Laekna

A very low cost questing and healing hero with a side order of readying.

Laekna has a very efficient stat line with 3 willpower and 3 hit points for just 6 threat. That is great for fitting in with the relatively high threat cost of the other Beorning heros Beorn and Grimbeorn. Given her solid 3 willpower and the combat focus of other Beornings, she slots right into dedicated questing hero.

Readying then become essential to use her healing ability. There are not many in sphere options with Lore other than Leather Boots. Leather Boots isn’t reliable since the player is at the mercy of the encounter deck revealing a location. Spirit has the better sphere for readying with Unexpected Courage, Miruvor, Spare and Hood Cloak, and Westfold Horse-breaker. Leadership’s Cram and Naith Guide could also work for Laekna to quest and heal. There aren’t any Tactics options that’d work for her in the FFG card pool, but Beorn created Honey Cake that can provide at least 1 instance of readying.

Playing more healing with Laekna increases the consistency for her ability to ready her target. Fortunately there are many great options for this to choose from in Lore.

The best targets for her heal and readying are characters multiple good stats and/or exhaust abilities. This works great for her fellow Beornings, Grimbeorn the Old (both hero and ally versions) with his 3 attack and defense and Honaboern that can have 3 willpower and 3 attack when they have at least 2 damage.

The ability isn’t restricted to Beornings letting her target many powerful heroes and ally cards with 3+ in 2 or more stats like every version of Gandalf, Glorfindel, Elrond, Gildor, Amarthuil, Thorin Oakensheild, and Tactics Theoden. Then there are those too with exhaust abilities that can be leveraged as well like Gildor ally, Elrond with Vilya, Beravor, Honour Guard, and more.

Laekna I can see her slot into a lot of decks because is just so very efficient with a low threat cost. That is just as a dedicated questing hero with her healing ability just as a bonus. Lore doesn’t have a lot of high willpower heroes much less a low threat one. Victory Display decks could have a dedicated quester and still run at Secrecy pretty easily with her. Getting her readying preferably with Unexpected Courage to heal and possibly ready a character in addition to questing would be amazing. When I played her in a Beorning deck, her healing was needed but often couldn’t spare her because her willpower was needed. Make sure to play her with some readying available or ways to redirect damage to herself. Then she can at least heal herself and ready to quest.

Lorien Guide

  • Player Card Categories
    • Location Control

To the active location like Northern Tracker is to locations in the staging area.

Background

Lorien is short for Lothlorien. The woodland realm of the Galadhrim located between the Misty Mountains and the Anduin.

Card Theme

Progress is intended to represent the distance the characters have traveled to a location in the game. A guide providing a better way or shortcuts would reduce the amount traveling the characters would need to do.

Card Synergies and Interactions

More Location Control

Lorien Guide can be more effective with more ways to put progress on locations. Spirit has many in sphere options. Steed of Imladris and Strength of Will are the only other two like Lorien Guide that only target the active location. Northern Tracker, Spirit Aragorn Hero, Woodland Courier, Greyflood Wanderer, Warden of Arnor, Rhovanion Outrider, and Backtrack can prime the locations with progress in the staging area.

Lore also a few cards that place progress on any location including the active like Mirkwood Explorer, The Evening Star, and Asfaloth. Map of Rhovanion can place progress on just the active location. Tactics has to be a little more indirect as Legolas Blade of Gondolin place progress on the quest, but a FAQ clarified that the active location still acts as a buffer for these abilities. Arod is a little less restrictive but still requires an enemy to be destroyed. Leadership, unfortunately, only has Snowbourne Scout.

Once the active location is explored, A Watchful Peace can put it back on top of the encounter deck. This works best if it was low threat or a relatively harmless one. The guide exploring the location with their ability also means the active slot is open. Unfortunately it would be during committing characters to the quest and the player(s) can’t travel or use The Hidden Way since it has to be played at the beginning of the quest phase. It does allow the players to put any newly revealed location there with Strider’s Path to lower staging area threat.

Location Attachments and Haldan

There is one location attachment in particular that makes the guide’s ability into one and done. Woodman’s Path reduces a location quest points to 1 eliminating several turns of questing or any need for multiple guides in play. This can be pretty important especially when paired with the series of attachments that have an effect when a location is explored. Ancient Mathom draws 3 cards, Elf-Stone musters an ally, Ranger Provisions accelerates resources, Woodmen’s Clearing reduces threat, and Put Off Pursuit trades an enemy for a location. Exploring those locations with the attachments each turn will help trigger Haldan’s response to draw more cards.

Burglar’s Turn

The loot from The Burglar’s Turn can only be put into play if the active location is explored. Anyway to explore them faster means getting the loot cards out and into play. Consistently getting them out is key since typically players will only get 1 loot card per turn.

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 Lorien Guide at 8 rings. I struggled a bit with this rating. Lorien Guide I used to advocate isn’t terrible having used it to good effect a couple of times. I’ve since played more location control type decks and it really comes down to the cost and the effect being limited to the active location. The 3 cost is high for a questing ally especially one that doesn’t have 2 willpower. It doesn’t help that Rhovanion Outrider is the same cost with a very similar ability, usually will have 2 willpower, and base 2 attack. On the Silvan side of things, there’s Woodland Courier with a location control ability that synergizes with the Silvan’s enter and leave play deck.

Even ignoring the cost and availability of alternatives, its ability to help with say location lock is limited. The player(s) still have to quest over the staging area threat even if multiple copies or help from other effects clears the active at the beginning of the quest phase. The player(s) can’t travel immediately. Locations then can still pile up in staging and cause them to fail questing. Assuming the players aren’t eliminated by threat, then they still only get to travel to 1 location. In a 3 or 4 player game with 2 or 3 locations revealed they’ll still be behind. In solo play, a player might not even see a location and the 1 willpower on the guide is often just not enough.

It still does have some usefulness. Pairing it with Woodmen’s Path means getting through the active location very easily. Opening the active location means Strider’s Path can help keep staging area threat in check. It can accelerate exploring an active location that might have a Burglar’s Turn loot card attached. It just fits in my typical 8 rings for niche cards with limited use cases. Given there are a few synergies, I don’t think it deserves a 9 even though my first gut reaction was a 9 rating.

  • Dave – 5
  • Grant – 6
  • Ted – TBR
  • Matt – 8
  • Average – 6.33

External Links

Sample Decks

Burglar’s Turn to Side Quest by kattattack22

Questing and location control deck built for multiplayer. It’s pretty straightforward deck. Play lots of allies and quest hard to explore locations for loot from the contract and complete side quests to boost Thurindir. Maybe get Thalion turned into a hero.

Main Deck

Hero (3)
Arwen Undómiel (The Dread Realm)
Círdan the Shipwright (The Grey Havens)
Thurindir (Race Across Harad)

Contract (0)
1x The Burglar’s Turn (Wrath and Ruin)

Ally (25)
1x Bilbo Baggins (The Road Darkens)
3x East Road Ranger (The Wastes of Eriador)
1x Faramir (Core Set)
1x Firyal (The Mûmakil)
1x Glorfindel (Flight of the Stormcaller)
3x Lórien Guide (Core Set)
3x Mirkwood Explorer (The Thing in the Depths)
3x Northern Tracker (Core Set)
3x Rider of Rohan (Beneath the Sands)
1x Súlien (The City of Corsairs)
2x Thalion (Fire in the Night)
3x Zigil Miner (Khazad-dûm)

Event (20)
3x A Test of Will (Core Set)
3x Dwarven Tomb (Core Set)
3x Elven-light (The Dread Realm)
3x Hidden Cache (The Morgul Vale)
3x Stand and Fight (Core Set)
3x The Galadhrim’s Greeting (Core Set)
2x Will of the West (Core Set)

Player Side Quest (6)
1x Double Back (Escape from Mount Gram)
1x Explore Secret Ways (Race Across Harad)
1x Gather Information (The Lost Realm)
1x Rally the West (The Black Serpent)
1x Scout Ahead (The Wastes of Eriador)
1x The Storm Comes (The Sands of Harad)

3 Heroes, 51 Cards
Cards up to Wrath and Ruin

Sideboard

Attachment (14)
1x Ancestral Armor (Roam Across Rhovanion)
1x Celebrían’s Stone (Core Set)
1x Citadel Plate (Core Set)
1x Durin’s Axe (Wrath and Ruin)
1x Glamdring (Roam Across Rhovanion)
1x Gondorian Shield (The Steward’s Fear)
1x Legacy Blade (The Dungeons of Cirith Gurat)
1x Magic Ring (The Crossings of Poros)
1x Mithril Shirt (The Fate of Wilderland)
1x Narya (The Grey Havens)
1x Necklace of Girion (The Wilds of Rhovanion)
1x Orcrist (Fire in the Night)
1x Stone of Elostirion (Under the Ash Mountains)
1x The Arkenstone (The Withered Heath)

Decklist built and published on RingsDB.

Scout Corps of Rhovanion by kattattack22

This is first and foremost, a scout deck that utilizes some the best that the Scout and Silvan traits have to offer for the purpose of questing.

Main Deck

Hero (3)
Celeborn (The Dunland Trap)
Galadriel (Celebrimbor’s Secret)
Lanwyn (The Thing in the Depths)

Ally (20)
3x Greenwood Archer (The Sands of Harad)
3x Greyflood Wanderer (The Three Trials)
3x Lórien Guide (Core Set)
3x Naith Guide (The Dunland Trap)
2x Orophin (Celebrimbor’s Secret)
3x Rhovanion Outrider (Temple of the Deceived)
3x Woodland Courier (The Drowned Ruins)

Attachment (15)
3x Hithlain (The Drowned Ruins)
3x Mirror of Galadriel (Celebrimbor’s Secret)
2x Nenya (Celebrimbor’s Secret)
3x O Lórien! (Trouble in Tharbad)
2x Silver Harp (The Treachery of Rhudaur)
2x Warden of Arnor (The Three Trials)

Event (16)
3x A Test of Will (Core Set)
2x A Very Good Tale (Over Hill and Under Hill)
3x Captain’s Wisdom (The Thing in the Depths)
3x Feigned Voices (The Three Trials)
2x Island Amid Perils (The Nîn-in-Eilph)
3x Scouting Party (Temple of the Deceived)

3 Heroes, 51 Cards
Cards up to The Sands of Harad

Sideboard

Ally (3)
3x Snowbourn Scout (Core Set)

Attachment (6)
2x Ancient Mathom (A Journey to Rhosgobel)
2x Mariner’s Compass (The Grey Havens)
2x Thrór’s Key (On the Doorstep)

Event (5)
2x Dwarven Tomb (Core Set)
3x Well Warned (The Sands of Harad)

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

Decklist built and published on RingsDB.

Loyal Hound

  • Card Talk Season 6 Episode 30
    • Video episode
    • Audio episode
  • Cycle
    • Ered Mithren
  • Set
    • The Fate of the Wilderland
  • Player Card Categories
    • Damage Cancelation

C’mon boy! Take the hit for me. Good boy!

Background

There are 3 loyal hounds that The Fellowship of the Ring introduces to the reader. The hounds of Farmer Maggot named Fang, Grip, and Wolf . When the Black Rider asked after Frodo, farmer Maggot told him to go back to Hobbiton and threatened to sic his dogs if the rider didn’t leave.

Card Theme

Fang, Grip, and Wolf are implied to be intimidating guard dogs based on recounting of Frodo being scared of Maggot’s dogs as a kid. The 2 attack stat on the hound then makes sense in that context. The hound like other player cards with the Creature trait can’t have restricted attachments. Restricted attachments usually are weapons, armor, jewelry, and mounts which the hound can’t make use of. The damage cancelation could be represent the hound guarding its owner from harm much as the threat of the dogs seemingly drove away the Black Rider.

Card Synergies and Interactions

Radagast

Radagast both his ally and hero versions are great Creature enablers. The ally gets resources that can be used to play or heal damage on Creature cards. His hero provides some resource smoothing. His staff provides resource acceleration and can be attached to either version.

Beorn Hero

Beorn hero is not an obvious synergy since he is immune to player card effects. Fortunately, Loyal Hound 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. The hound’s ability then can cancel damage dealt to Beorn too.

Discard Recursion

Discard recursion is useful to get multiple uses out of the hound’s damage cancelation or just get the hound back to keep using it as an ally. Unfortunately the discard recursion in sphere is focused on attachments and events. Spirit, however, can bring the hound right back to play with Stand and Fight. Otherwise card effects like Will of the West, The White Council, Galadhrim Weaver, and Nori ally can put it back into the deck to be drawn again.

Quest Specific

Quests with lots of Archery and other direct damage effects it is good idea to have some way to mitigate it. The Against the Shadow, Haradhrim, and Vengeance of Mordor cycles have quite a bit of archery. The Lord of the Rings saga quests starting in Treason of Saruman features Archery quite heavily.

Watcher in the Water has many attacks from tentacles that can become undefended on a hero. The Loyal Hound can use its ability to jump in front of these damage effects and reduce it.

The Angmar Awakened and Haradrim cycles both feature many direct damage effects. The Weather Hills has Ice storm and Biting Wind that can deal out damage to characters. Then Cold from Angmar and Freezing Wind have effects that trigger if a character is damaged. Preventing damage to heroes at least protects them from these additional effects. It is even more important in the campaign mode. Characters that take damage add damage to the Protect the Innocent side ques which eventually becomes damage on the burden Arnor Ravaged. That burden is used in the next 6 quests to deal additional damage to the first character

In Haradrim, Desert Crossing and The Crossing in Poros have quest stage effects that deal direct damage to characters repeatedly. Both Haradrim scenarios have the Craft Remedy encounter side quest that blanks damaged characters encouraging players to avoid taking damage when possible.

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 Loyal Hound at 4 rings. It has a nice efficient cost of 2 with 2 attack and 2 hit points. It’s ability is generally useful although losing the ally can be a steep cost. Particularly if the player is relying on the hound’s attack to ramp up for a boss enemy. There’s not much to dislike about the ally. That said, I don’t play this ally much except with hero Radagast. I usually just run Warden of Healing, Ioreth, or Honour Guard if I need healing/damage cancelation. My fondness for Rangers means I’m not usually looking for attack power. I suspect without Warden of Healing in the revised card pool the Loyal Hound will see more play from newer players.

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

External Links

Sample Decks

The Brown Wizard by MDuckworth83

Fast start Radagast deck thanks to Radagast and Eowyn questing in the early game. Then Radagast and Grimbeorn have enough defense and attack power to handle combat until the Eagles arrive.

Main Deck

Hero (3)
Éowyn (The Flame of the West)
Grimbeorn the Old (The Withered Heath)
Radagast (The Fate of Wilderland)

Ally (24)
2x Descendant of Thorondor (The Hills of Emyn Muil)
3x Eagles of the Misty Mountains (Return to Mirkwood)
1x Gwaihir (Trouble in Tharbad)
2x Ioreth (A Storm on Cobas Haven)
1x Landroval (A Journey to Rhosgobel)
3x Loyal Hound (The Fate of Wilderland)
3x Meneldor (Roam Across Rhovanion)
3x Messenger Raven (The Fate of Wilderland)
3x Vassal of the Windlord (The Dead Marshes)
3x Winged Guardian (The Hunt for Gollum)

Attachment (11)
1x Glamdring (Roam Across Rhovanion)
3x Radagast’s Staff (The Fate of Wilderland)
1x Song of Wisdom (Conflict at the Carrock)
2x Support of the Eagles (Return to Mirkwood)
1x Wizard Pipe (The Road Darkens)
3x Woodmen’s Clearing (The Withered Heath)

Event (15)
2x Beorn’s Rage (The Withered Heath)
3x Daeron’s Runes (Foundations of Stone)
3x Flight of the Eagles (Roam Across Rhovanion)
1x Gwaihir’s Debt (The Fate of Wilderland)
3x The Eagles Are Coming! (The Hunt for Gollum)
3x Word of Command (The Long Dark)

3 Heroes, 50 Cards
Cards up to The Fate of Wilderland

Sideboard

Ally (3)
3x Eagle of the North (Roam Across Rhovanion)

Attachment (4)
3x Athelas (The Lost Realm)
1x Favor of the Valar (The Battle of Carn Dûm)

Event (3)
3x Secret Paths (Core Set)

Decklist built and published on RingsDB.

Longbeard Orc Slayer

  • Player Card Categories
    • Direct Damage
    • Enters Play

tagline

Background

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. The Longbeard Dwarves during both books lived in the Iron Hills or Dunland. The Hobbit saw the Longbeards reclaim Erebor from the Dragon Smaug during the Third Age not long prior to Sauron’s return.

The Longbeards had clashed with orcs since Durin’s Folk claimed the Grey Mountains in the First Age. In the Second Age after Morgoth’s defeat saw orcs coming from the East to attack Dwarven lands again. The Third Age saw orcs move into Khazad-dum after the Balrog drove out the Longbeards.

Card Theme

Longbeard Orc Slayer deals damage to all orcs in play. It is a pretty self-evident mechanical link to the theme.

Card Synergies and Interactions

Put Into Play

There are a few actions that can put an ally into play at any action window. Sneak Attack, To me! O my kinsfolk!, Horns! Horns! Horns!, and Reinforcements work great with the slayer. They allow putting it into play after staging to maximize the number of orcs it can hit. If using other direct damage effects, it could even destroy some orcs before quest resolution to lower staging area threat. Timely Aid and Stand and Fight still can get the slayer into play at an action window after staging, but they won’t go back to a player’s hand or deck to play again later. If slayer chump blocks, Stand and Fight and To me! O my kinsfolk! can bring it back for another round of damage.

synergies

More Direct Damage

There are only 2 orc enemies in the game with 1 hit point. As a result, the Longbreard Orc Slayer most of the time won’t be able to destroy an orc with their ability alone. Fortunately there are many more direct damage effects. Thalin also from the Core Set will deal a direct damage to each enemy as it is revealed. Thalin combined with the slayer can kill every 2 hit point orc. Gondorian Spearman (also in the Core Set) can kill a 3 hit point orc while defending. Spear of the Citadel on Gondorian Spearman can make this even better with another damage to take out 4 hit point enemies.

Galadhon Archer, Descendent of Throndor, Rumil, Gandalf ally have direct damage effects like the hunter dealing direct damage when they enter play. These also can be doubled up to take out tougher orc enemies and make more consistent combos with put into play effects.

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 similar to Bilbo can deal 1 damage to an enemy in the staging area provided he has enough attack power to reduce their threat to 0. Expecting Mischief 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 that well with the hunter to eliminate orcs before having to defend any attacks.

Dwarf Tribal

Leadership Dain, the first tribal lord type card for LOTR LCG does a lot for all Dwarf allies. The attack boost is the most useful with the hunger to get him up a respectable 3 attack for 4 resources. Erebor Record Keeper for a Lore resource can either help make sure the slayer has the bonus or make use of it twice in a round. Legacy of Durin when the players play the slayer from hand will draw them a card.

Quest Specific

The first 2 cycles and The Hobbit Saga offer many opportunities for the slayer to shine. Orc enemy swarms were featured quite a bit. Into the Pit and the second half of Over the Misty Mountains Grim in particular feature many low hit point orcs.

Intruders in Chetwood, Dungeson of Cirith Gurat, The Uruk-Hai, and Helm’s Deep are all ones to avoid using the Longbeard Orc Slayer 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 direct damage. Dungeons of Cirith Gurat during the second stage when the players have to avoid engaging enemies for 2 turns, the slayer 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. The slayer 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 Longbeard Orc Slayer at 7 rings. There are a lot of orc enemies in the game. A player isn’t going face several at one time in true solo all that often. It is better in multiplayer when there will likely be more orcs in play and deal several points of damage. The hit point creep as the game develop made that 1 point of damage to each enemy less effective. The game also saw more enemy traits introduced with undead, werewolves, Harad, and more. Those early quests the slayer was a pretty useful toolbox ally for swarm quests. The high cost is also a barrier to play. Especially as more cost efficient allies like Treebeard and Legolas ally were introduced. The cost can be mitigated by put in play effects which work great with the enter play effect. Still a really strong ally that is intended to stick around will do more for a player than a one time blast of global damage.

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

External Links

Sample Decks

Dwarf Rules, Thorin age / Hobbit Saga by LOIS

Thematic dwarf deck, using only dwarves allies and Gandalf and cards up to dwarrofelf cycle + Hobbit Saga

Dwarf Rules, Thorin age / Hobbit Saga

Main Deck

Hero (3)
Dáin Ironfoot (Return to Mirkwood)
Ori (Over Hill and Under Hill)
Thorin Oakenshield (Over Hill and Under Hill)

Ally (26)
2x Bifur (On the Doorstep)
2x Bofur (The Redhorn Gate)
2x Dori (Over Hill and Under Hill)
2x Dwalin (On the Doorstep)
2x Erebor Battle Master (The Long Dark)
2x Erebor Hammersmith (Core Set)
3x Erebor Record Keeper (Khazad-dûm)
2x Fili (Over Hill and Under Hill)
3x Gandalf (Core Set)
2x Glóin (On the Doorstep)
2x Kili (Over Hill and Under Hill)
2x Longbeard Orc Slayer (Core Set)

Attachment (10)
1x Cram (Over Hill and Under Hill)
2x Dwarrowdelf Axe (Khazad-dûm)
2x King Under the Mountain (On the Doorstep)
3x Narvi’s Belt (Khazad-dûm)
2x Unexpected Courage (Core Set)

Event (14)
2x A Very Good Tale (Over Hill and Under Hill)
2x Durin’s Song (Khazad-dûm)
1x Ever Onward (Khazad-dûm)
2x Lure of Moria (Road to Rivendell)
3x Sneak Attack (Core Set)
2x The Galadhrim’s Greeting (Core Set)
2x To me! O my kinsfolk! (On the Doorstep)

3 Heroes, 50 Cards
Cards up to On the Doorstep

Decklist built and published on RingsDB.

I’ll Damage You Directly by Durin’s Father

Thematic dwarf deck, using only dwarves allies and Gandalf and cards up to dwarrofelf cycle + Hobbit Saga

Main Deck

Hero (3)
Dáin Ironfoot (Return to Mirkwood)
Éomer (The Voice of Isengard)
Thalin (Core Set)

Ally (18)
1x Azain Silverbeard (Flight of the Stormcaller)
2x Descendant of Thorondor (The Hills of Emyn Muil)
3x Errand-rider (Heirs of Númenor)
2x Farmer Maggot (The Black Riders)
2x Galadhon Archer (The Nîn-in-Eilph)
2x Gandalf (Core Set)
3x Gondorian Spearman (Core Set)
3x Longbeard Orc Slayer (Core Set)

Attachment (24)
3x Cram (Over Hill and Under Hill)
2x Dúnedain Mark (The Hunt for Gollum)
2x Dúnedain Quest (A Journey to Rhosgobel)
2x Dwarrowdelf Axe (Khazad-dûm)
2x Firefoot (The Dunland Trap)
1x Hardy Leadership (Shadow and Flame)
1x King Under the Mountain (On the Doorstep)
2x Mighty Prowess (The Drúadan Forest)
2x Rohan Warhorse (The Voice of Isengard)
1x Song of Battle (The Dead Marshes)
1x Song of Kings (The Hunt for Gollum)
3x Spear of the Citadel (Heirs of Númenor)
2x Steward of Gondor (Core Set)

Event (9)
2x A Very Good Tale (Over Hill and Under Hill)
2x Feint (Core Set)
2x Parting Gifts (A Journey to Rhosgobel)
3x Sneak Attack (Core Set)

Player Side Quest (1)
1x Send for Aid (The Treachery of Rhudaur)

3 Heroes, 52 Cards
Cards up to Flight of the Stormcaller

Sideboard

Ally (2)
2x Beorning Beekeeper (Conflict at the Carrock)

Attachment (1)
1x Song of Kings (The Hunt for Gollum)

Decklist built and published on RingsDB.

Lake-town Spy / Darrylgorn

  • Cycle
    • Darrylgorn Rising
  • Set
    • The Rise of Darrylgorn
  • Player Card Categories
    • Encounter
    • Voltron

He’s just like Aragorn but better.

Background

Not much is known about this mysterious figure. He briefly did a stint of spy work for the Master of Lake-town. His work lead Bard the Bowman to be imprisoned. Why he did this is completely unknown. Years later, he revealed himself to be Darrylgorn, twin brother to Aragorn.

Card Theme

The mechanisms are perfectly modeled after what is known of this character. He is a spy that is very difficult for the heroes to engage. It is only after his spy persona is shed that Darrlygorn can enter play under the players’ control. When he does, he not only gets one of the same abilities as his twin brother but 2 demonstrating his superiority.

Card Synergies and Interactions

Discard Enemy

Getting Darrylgorn to reveal himself requires the players to discard the Lake-town Spy. While this is difficult since discarding is not the same as destroying per the rules, it is not impossible. There are quite a few cards that can discard a non-unique enemy. Each usually some sort of prerequiste. Great Hunt needs 3 heroes with Lore resources or A Good Harvest naming Lore. Fierce Defense a player needs to be in Valour (40+ threat or 80+ in certain Saga quests). Hunting Party needs an unique Scout and a unique Warrior character. Eagle of the North requires 2 prerequisites. First, you need to play Flight of the Eagles. Second, it needs to be revealed from the encounter deck. Delay the Enemy requires players to Battle quest through it.

Aragorn’s Darrylgorn’s Toys

What is better than 2 resource icons? How about 3, 4, or even 5 resource icons! That’s right you can get 5 thanks to Darrylgorn being allowed to even pair up with Fellowship sphere Aragorn heroes. Then load up his toys to get the other regular spheres.

Quest Specific

He is great in all the quests! He can gain whichever abilities players need for a particular quest. Action advantage, threat reduction, defense reduction, location control, Darrylgorn can do it all!

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 have to rate Darrylgorn 0 rings. He’s so good that he broke our ring rating scale and sailed on to Valinor.

  • Matt – 0
  • Dave – Infinity
  • Grant – Proudfeet!
  • Ted – Gandalf

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