turn. Normally shuffling the ally back into the deck is a full on downside. There is a bit of benefit to it for Boromir ally since all damage is removed. A player could potentially get 2 or 3 readies in Boromir and then basically fully heal him by putting him back into the deck.

Messenger of the King

Messenger of the King opens up many more attachment options and offers a slightly lower threat cost at 9 compared to 11 of the regular hero version. Top among of them in power is Gondorian Fire and Blood of Numenor. They each have a player spend a resource for bonus attack or defense equal the resources on the hero. This was a mainstay of pre-errata Tactics Boromir hero that had no limit on his readying. Specifically for this version, Citadel Plates for many more hit points along with Well Preserved and The One Ring for full healing each turn can really turn him into a defending and readying machine.

Damage Cancelation

Damage cancelation is a bit of nonbo or combo that doesn’t work. As mentioned earlier, abilities like hero Treebeard that say take damage for an effect, damage is considered the cost. If the character doesn’t take the damage, then the cost isn’t payed and the effect doesn’t happen. This doesn’t mean they can’t help if Boromir would take more than 1 damage, but players have to be careful to not cancel all the damage.

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 Boromir at 3 rings. I’ll admit prior to my review, my opinion of this card was pretty middling. When I play Hobbits, I tend to make a super defender with Hobbit Cloak and other defensive attachments or just chump block. The only deck I’ve played the card in was Seastan’s Tactics Imrahil deck called Bouncy Bear. It primarily focused on using Spare and Cloak to maximize actions with the beefy allies in the deck. I realized as I prepared for this review by looking at various decklists and reading other reviews that there were many more combos with this card than I thought. I’m especially intrigued by the possibilities with Vigilant Guard readying Boromir. The cycles since The Road Darkens came out have really opened up more decks that this version can be useful in besides just Hobbit decks.

He still faces some tough competition for attention at 4 cost in Tactics between the excellent Legolas ally and fun to build around Vigilant Dunadan. The original Tactics Boromir that is still a very good hero despite his readying limited to once per phase by the errata. Leadership Boromir also sees a fair bit of play despite being a bit niche for Gondor Swarm decks. It is a card that likely has been long overshadowed by the hero versions that came out earlier in the game.

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

External Links

Sample Decks

The Return of the King by AJ_800

Messenger of the King Boromir ally deck leveraging Vigilant Guard + Treebeard hero to ready Boromir several times a turn.

Main Deck

Hero (3)
(MotK) Boromir (Messenger of the King Allies)
Glorfindel (Foundations of Stone)
Treebeard (The Treason of Saruman)

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

Ally (15)
2x Boromir (The Road Darkens)
3x Envoy of Pelargir (Heirs of Númenor)
3x Firyal (The Mûmakil)
3x Gandalf (Core Set)
1x Ioreth (A Storm on Cobas Haven)
3x Wellinghall Preserver (Across the Ettenmoors)

Attachment (20)
2x Asfaloth (Foundations of Stone)
3x Elf-stone (The Black Riders)
3x Ent Draught (The Treason of Saruman)
3x Gondorian Shield (The Steward’s Fear)
3x Light of Valinor (Foundations of Stone)
1x Strength and Courage (The City of Ulfast)
1x The One Ring (A Shadow in the East)
3x Vigilant Guard (A Storm on Cobas Haven)
1x Well Preserved (Under the Ash Mountains)

Event (15)
3x A Test of Will (Core Set)
3x Daeron’s Runes (Foundations of Stone)
3x Drinking Song (Mount Gundabad)
3x Dwarven Tomb (Core Set)
3x Elrond’s Counsel (The Watcher in the Water)

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

Decklist built and published on RingsDB.

Main Deck

Hero (3)
(MotK) Boromir (Messenger of the King Allies)
Glorfindel (Foundations of Stone)
Treebeard (The Treason of Saruman)

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

Ally (15)
2x Boromir (The Road Darkens)
3x Envoy of Pelargir (Heirs of Númenor)
3x Firyal (The Mûmakil)
3x Gandalf (Core Set)
1x Ioreth (A Storm on Cobas Haven)
3x Wellinghall Preserver (Across the Ettenmoors)

Attachment (20)
2x Asfaloth (Foundations of Stone)
3x Elf-stone (The Black Riders)
3x Ent Draught (The Treason of Saruman)
3x Gondorian Shield (The Steward’s Fear)
3x Light of Valinor (Foundations of Stone)
1x Strength and Courage (The City of Ulfast)
1x The One Ring (A Shadow in the East)
3x Vigilant Guard (A Storm on Cobas Haven)
1x Well Preserved (Under the Ash Mountains)

Event (15)
3x A Test of Will (Core Set)
3x Daeron’s Runes (Foundations of Stone)
3x Drinking Song (Mount Gundabad)
3x Dwarven Tomb (Core Set)
3x Elrond’s Counsel (The Watcher in the Water)

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

Decklist built and published on RingsDB.

Imrahil, Prince of Dol Amoth by carlosm88

Tactics Imrahil deck featuring the Outlands allies, Sword of Morthond, and Boromir ally.

Main Deck

Hero (3)
Denethor (Flight of the Stormcaller)
Hirluin the Fair (The Steward’s Fear)
Prince Imrahil (The City of Corsairs)

Ally (25)
3x Anfalas Herdsman (The Steward’s Fear)
2x Boromir (The Road Darkens)
3x Envoy of Pelargir (Heirs of Númenor)
3x Errand-rider (Heirs of Númenor)
3x Ethir Swordsman (The Steward’s Fear)
1x Forlong (The Drúadan Forest)
3x Hunter of Lamedon (Heirs of Númenor)
3x Knights of the Swan (The Steward’s Fear)
1x Legolas (The Treason of Saruman)
3x Warrior of Lossarnach (The Steward’s Fear)

Attachment (13)
2x Gondorian Shield (The Steward’s Fear)
2x Heir of Mardil (Celebrimbor’s Secret)
3x Prince of Dol Amroth (The City of Corsairs)
2x Rod of the Steward (Flight of the Stormcaller)
3x Steward of Gondor (Core Set)
1x Sword of Morthond (Assault on Osgiliath)

Event (11)
3x Man the Walls (The Ghost of Framsburg)
1x Men of the West (Assault on Osgiliath)
3x Valiant Sacrifice (Core Set)
3x We Are Not Idle (Shadow and Flame)
1x Wealth of Gondor (Heirs of Númenor)

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

3 Heroes, 50 Cards
Cards up to The Ghost of Framsburg

Decklist built and published on RingsDB.

Honour Guard

  • Player Card Categories
    • Damage Cancelation
    • Valour
    • Beorn Support

The most flexible damage cancelation card. I wish there were more like it.

Background

The art depicts a Guard of the Citadel much like the Leadership ally of the same name. Honour Guard is still apt as guarding the citadel and the White Tree was the highest honor and duty to the guards in Minas Tirith. They couldn’t leave their posts for any reason except if commanded by their lord. They could wear Elendil’s livery of the White Tree with a silver crown and stars on a field of black. They also wore mithril helms with wings of sea birds.

Card Theme

One of the more obvious mechanism and thematic links with the guard meant to protect those in the Tower of Gondor. The card can protect characters in the game by canceling a damage or 5 in Valour directly.

Card Synergies and Interactions

Beorn

Beorn hero is not an obvious synergy since he is immune to player card effects. Fortunately, Honour Guard’s effect targets the damage much like ally Dori. Per the FAQ, that clarified that Dori’s ability can redirect damage dealt to Beorn because it targets the damage, Honour Guard’s ability can cancel damage to Beorn too.

Ally Readying

The ability to cancel a damage requires a player to exhaust the Honour Guard. Readying effects that target allies then allow the ability to be used more than once per round. Players can use the Core Set Leadership cards of Ever Vigilant to ready a single ally and Grim Resolve to ready all characters. Many other single target and global readying cards work as well like Narya, To Arms!, Strength of Arms, Elwing’s Flight, and Leadership Faramir hero. The only issue is these effects are all actions. They can’t ready Honour Guard immediately after he is exhausted to cancel 2 points of damage. A player will have to wait until the next action window and then the Honour Guard can use its ability the next time a character might take damage. A couple have an additional timing limitation. For example, Elwing’s Flight is a quest phase action or Leadership Faramir’s response typically will occur during the Encounter Phase.

Quest Specific

Much like hero Beorn, there are several objectives and objective allies that take damage but are immune to player card effects. Canceling damage on these objectives is incredibly helpful because often times if they enough damage the players lose the scenario.

A Journey to Rhosgobel is a noted early example as Wilyador takes 2 damage each round. He can also take additional damage from other encounter effects. An advantage Honour Guard has here over healing effects is that it will not be removed from the game by Stage 2’s Forced effect. This quest infamously has a surprise loss condition if Wilyador is not fully healed by Stage 3. Wilyador only taking 1 damage per round gives the players more time to find enough Athelas for him.

Flight to the Ford is very similar to A Journey to Rhosgobel. The Ring-bearer will take 1 damage per round and there are more encounter effects that can add more. If the Ring-bearer runs out of life, the players lose. Canceling that 1 damage at the end of each round takes some pressure off the players to rush through the quest.

The Antlered Crow, Race Across Harad, The Crossings of Poros, Roam Across Rhovanion, and The Land of Sorrow all feature objective allies that if they leave play, that player is eliminated or the players lose. There are other objective allies and scenarios that also have this condition like Nalir in Trouble in Tharbad. These scenarios and allies in particular benefit from Honour Guard’s damage cancelation more than others because they have good stats, useful abilities, and/or damage from undefended attacks has to be assigned to them.

Chief Turch notably can defend without exhausting and has decent defense of 2 and large hit point pool of 5. An Honor Guard or two can make Turch defending multiple enemies much safer and a viable strategy. Tamed Mumak in Race Across Harad is usually best to quest with considering the quest limits progress if you don’t. The quest can be very combat heavy if many enemies pile up in the Orc area and then engage when they catch up to the players. Honour Guard can help the players take undefended attacks safely since they’re assigned to Mumaks and help clear out the orcs enemies. Urdug and Tiny are also no slouch at defending and only get better with some damage cancelation. Lastly, Arador in The Land of Sorrow is well set to be a secondary defender with 3 defense, 5 hit points, and built in readying for defending but risky if he takes too much damage. Honor Guard mitigates the risk of losing to a bad shadow which are a few in the quest to be wary of.

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 Honor Guard at 2 rings. Damage cancelation is a very useful ability to counter attack boosting shadows, direct damage shadow and treachery effects, high attack enemies, Archery damage, and other direct damage effects that quests might throw at the players. It can be used for any character and repeatable putting ahead of other damage cancelation cards like Raven-winged Helm or Mithril Shirt that are limited to the attached hero. The damage cancelation has a slight timing advantage over healing since it responds to the damage because this can prevent a character destruction from direct damage from treacheries and shadows. Healing usually needs to happen in action window before or after such effects, but it is not always possible if the character just has so few hit points. The only downside to the ability being damage cancelation versus healing is that it doesn’t benefit from Elrond hero’s healing boost.

The ally itself has a beefy 3 hit points and far less vulnerable to direct damage than many healing allies and especially compared to Warden of healing. It is a very fair costed 2 resources. It has the Gondor and Warrior traits that both are very useful for benefiting from global boosts and qualifying for attachments. Even better it is in the Tactics sphere that is the most combat focused sphere, but healing effects are exclusively in Lore. This makes a multiplayer mono-Tactic battle deck much more self-sufficient in handling all combat. Lore and Tactics can be a difficult combination to build together in a deck because both don’t have many resource acceleration cards and have less strong willpower or willpower boosting options than Spirit and Leadership. In true solo or a strong balanced willpower and combat deck Spirit or Leadership often are better to include.

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

External Links

Sample Decks

Legolas Shoots Locations aka Mono Tactics v4

Mono Tactics deck for Heirs of Numenor and Against the Shadow cycle. I tweaked the deck as I played through the cycle and through the various iterations it beat every quest. It definitely settled into a final form by Encounter at Amon Din. The games I’ve played with it with earlier iterations are featured on the blog as well.

Main Deck

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

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

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

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

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

Sideboard

Hero (1)
Aragorn (The Lost Realm)

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

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

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

Decklist built and published on RingsDB.

Power grimbeorn the old nightmare by Grant

Grant’s go to Grimbeorn multiplayer battle deck. It’s survived Assault on Dol Guldur epic multiplayer.

Main Deck

Hero (3)
Grimbeorn the Old (The Withered Heath)
Hirgon (Beneath the Sands)
Théodred (Core Set)

Ally (21)
2x Beorn (Core Set)
3x Beorning Guardian (The Crossings of Poros)
3x Beorning Skin-changer (The Withered Heath)
1x Erestor (The Long Dark)
3x Giant Bear (Fire in the Night)
1x Grimbold (The Flame of the West)
2x Honour Guard (The Wastes of Eriador)
3x Legolas (The Treason of Saruman)
2x Warrior of Dale (The Wilds of Rhovanion)
1x Yazan (The Mûmakil)

Attachment (22)
2x Armored Destrier (Temple of the Deceived)
2x Bow of Yew (The Wilds of Rhovanion)
2x Cram (Over Hill and Under Hill)
3x Dúnedain Mark (The Hunt for Gollum)
3x Dúnedain Warning (Conflict at the Carrock)
2x Hauberk of Mail (The Wilds of Rhovanion)
2x Raven-winged Helm (The Wastes of Eriador)
2x Secret Vigil (The Lost Realm)
2x Steward of Gondor (Core Set)
2x Warrior Sword (The Ghost of Framsburg)

Event (5)
2x Feint (Core Set)
3x Sneak Attack (Core Set)

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

3 Heroes, 50 Cards
Cards up to The Ghost of Framsburg

Sideboard

Ally (4)
1x Faramir (Core Set)
3x Gandalf (Core Set)

Attachment (10)
1x Celebrían’s Stone (Core Set)
2x Necklace of Girion (The Wilds of Rhovanion)
3x Song of Travel (The Hills of Emyn Muil)
1x Steward of Gondor (Core Set)
3x Unexpected Courage (Core Set)

Event (3)
3x The Galadhrim’s Greeting (Core Set)

Decklist built and published on RingsDB.

Tactics Beregond – Community Review

by Rambokc

  • Player Card Categories 
    • Equipping
    • Resource Acceleration

Background

Beregond didn’t appear in the movies but I have definitely heard of him somewhere within the books.

Editor’s note – Denethor assigned Beregond to show Pippin the ropes after joining the Guard of the Citadel.

Card Theme

Defender, Gondor, Tactics

Card Synergies and Interactions

Tactics equipment and attachments

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.

Do keep in mind I am a relatively new yet very enthusiastic player of LOTR LCG! Tactics Beregond is a great card as it provides some of the highest defense values in the game. Another plus point of the card is its ability to lower the cost required to play armour and equipment attachments on him that can further bolster his defensive ability, such as Spear of the Citadel or Citadel Plate. Beregond often forms the very heart of my defense and he has not let me down – having 4 health points means that should enemy attack slip past his defense, Beregond will still be able to soak up some damage and stay alive. While some might be tempted to compare Tactics Beregond with defensively-oriented characters out there such as Spirit Beregond or Denethor (both Leadership and Spirit versions), bear in mind that Tactics Beregond has aged very well. He was released rather early in the game’s lifespan and he fact that he is still regarded as one of the top defenders shows the value of the card. The drawbacks of Tactics Beregond are him having 0 quest points and a mere 1 attack point, meaning that his role is mostly limited to defense, which I have to admit, he does very well!

  • Kenddrick – 2
  • Dave – 3
  • Grant – 5
  • Ted – 2
  • Matt – 2
  • Average 2.8

Brok Ironfist

  • Player Card Categories
    • Leaves Play
    • Messenger of the King

The Core Set’s consolation prize for losing a hero.

Background

Brok Ironfist is a FFG created character. He is presumably one of Durin’s Folk or a Longbeard Dwarf. The Longbeards are the only Dwarves introduced in The Hobbit and the Lord of the Rings although there are other clans of Dwarves descended from the original 7 fathers created by Aule.

Card Theme

Brok is not a thematic card aside from being a character created for the game. His ability doesn’t match the damage for a bonus of Gloin and Glimi from the Core Set. Much less the have 5 Dwarves in play mechanic of Thorin’s Company introduced in The Hobbit expansions and mining developed in Against the Shadow and later cycles. I speculate that Brok’s ability is tangential to the damaged Dwarves get a bonus theme since if they get too damaged, you can put Brok into play for free. Especially as it seems from Veteran of Nihuadon that it was a mechanism intended to be developed for the Dwarf trait that later switched to Ents.

Card Synergies and Interactions

Leadership Dain Ironfoot

Brok with Dain in play stats 3/3/1/4 stats that are more in line with his cost. The comparison to the only other 6 cost ally, Beorn, is much closer. Then Brok is only 2 stat points lower than him. I suspect part of the reason Brok costs 6 is because of Dain. The designers have mentioned in interviews that player cards in a cycle are all developed at the same time.

Fellowship Contract

In the same vein as Leadership Dain (mining reference intended), the Fellowship contract can boost Dain’s stats to rival that of many good heroes that have 2 non-hit point stats of 3 like Glorfindel. Dwarves of likely one of the few traits in the game to have enough unique allies to fulfill the contract without including one of the other Middle Earth races. A player could even get 4 willpower and 4 attack with Leadership Dain boosting him as well.

A Very Good Tale

A Very Good Tale can be another way to put Brok into play cheaply besides his own ability. The real value is from exhausting Brok to determine how many resources worth of allies you can put into play. alone he ensures Beorn or Gandalf (Core or Over Hill and Under Hill versions) are eligible. A 2 cost ally exhausted as well then you can usually guarantee just about combination of 2 allies can enter play. Even great value can be extracted if Brok is put into play with Sneak Attack or To Me! O my Kinsfolk!

Flame of Anor

A great use of Brok is actually to not play him, but to discard him. Flame of Anor gives an Istari like Gandalf, Saruman, or Radagast +6 attack. A player could get Saruman in particular to an extremely high attack combining this play with The One Ring with Strength and Courage for +5 attack (15 attack). A War Axe, Golden Belt, and Legacy Blade with 3 completed side quests for an additional +6 (21 attack). Dunedain Marks could bring the final total all the way up to 24 attack. Setting up Brok to be discarded is not difficult with Imladris Stargazer to reorder the top 5 or Wizard Pipe to put him on top.

Messenger of the King

A player could make Brok a hero with Messenger of the King and start with him in play. If Dain is in play, he only has 1 less hit point than Thorin Oakenshield, but costs 3 less threat. Granted, you wouldn’t get a useful ability which would be the big downside. Especially considering the large number of other Dwarf hero options with very useful abilities like Balin.

Quest Specific

The first two cycles and The Hobbit Saga expansions included many encounter cards that were outright Hero killers. In the Core Set, players had to watch out for taking too much direct damage from Necromancer’s Reach and Evil Storm. Not to mention Hummerhorns dealing 5 damage to a hero when engaged or 1 damage to each character when revealed as a shadow. There are also a few shadow effects that become worse on an undefended attack that is often necessary in the early game.

The Darrowdelf cycle even more notoriously included effects that can outright discard a hero if the player(s). Not just as the when revealed effect but also in the shadow effect! A free ally with hero level stats won’t completely offset the loss, but it is still something that might let a player limp to the end of the quest.

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 Brok at 8 rings. He’s undoubtedly expensive for the stats you get unless Leadership Dain is in play. Partly it is due to core set where the cost curve was slightly higher. Later expansions lowered overall cost curve with many efficent 2 cost allies. Also he’s in Leadership and Leadership cards tend to be a little more expensive. It is the sphere with the best and most resource acceleration and as a result Leadership cards tend to be a little more expensive. Another consider I’m sure was that he was developed with Dain.

Still, he has hero level stats as many of them have a couple 2’s in willpower, attack, or defense. Only Dain, Thorin Oakenshield, and Thorin Stonehelm having a 3 stat that isn’t hit points. His ability isn’t one that you want to plan for. Especially since The Houses of Healing and Fortune or Fate both cost 5 and don’t provide much of discount to play him. It can still be a nice consolation prize if you lose a hero particularly in the late game when resources may not be needed as much. The stats to make the last questing push can be key to securing victory.

I think that Brok is consigned to being considered one of the worst cards in the game by the community for a few big reasons. First that he came out in the Core Set without Dain. This was compounded by that Dain came out in the last pack of the cycle with a huge gap of time between the Core Set and the first AP. Players had a long time to form an opinion without a major boost card. Second, the only other 6 cost card in the game is ally Beorn that comes with two major stats at 3 and more printed hit points than any player except his hero version. On top of all that, Beorn has an amazing ability that is a huge help against the biggest enemies in the core set. Lastly, the cost curve ended becoming lower with more good 2 cost allies and no more 6 cost cards.

Is Brok the worst card in the game? I don’t think so. Discarding him to Flame of Anor is a least one really good way to use him. Playing him as an ally with Dain on the table is not bad, but it is a big investment. Particularly when Dwarves are extremely well developed trait with many different ally options.

  • Dave – 10
  • Grant – 10
  • Ted – TBR
  • Matt – 8
  • Average – 9.3

Sample Decks

Deck Tech: Dwarf Starter Deck by chrsjxn

A limited purchase Dwarf Swarm deck using cards only from the original Core Set, Return to Mirkwood, and Khazad-Dum.

Main Deck

Hero (3)
Bifur (Khazad-dûm)
Dáin Ironfoot (Return to Mirkwood)
Gimli (Core Set)

Ally (24)
1x Brok Ironfist (Core Set)
2x Daughter of the Nimrodel (Core Set)
2x Erebor Hammersmith (Core Set)
3x Erebor Record Keeper (Khazad-dûm)
2x Faramir (Core Set)
3x Gandalf (Core Set)
2x Gléowine (Core Set)
1x Henamarth Riversong (Core Set)
1x Longbeard Orc Slayer (Core Set)
2x Miner of the Iron Hills (Core Set)
3x Veteran Axehand (Core Set)
2x Veteran of Nanduhirion (Khazad-dûm)

Attachment (10)
2x Blade of Gondolin (Core Set)
1x Celebrían’s Stone (Core Set)
3x Dwarrowdelf Axe (Khazad-dûm)
2x Self Preservation (Core Set)
2x Steward of Gondor (Core Set)

Event (16)
3x Durin’s Song (Khazad-dûm)
2x Feint (Core Set)
3x Khazâd! Khazâd! (Khazad-dûm)
2x Lórien’s Wealth (Core Set)
2x Quick Strike (Core Set)
2x Sneak Attack (Core Set)
2x Valiant Sacrifice (Core Set)

3 Heroes, 50 Cards
Cards up to Khazad-dûm

Decklist built and published on RingsDB.

The Company of Brok Ironfist by Durin’s Father

A mega stat boosting deck with Leadership Dain, Fellowship contract, and The Arkenstone.

Main Deck

Hero (3)
Bifur (Khazad-dûm)
Dáin Ironfoot (Return to Mirkwood)
Thorin Oakenshield (Over Hill and Under Hill)

Contract (0)
1x Fellowship (A Shadow in the East)

Ally (16)
1x Azain Silverbeard (Flight of the Stormcaller)
1x Bofur (Over Hill and Under Hill)
1x Bombur (Road to Rivendell)
1x Brok Ironfist (Core Set)
2x Dori (Over Hill and Under Hill)
1x Dwalin (On the Doorstep)
2x Fili (Over Hill and Under Hill)
1x Gimli (The Treason of Saruman)
2x Glóin (On the Doorstep)
2x Ioreth (A Storm on Cobas Haven)
2x Kili (Over Hill and Under Hill)

Attachment (18)
1x Ancestral Armor (Roam Across Rhovanion)
2x Armor of Erebor (Mount Gundabad)
2x Armored Destrier (Temple of the Deceived)
2x Cram (Over Hill and Under Hill)
2x Dúnedain Remedy (The Drowned Ruins)
2x Hardy Leadership (Shadow and Flame)
2x King Under the Mountain (On the Doorstep)
2x Legacy of Durin (The Watcher in the Water)
2x Narvi’s Belt (Khazad-dûm)
1x The Arkenstone (The Withered Heath)

Event (16)
3x A Very Good Tale (Over Hill and Under Hill)
3x Daeron’s Runes (Foundations of Stone)
3x Durin’s Song (Khazad-dûm)
2x Lure of Moria (Road to Rivendell)
3x To me! O my kinsfolk! (On the Doorstep)
2x We Are Not Idle (Shadow and Flame)

3 Heroes, 50 Cards
Cards up to A Shadow in the East

Sideboard

Ally (2)
1x Arwen Undómiel (The Watcher in the Water)
1x Bofur (The Redhorn Gate)

Event (3)
3x Parting Gifts (A Journey to Rhosgobel)

Decklist built and published on RingsDB.

Wielders of the Three by Master of Lore

A Three Elven Rings deck full of powerful unique allies that Vilya can put into play. Narya can ready and boost them. Extra copies can fuel a big attack from Gandal with Flame of Anor.

Main Deck

Hero (3)
Elrond (Shadow and Flame)
Galadriel (Celebrimbor’s Secret)
Gandalf (The Road Darkens)

Ally (20)
2x Arwen Undómiel (The Watcher in the Water)
3x Beorn (Core Set)
2x Bilbo Baggins (The Road Darkens)
2x Brok Ironfist (Core Set)
2x Faramir (Core Set)
2x Gildor Inglorion (The Hills of Emyn Muil)
3x Master of the Forge (Shadow and Flame)
2x Treebeard (The Antlered Crown)
2x Warden of Healing (The Long Dark)

Attachment (22)
2x A Burning Brand (Conflict at the Carrock)
2x Expert Treasure-hunter (On the Doorstep)
2x Gandalf’s Staff (The Road Darkens)
2x Light of Valinor (Foundations of Stone)
2x Narya (The Grey Havens)
2x Nenya (Celebrimbor’s Secret)
2x Protector of Lórien (Core Set)
3x Unexpected Courage (Core Set)
3x Vilya (Shadow and Flame)
2x Wizard Pipe (The Road Darkens)

Event (8)
2x Elrond’s Counsel (The Watcher in the Water)
3x Flame of Anor (The Road Darkens)
2x The Galadhrim’s Greeting (Core Set)
1x Will of the West (Core Set)

3 Heroes, 50 Cards
Cards up to The Grey Havens

Decklist built and published 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.

Spirit Théoden

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

Background

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

Card Theme

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

Thematic Deckbuilding Ideas

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

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

Card Synergies and Interactions

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

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

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

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

Quest Specific

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

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

Ring Rating

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

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

External Links

Sample Decks

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

A Rohan swarm deck featuring Théoden and his attachments.

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

Main Deck

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

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

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

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

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

Sideboard

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

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

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

Decklist built and published on RingsDB.

Wise Horse Lords of Rohan – Card Talk

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

Wise Horse Lords of Rohan

Main Deck

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

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

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

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

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

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

Decklist built and published on RingsDB.

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.

Background

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

Sideboard

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)