Host of Galadhrim

  • Card Talk Season 5 Episode 55
    • Video episode
    • Audio episode
  • Cycle
    • Vengeance of Mordor
  • Sets
    • The City of Ulfast
    • Elves of Lorien starter deck
  • Player Card Effects
    • Enters Play

A combo-tastic card for Silvan decks!

Background

Galadhrim is the term of the elves dwelling in Lothlorien. The Host of Galadhrim in the books would defend Lorien against the orcs invasions. After Sauron’s defeat they attack Dol Guldur to drive out the remaining forces there.

Card Theme

The Silvan archetype centers around their hit and run tactics. This is why many of the ally cards feature enter play effects. The supporting events return a Silvan ally to hand to be replayed later. Host of Galadhrim basically does this en masse with returning all of them to hand and replaying them all in one go. It is very fitting to represent the show of force when they all would come together to attack considering all their enters play effects will trigger.

Card Synergies and Interactions

Silvan Allies

The big two Silvan allies for Host of Galadhrim are Galadhrim Weaver and Galadhrim Minstrel. These two are key to decks that look to replay Host of Galadhrim over and over again. Players will need at least 1 weaver, 2 Hosts (one of which is in the discard), and 1 minstrel. It works best with an empty deck. Player plays Host of Galadhrim to replay weaver shuffling the Host of Galadhrim in the discard back into the deck. Then replay Galadhrim Minstrel to find that shuffled in Host again in the top 5 cards. More copies of the weaver and minstrel can lead to recurring 2 other events every turn like Legacy of Numenor to pay for Hosts every turn or Feigned Voices to cancel attacks.

The other Silvan allies that are good to replay provide a variety of effects.

Celeborn and Galadriel Heroes

Celeborn will boost the stats of each ally repalyed by Host of Galadhrim. Galadriel will give them all action advantage to leverage the +1 willpower and the +1 to the combat stats. It functions very much like a global ready effect like Grim Resolve after questing. Very effective when flooded with enemies to have all allies ready for combat. The increased willpower and not exhausting to quest also make this combination with Silvan allies great for a very powerful quest push. If there is ever a quest stage that a player needs to get through quickly, or just wants to race to the finish then that is the time to play Host with these two.

Lord of Morthond

Lord of Morthond can generate significant card draw from Host of Galadhrim. Host doesn’t require a resource match to replay the allies since they are played for no cost. Leadership has several options to play non-Leadership allies the first time. Thranduil hero allows players to play Silvan allies outside the Leadership sphere. Mustering effects like Timely Aid and A Very Good Tale can also help a mono Leadership line up put non-Leadership allies into play. A Good Harvest and the sphere granting songs are possibilities as well. Although this can easily become a win more situation since Host of Galadhrim is usually a late game card to play once several allies are in play already.

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 Host of Galadhrim at 4 rings. Getting several enter play effects can be very powerful. Combined with Galadriel and Celeborn to boost all the allies and have them quest without exhausting makes for a very strong turn. It is the kind of bomb event effect that should be expected from a 4 cost card that generally doesn’t usually hit the mark in this game. This one does it however in spades. It is not that hard to play it more than 3 times in a game considering it combos with Galadhrim Weaver.

There are only a couple limitations to this card that keep me from rating it more highly. It only really goes in one kind of deck and that is Silvans. It’s effectiveness is all centered around having several of them to replay making it a niche card. It is also a late game card due to its cost and the aforementioned need of allies on the board to replay. It’s possible to draw it too early when it is not that helpful but that is just a minor annoyance.

Overall, this card when played well is powerful. Turn the game around powerful. When abused with Galadriel, Celeborn, weavers, Legacy of Numenor, and minstrels it will steam roll quests that don’t have any effects that discard cards from a player’s hand.

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

External Links

Sample Decks

Hosts Of Galadhrim (A Silvan Combo Deck) by The Mormegil

Deck that endlessly recurs Host of Galadhrim.

Main Deck

Hero (3)
Bifur (Khazad-dûm)
Celeborn (The Dunland Trap)
Galadriel (Celebrimbor’s Secret)

Ally (15)
1x Galadhrim Healer (The Dread Realm)
3x Galadhrim Minstrel (Trouble in Tharbad)
3x Galadhrim Weaver (The Treachery of Rhudaur)
3x Galadriel’s Handmaiden (Celebrimbor’s Secret)
1x Galion (Fire in the Night)
1x Haldir of Lórien (A Journey to Rhosgobel)
1x Henamarth Riversong (Core Set)
1x Orophin (Celebrimbor’s Secret)
1x Woodland Courier (The Drowned Ruins)

Attachment (5)
2x O Lórien! (Trouble in Tharbad)
3x Steward of Gondor (Core Set)

Event (30)
2x A Test of Will (Core Set)
3x Daeron’s Runes (Foundations of Stone)
3x Deep Knowledge (The Voice of Isengard)
2x Feigned Voices (The Three Trials)
3x Host of Galadhrim (The City of Ulfast)
3x Legacy of Númenor (The Voice of Isengard)
3x Peace, and Thought (Shadow and Flame)
2x The Seeing-stone (The Voice of Isengard)
3x The Tree People (The Dunland Trap)
3x Unlikely Friendship (The Sands of Harad)
3x We Are Not Idle (Shadow and Flame)

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

Sideboard

Hero (4)
Aragorn (The Watcher in the Water)
Folco Boffin (The Dungeons of Cirith Gurat)
Gríma (The Voice of Isengard)
Pippin (The Black Riders)

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

Ally (6)
1x Bombur (Road to Rivendell)
1x Defender of the Naith (Trouble in Tharbad)
1x Greenwood Archer (The Sands of Harad)
1x Naith Guide (The Dunland Trap)
1x Robin Smallburrow (The Drowned Ruins)
1x Silvan Tracker (The Dead Marshes)

Attachment (3)
1x Keys of Orthanc (The Voice of Isengard)
1x The Elvenking (Fire in the Night)
1x The One Ring (A Shadow in the East)

Event (16)
1x A Test of Will (Core Set)
3x A Very Good Tale (Over Hill and Under Hill)
3x Desperate Alliance (On the Doorstep)
3x Drinking Song (Mount Gundabad)
1x Feigned Voices (The Three Trials)
2x Quicker Than Sight (Fire in the Night)
1x The Master Ring (A Shadow in the East)
1x The Seeing-stone (The Voice of Isengard)
1x The White Council (The Dunland Trap)

Player Side Quest (1)
1x Double Back (Escape from Mount Gram)

Decklist built and published on RingsDB.

Silvan Lord of Morthond by MrSpaceBear

Draw extra card by replaying non-Leadership allies with Host of Galadhrim.

Main Deck

Hero (3)
(MotK) Faramir (Messenger of the King Allies)
Celeborn (The Dunland Trap)
Thranduil (Fire in the Night)

Ally (20)
1x Galadhon Archer (The Nîn-in-Eilph)
1x Galadhrim Healer (The Dread Realm)
2x Galadhrim Minstrel (Trouble in Tharbad)
1x Galadhrim Weaver (The Treachery of Rhudaur)
1x Galadriel’s Handmaiden (Celebrimbor’s Secret)
1x Galion (Fire in the Night)
3x Gandalf (Core Set)
3x Greenwood Archer (The Sands of Harad)
1x Legolas (The Treason of Saruman)
1x Marksman of Lórien (The Drowned Ruins)
1x Naith Guide (The Dunland Trap)
1x Orophin (Celebrimbor’s Secret)
1x Rúmil (The Three Trials)
1x Silvan Tracker (The Dead Marshes)
1x Woodland Courier (The Drowned Ruins)

Attachment (13)
1x Ancestral Armor (Roam Across Rhovanion)
3x Lord of Morthond (Encounter at Amon Dîn)
2x O Lórien! (Trouble in Tharbad)
1x Shining Shield (The Fortress of Nurn)
3x Steward of Gondor (Core Set)
3x The Elvenking (Fire in the Night)

Event (17)
2x Captain’s Wisdom (The Thing in the Depths)
1x Elf Guide (Mount Gundabad)
3x Feigned Voices (The Three Trials)
3x Host of Galadhrim (The City of Ulfast)
3x Reinforcements (The Treachery of Rhudaur)
3x Sneak Attack (Core Set)
2x Strength of Arms (The Drúadan Forest)

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

Decklist built and published on RingsDB.

Heir of Valandil

  • Player Card Categories
    • Cost Reduction
    • Resource Acceleration

The trait based resource acceleration for Dunedain.

Background

You might be wondering who is the Heir of Valandil? Spoilers, it is Aragorn. I know what you’re thinking. Aragorn is Isildur’s Heir. How can he be the Heir of Valandil too? It is because Valandil was the original heir of Isildur. As Isildur’s youngest son he became the king of Arnor after his brothers and Isildur died at the Disaster of Gladden Fields. Valandil ended being the longest reigning king of Arnor at 239 years.

Card Theme

The card’s ally cost reduction by engaging an enemies is similar to idea behind Dunedain Hunter. The Dunedain rangers went where there was trouble during The Watchful Peace. It makes sense that their chieftain would have an easier time mustering them to deal with an immediate threat.

Card Synergies and Interactions

Dunedain Allies

A player might wonder why they might use Heir of Valandil when there is already a staple 2 cost unique resource acceleration attachment, Steward of Gondor. There are a couple reasons to highlight. The first is that the cost reduction can be applied to any Dunedain ally that a player already has a resource match for. This is very advantageous considering the 23 Dunedain allies in the game span all 4 spheres.

The second is, a player can use both. Nearly 2/3 of the Dunedain allies cost 3 or more resources. All the resource acceleration Dunedain can get help get a critical mass of allies and overcome the scenario. Lastly, it provides an alternative in multiplayer when someone else already has Steward of Gondor.

Traps

Traps are ideal way to increase the attachment’s cost reduction. Forest Snare in particular works really well because the enemy remains engaged but no longer attacks. Entangling Nets and Outmatched create a similar more safely engaged enemy that can be defended without sacrificing an action. Shadow effects are still a concern unless the player has a defender with some shadow cancelation like A Burning Brand.

Attack Cancellation

Attack cancelation effects like Feint, Thicket of Spears, The Wizard’s Voice, and Coney in a Trap like Trap attachments can help increase the cost reduction and reduce the risk of the engaged enemy albeit just temporarily.

Gloin hero

Gloin can be an interesting way to increase the effect. Song of Wisdom or Narvi’s Belt or a Warden of Healing make it that Gloin can heal all damage done to him quite easily. Some hit point bonuses from attachments like Citadel Plate, and he can take undefended attacks even from boss level enemies. Provided shadow effects don’t discard attachments, it can be quite easy to keep several enemies engaged without much trouble. Heir of Valandil might become a “win more” card at that point since combat is essentially neutralized.

Attachment Search

Ted often points out that a big drawback to any card is you have to draw it. Fortunately, there are 2 cards that help find an attachment in a deck. Galadriel ally searches the top 5 cards and puts it into play. She is even in sphere with Heir of Valandil. Master of the Forge will do the same expect put it into a player’s hand, but it can be used each round.

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 Heir of Valandil at 7 rings. It is only going into a Dunedain focused deck considering it requires a Dunedain hero and works only on Dunedain allies. That alone immediately makes it a niche card. Then the effect is conditional on having at least 1 enemy engaged. The Dunedain generally want to do that anyway, but it is risky. Especially if keeping any enemies engaged to keep the bonus. The only really nice part of the effect is that it is unlimited. The cost reduction can get high enough to even play a 5 cost Dunedain Wanderer into play for free.

The other major drawback is that it has the same sphere, cost, and also unique like Steward of Gondor. In solo play, unless your Dunedain are really spread across 3 or 4 spheres, Steward is going to be better. In multiplayer, it has the advantage of being a potential alternative if Steward is already taken. It is going to see some play in dedicated Dunedain decks, but not much outside of them.

  • Dave – 8
  • Grant – TBR
  • Ted – 5
  • Matt – 7
  • Average – 6.67

External Links

Sample Decks

Dunedain Trappers by Seastan

The most popular Dunedain deck utilizing traps to maximize engaged enemies and power up the effects of Heir of Valandil and Dunedain allies.

Dunedain Trappers

Main Deck

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

Ally (20)
2x Dúnedain Hunter (The Lost Realm)
2x Dúnedain Watcher (The Dead Marshes)
3x Galadriel (The Road Darkens)
3x Guardian of Arnor (The Battle of Carn Dûm)
3x Master of the Forge (Shadow and Flame)
3x Northern Tracker (Core Set)
2x Sarn Ford Sentry (The Lost Realm)
2x Warden of Annúminas (The Lost Realm)

Attachment (17)
2x Celebrían’s Stone (Core Set)
3x Forest Snare (Core Set)
1x Gondorian Fire (Assault on Osgiliath)
2x Gondorian Shield (The Steward’s Fear)
2x Heir of Valandil (The Lost Realm)
2x Ranger Spikes (Heirs of Númenor)
3x Steward of Gondor (Core Set)
2x Sword that was Broken (The Watcher in the Water)

Event (13)
3x Daeron’s Runes (Foundations of Stone)
3x Deep Knowledge (The Voice of Isengard)
2x Descendants of Kings (Escape from Mount Gram)
3x Feint (Core Set)
2x Tighten Our Belts (The Nîn-in-Eilph)

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

Decklist built and published on RingsDB.

Halbarad (Hero)

“2 against 1, eh? It’s almost a fair fight for you but you really should have brought at least one more to make it even.” – Halbarad probably

Background

Halbarad received a message to join his Chieftain Aragorn in Rohan. He and 30 other Dunedain rode south. Later joined by Elrohir and Elladan, they met Aragorn and accompanied him through the Paths of the Dead. Once Aragorn summoned the dead, they rode for Pelargir fighting off the Corsairs they found there. Halbarad took command of one the Corsair ships and sailed for The Battle of Pelennor Fields. He fought in the battle but died in the fighting.

Card Theme

Halbarad like many of the Dunedain heroes has balanced stats with 2 willpower, 2 attack, and 2 defense. This fits with the Dunedain considering their small population having to be self-sufficient and ready to defend their people. The Dunedain in the game generally gain bonuses for having an enemy engaged. This makes sense with their severely depleted population and many enemies around that they would have to rise to each challenge. His ability to quest without exhausting while engaged with an enemy represents this. His ability to optionally engaged 2 enemies is more representative of the Dunedain’s actions during the Watchful Peace. During that time they fought many minor battles with orcs and goblins to keep the lands of Eriador safe.

Card Synergies and Interactions

Stat Boosts

Halbarad’s built in action advantage and balanced if mediocre stats make him a prime target for stat boosts. In sphere and in theme are the Dunedain signal attachments from the first cycle.

While the bonus is only +1, the ability to move to other heroes shouldn’t be discounted. Especially for Dunedain Warning’s defense boost that can help another hero defend for a turn. Dunedain Quest’s willpower is a bit expensive especially when the Core Set gave players Celebrian’s Stone that gives +2 for the same cost. There aren’t many options for targeted willpower boosts in Leadership although the global boosts from Leadership Faramir ally of Aragorn with Sword That Was Broken are also options.

Aside from Dunedain Mark, Leadership doesn’t have many permanent attack boosts. Sword of Numenor is a very thematic one that comes with the possibility of some resource acceleration if fighting some tougher enemies. If utilizing the side quest bonus Dunedain alongside Halbarad, Legacy Blade can be a fantastic attack buff. Tactics has more possibilities with Dagger of Westernesse being the best to possibly get more than +1 attack from a single attachment.

Defense bonuses are generally better to build up on him at least when using other Dunedain. Another defender that can safely keep a 3 or 4 attack enemy engaged helps build up their bonuses. Fortunately, Leadership has some of the best defensive attachments with aforementioned Dunedian Warning, Ancestral Armor, and Armored Destrier. The destrier doesn’t convey a bonus to defense, the action advantage and shadow control is just what the Dunedain archetype needs to keep multiple enemies engaged for several turns.

Traps

Specifically, Forest Snare and Entangling Nets synergize very well with Halbarad and the rest of the enemies engaged bonus Dunedain. Forest Snare allows a player to just keep an enemy engaged for the entire game without having to worry about defending or any shadows. Entangling Nets is similar because of the attack reduction making defending easier. The action disadvantage of defending can be offset with Outmatched or just taking the attack undefended. Shadows effects can still be an issue with it in some scenarios.

Early Engagement Effects

Normally a player can’t get Halbarad to quest without exhausting unless puts an enemy engaged with a player first thing. Dunedain Hunter and Wait No Longer can help get that ability going. They can be especially useful in true solo play if no enemies are forthcoming since they both search the top 5 cards of the encounter deck for one.

Forth, The Three Hunters Contract

One of the downsides of this contract is that the player is limited to just 3 heroes. Action advantage is key to maximizing the heroes questing and combat potential. Any hero with it built in can make use of the contract’s willpower bonus and the combat bonuses of the extra restricted attachment better than ones without.

Quest Specific

The Shadows of Mirkwood featured the Goblin Sniper that could only be engaged if it was the only enemy in the staging area. This could lead to the dreaded double Goblin Sniper situation where neither can be engaged optionally. This left only Son of Arnor and reaching 48 threat as a solution early on in the game’s life. Halbarad’s ability gives players another way to engage both snipers before 48 threat.

Intruders in Chetwood is another quest that benefits from his ability to optionally engage 2 enemies since they don’t make normal engagement checks. Leaving enemies in the staging area is not a good idea since each one raises the players’ threat by 1 for each enemy there. Wastes of Eriador similarly has enemies not make engagement checks when the day/night objective is on the day side. Engaging multiple enemies during the day is better since many have additional effects or are stronger during the night.

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 Halbarad at 6 rings. The built in action advantage works pretty well with his balanced stats. Keeping an enemy engaged to quest isn’t that difficult for many quests especially if also running traps or with an Armored Destrier. Still it has its risks especially since his balanced stats are only 2 on each. He always requires a bit of set up to be more than just a little supplement questing and combat power. Even when built up, he won’t rival the more specialized heroes with a stat of 3 or 4. Still can be a good addition to line ups with a good questing and defending hero. Starting a quest with 6 willpower from heroes typically provides enough willpower to start. Defense is hard to skimp on since one bad enemy attack can easily take out a hero. Attack power can usually wait a turn or two to come online and easy enough to get from allies or attachments.

His ability to optionally engage 2 enemies doesn’t have many uses for solo play. Still in multiplayer it can supercharge a Dunedain deck. It is still tricky to use well considering the Dunedain can take a little while to get rolling. The heroes often have weaker balanced stats. The allies can be expensive and span all 4 spheres. This can encourage players to build tri-sphere to cram as many Dunedain allies into a deck.

Halbarad at one point was one of my most played heroes. He can be used to good effect but he takes some building around and time to set up. Many quests won’t give players time for it. He’s a decent hero and well worth playing. There are just many that are better because they don’t need that set up and support.

  • Dave – 8
  • Grant – TBR
  • Ted – 7
  • Matt – 6
  • Average – 7

External Links

Sample Decks

Three Wolf Hunters for Wastes of Eriador by kattattack22

A Forth, The Three Hunters deck utilizing Halbarad as a primary quester and secondary combatant.

Three Wolf Hunters for Wastes of Eriador

Main Deck

Hero (3)
Aragorn (The Lost Realm)
Beravor (Core Set)
Halbarad (The Lost Realm)

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

Attachment (41)
3x A Burning Brand (Conflict at the Carrock)
3x Armored Destrier (Temple of the Deceived)
2x Celebrían’s Stone (Core Set)
3x Dúnedain Warning (Conflict at the Carrock)
3x Expert Treasure-hunter (On the Doorstep)
2x Favor of the Valar (The Battle of Carn Dûm)
3x Golden Belt (Challenge of the Wainriders)
3x Gondorian Shield (The Steward’s Fear)
3x Ranger Spear (The City of Corsairs)
2x Roheryn (The Flame of the West)
3x Steed of the North (Race Across Harad)
3x Strider (The Drowned Ruins)
3x Sword of Númenor (The Dread Realm)
2x Sword that was Broken (The Watcher in the Water)
3x War Axe (The City of Ulfast)

Event (9)
3x Daeron’s Runes (Foundations of Stone)
3x Deep Knowledge (The Voice of Isengard)
3x Feint (Core Set)

3 Heroes, 50 Cards
Cards up to Challenge of the Wainriders

Decklist built and published on RingsDB.

Halfling Determination

  • Card Talk Season 5 Episode 41
    • Video episode
    • Audio episode
  • Cycle
    • Lord of the Rings Saga
  • Set
    • The Black Riders
  • Player Card Categories 
    • Willpower Bonus
    • Attack Bonus
    • Defense Bonus

Background

There are many instances we see the determination of the hobbits in the books culminating in Frodo carrying the Ring all the way to the fire of Mount Doom. The flavor text pins this to shortly after Frodo, Sam, and Pippin meet Gildor and his band of elven pilgrims. Sam recounts to Frodo how Gildor pressed him to stay with Frodo, and now afterwards the nature of the journey has changed for him. It is no longer about having an adventure and seeing unusual creatures. He knows now it will be a dark journey but he feels he has a purpose in it that he must fulfil.

Card Theme

Boosting all of a Hobbits basic stats is a nicely tied to the theme of this card. It is their determination that helps them find whatever they need within themselves to carry on the quest. Whether it is preserving through strange and dangerous lands, or taking up their swords to fight orcs, trolls, and giant spiders. More willpower, attack, and defense can help players realize that in the game.

Card Synergies and Interactions

Action Advantage

Halfling Determination’s boost last until the end of phase. The more times you can make use of it, the better. Hobbits fortunately have their own readying card that is cheap and easy to play with Fast Hitch. It can also target a character much like Halfling Determination. This will be very important later when discussing Halfling Determination’s interaction with a special Hobbit character card. Then of course there are the other readying staples like Unexpected Courage, Rohan Warhorse, Armored Destrier, Cram, Lembas, and Miruvor among many others. For maximum effect, you will want to play it with Hour of Wrath or Path of Need. These cards because heroes will not exhaust to quest, attack, or defend means the boosted hero can use its enhanced stats against every enemy.

Rosie Cotton

Rosie Cotton like Halfling Determination itself is a powerful boosting card for Hobbits. They work well together because Halfling Determination boosts her willpower and then she can use the resulting 4 willpower to add 4 to a Hobbit hero’s stats. A Fast Hitch on her and the willpower bonus can be doubled for questing by using her ability and questing with her. She can also become a hero with Messenger of the King and Sword-thain. This allows her to target herself with her ability and double Halfling’s Determination for combat by adding her 4 willpower to her boosted attack or defense. This turns her in a pretty strong attacker or defender with 6 in either relevant stat.

Quest Specific

The stat boosts are going to be good in almost every quest since they help with both questing and combat. A couple special cases worth mentioning are in the LOTR Saga quests. Both are special tests called hide and fortitude tests. Hide tests are used in A Shadow of the Past and fortitude tests are in Mount Doom. Both have very similar mechanics where the players commit characters (heroes only for fortitude) and use their total willpower for the test. Then encounter cards are discarded to determine the value the players need to beat. In hide tests, threat is totaled up and fortitude it is Sauron eye icons. There is a special action window after encounter cards are discarded before resolving the test. If the players are short on willpower, Halfling Determination can help push them over the edge.

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 Halfling Determination at 7 rings. It is a pretty good boost with +2 to all of the basic stats. This makes it pretty flexible, but still only a one time boost. It going to be a bit niche considering it is limited to hobbits. I find it often just doesn’t make the cut even in Hobbit decks. Largely because the best hobbit cards are in Spirit and Lore. Hobbits additionally are low on defense and Feint is generally a better 1 cost Tactics event to include over this card. It also doesn’t help that this is the hobbit version of Durin’s Song except that it lasts only until the end of the phase.

  • Dave – 4.5
  • Grant – 2
  • Ted – TBR
  • Matt – 7
  • Average – 4.5

External Links

Sample Decks

The Kids Gather ’round the Christmas Tree by Dave Walsh

Card Talk’s Christmas themed deck focused on utilizing hero Treebeard.

Main Deck

Hero (3)
Bilbo Baggins (Mount Gundabad)
Frodo Baggins (A Shadow in the East)
Treebeard (The Treason of Saruman)

Ally (11)
1x Elrond (The Road Darkens)
3x Gandalf (Core Set)
1x Gildor Inglorion (The Hills of Emyn Muil)
3x Ioreth (A Storm on Cobas Haven)
3x Rosie Cotton (The Mountain of Fire)

Attachment (26)
3x Cram (Over Hill and Under Hill)
3x Ent Draught (The Treason of Saruman)
3x Fast Hitch (The Dead Marshes)
2x Necklace of Girion (The Wilds of Rhovanion)
3x Protector of Lórien (Core Set)
3x Self Preservation (Core Set)
2x Spear of the Citadel (Heirs of Númenor)
3x Steward of Gondor (Core Set)
2x Sting (Mount Gundabad)
2x The Arkenstone (The Withered Heath)

Event (17)
3x Daeron’s Runes (Foundations of Stone)
3x Drinking Song (Mount Gundabad)
3x Halfling Determination (The Black Riders)
3x Sneak Attack (Core Set)
3x Taste it Again! (The Land of Shadow)
2x The King’s Return (The Fate of Wilderland)

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

3 Heroes, 55 Cards
Cards up to A Shadow in the East

Sideboard

Event (3)
3x Feint (Core Set)

Decklist built and published on RingsDB.

Hobbit Cloak

  • Player Card Categories 
    • Defense Bonus
    • Surprise
    • Burglar Treasure

Hobbit tribal defense boost

Background

The flavor text comes from Chapter 3 of the Fellowship of the Ring, Three is Company. It comes not long after Frodo leaves Bag End and overhears Gaffer talking to a black rider that is asking after him. It describes Pippin, Sam and him walking silently in the night as they leave Hobbiton.

Card Theme

The game represents the Hobbits affinity for stealth with various bonuses for engaging enemies with higher engagement cost than their threat. This can easily be construed as the advantage they get from the element of surprise. The description of how the Hobbit cloaks help the characters is a bit of stretch to a defensive bonus. It does help them in a defensive manner by avoiding discovery. There already are a couple mechanisms for that in game, engagement and threat control. It seems like threat reduction or increase engagement cost would have been much more thematic in this case. It is not entirely without precedent. Dunedain Warning, the first Leadership attachment with a defense bonus, arguably more about avoiding danger than protective gear.

Card Synergies and Interactions

Engagement Control and Threat Reduction

The game has 2 ways to help ensure Hobbit Cloak defense bonus can trigger, increase the enemies’ engagement cost and reduce a player’s threat. The only repeatable engagement cost increase is from Lore Pippin‘s ability. There are only a couple cards that can increase an enemy’s engagement cost further, Take No Notice and Mablung ally. Both only do so by 5 and for a single phase. This limits their usefulness significantly because 5 will not push the enemies with very low engagement of 10 – 20 above the threat of most decks. This cross-section of enemies are the ones this effect would be the most useful against and needed, but they don’t increase it enough.

Threat reduction is better considering there are several more cards for it. Unfortunately, in sphere options are limited to Leadership Frodo and Sneak Attack and Gandalf. Fortunately, Hobbit focused decks have The Shirefolk that can reduce threat by 4 for free and it is neutral. Elevenses is another hobbit specific option can significantly reduce threat mid to late game when lots of hobbit allies are out. Leadership Frodo, Spirit Merry, Galadriel, Fastred, and Spirit Beregond all provide repeatable threat reduction. Galadriel and Beregond won’t help lower threat below more enemies’ engagement costs, but they’ll maintain threat turn after turn that a lower threat deck can still ambush the same enemies from beginning to the end of the game.

Hobbit Heroes

Sam Gamgee is an excellent target for the cloak. His ability also triggers when engaging an enemy with higher threat readying him to defend. On top of that his base defense is boosted to 2 and with the cloak he gets up to 4 defense matching that of Beregond. Sam also has the most base hit points of the Hobbit heroes only matched by his father-in-law, Tom Cotton. Tom also makes a great target since he has the best defense stat. Both versions of Frodo also can benefit from it. Leadership Frodo provides Leadership access and threat reduction to help keep triggering it as the game progresses. Spirit Frodo already is great defender thanks to his ability, but it only works once per phase. The cloak can allow Frodo to save his ability for when it is really needed and still defend some lesser enemies.

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 Hobbit Cloak at 7 rings. It is fairly niche considering it is limited to Hobbit heroes and conditional on the attacking enemy having a higher engagement cost. The bonus however is fair costed compared to the +1 defense of Dunedain Warning that can go on any hero and no conditions. It is also similar to the other tribal defense boosts like Gondorian Shield, Shining Shield, and Cloak of Lorien that give a conditional +2 defense for 1 cost. It is slightly less powerful considering it doesn’t provide +1 defense all the time like the others. It works well in a Hobbit deck that focuses on utilizing the bonuses for engaging enemies with higher engagement cost. It is not going to see much play outside that deck type.

  • Dave – 6
  • Grant – 4
  • Ted – TBR
  • Matt – 7
  • Average – 6.67

External Links

Sample Decks

Three Hobbit Treasure Hunters for Antlered Crown by kattattack22

A Hobbit Three Hunters deck utilizing Expert Treasure Hunter for card draw and Fast Hitch for action advantage.

Main Deck

Hero (3)
Bilbo Baggins (Mount Gundabad)
Pippin (The Black Riders)
Sam Gamgee (The Black Riders)

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

Attachment (41)
2x Celebrían’s Stone (Core Set)
3x Dagger of Westernesse (The Black Riders)
3x Dúnedain Mark (The Hunt for Gollum)
3x Expert Treasure-hunter (On the Doorstep)
3x Fast Hitch (The Dead Marshes)
3x Golden Belt (Challenge of the Wainriders)
3x Gondorian Shield (The Steward’s Fear)
3x Hobbit Cloak (The Black Riders)
1x Magic Ring (The Crossings of Poros)
2x Necklace of Girion (The Wilds of Rhovanion)
3x Protector of Lórien (Core Set)
3x Ranger Spikes (Heirs of Númenor)
3x Ring Mail (The Long Dark)
3x Staff of Lebethron (The Land of Shadow)
3x Sting (Mount Gundabad)

Event (9)
3x Feint (Core Set)
3x Heed the Dream (Flight of the Stormcaller)
3x The Shirefolk (Mount Gundabad)

3 Heroes, 50 Cards
Cards up to Challenge of the Wainriders

Sideboard

Attachment (3)
3x Secret Vigil (The Lost Realm)

Event (3)
3x Deep Knowledge (The Voice of Isengard)

Decklist built and published on RingsDB.

Bond of Hobbitship by Dave Walsh

Dave’s LOTR Saga campaign deck using Bond of Friendship.

Main Deck

Hero (4)
Frodo Baggins (Conflict at the Carrock)
Merry (The Black Riders)
Pippin (The Black Riders)
Sam Gamgee (The Black Riders)

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

Ally (20)
2x Bilbo Baggins (The Road Darkens)
2x Bill the Pony (The Black Riders)
2x Boromir (The Road Darkens)
2x Farmer Maggot (The Black Riders)
2x Gaffer Gamgee (Mount Gundabad)
2x Gandalf (Core Set)
2x Quickbeam (The Treason of Saruman)
2x Rosie Cotton (The Mountain of Fire)
2x Treebeard (The Antlered Crown)
2x Warden of Healing (The Long Dark)

Attachment (18)
2x Boots from Erebor (Khazad-dûm)
2x Dagger of Westernesse (The Black Riders)
2x Fast Hitch (The Dead Marshes)
2x Hobbit Cloak (The Black Riders)
2x Red Book of Westmarch (The Land of Sorrow)
2x Ring Mail (The Long Dark)
2x Spare Pipe (The Land of Sorrow)
2x The Arkenstone (The Withered Heath)
2x Unexpected Courage (Core Set)

Event (12)
2x A Test of Will (Core Set)
2x Hasty Stroke (Core Set)
2x Peace, and Thought (Shadow and Flame)
2x Raise the Shire (The Mountain of Fire)
2x Sneak Attack (Core Set)
2x The Shirefolk (Mount Gundabad)

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

Decklist built and published on RingsDB.

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.

Horseback Archer

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

Background / Lore

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

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

—The Two Towers

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

Card Theme

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

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

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

Card Synergies and Interactions

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

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

Spear of the Mark

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

War Axe

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

Raiment of War

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

Hands Upon the Bow

No Ranged character is complete without it!

Other Obscene Combos

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

Quest Specific

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

Ring Rating

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

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

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

External Links

Sample Decks

Deck name and creator

short deck description