Movie has really a lot of viable options, decks I play and work quite well are (in random order):
Free PeoplesDwarves - starting
Gimli BoG,
Durin III,
Linnar and
Smeagol AH. Strong companions, little twilight given (cheap
cards,
Still Far Ahead), support area destruction with
Blood Runs Chill, good cycling to set up your shadow.
Noble Leaders - Boromir, Faramir, Denethor, Aragorn and Elendil as main companions, a lot of strength and vitality, protection of own support area (due to many support cards being artifacts), great against site control decks, triple move possibility, good setup due to
Denethor LoMT.
Ents -
Saved From the Fire as main card giving you fast access to whatever card you need, many strong companions, powerful
events that can be recovered via
Barliman Butterbur, PPP, best at triple moving (
Radagast TB and
Out of the High Airs).
Elven telepathy - strong Elves (
Gil-galad EHK,
Cirdan,
Glorfindel RiW etc.),
Gandalf MoW to set up top of the deck,
Forearmed as main skirmish event, Galadriel RW to destroy opponent's support area.
Last Alliance - deck focusing on
Greenleaf and
Aragorn RotN, with some more
and
companions.
Elrond HtGg/
Vilya/
Secret Sentinels as healing/anti-conditions engine, additionally many other tricks to make it possible to fight against any shadow existing.
Dauntless Hunter - 4 hobbits and Legolas, some additional companion from time to time, little twilight given, many
tricks to survive against all odds.
Merry's Sword deck -
Eomer TMoR as main fighter,
Eowyn LoI to kill exhausted minions,
Merry's Sword (and Farmer Maggot/
Frodo OBH healing engine) to exhaust those minions (great protection against
Enquea LoM).
Knights - fortifications and
Gondor Bow can take down almost any minion, strong companions (with
Isildur BoH increasing their strength).
Durin's Secret Society of
Dear Friends - very unusual and very strong deck with downside of having close to no shadow side - see
http://lotrtcgwiki.com/forums/index.php/topic,4077.0.htmlRainbow Wounding - deck with many subtypes, using various ways to wound minions that are dangerous before they can use their strength. Typical cards:
Eowyn LoI +
Leowyn +
Brego,
Greenleaf +
Aiglos +
The Tale of Gil-galad,
Gimli BoG +
Quick As May Be,
Faramir SoD +
Aragorn ET +
Defend it and Hope +
Hardy Garrison, hobbits +
Shadowplay,
Smeagol AH +
Unheeded - though choices need to be made as it's impossible to fit everything into the deck.
ShadowBesiegers - site control deck, using sites and engines to play many strong minions mid- and late game. Important cards:
Siege Troop,
Great Siege-towers,
Gorgoroth Assassin,
Great Hill Troll. Has access to
Grond HotU and
Terrible As the Dawn (similarly to next two
decks).
Roaming
-
Advance Regular,
Advance Scout,
Advance Captain,
Advance Marauder + whatever minions you think are good together with them. Two most popular versions adds either
Uruk-hai from
Mount Doom or Towers Block trackers.
Threat Sauron - using
Mordor Guard/
Mordor Veteran killing engine, together with
Fires Raged Unchecked,
Orc Officer and a few other tricks.
Corsairs -
Castamir of Umbar/
Raider Halberd is one killing combo, can destroy possessions and allies, can recover things from discard pile (
Black Sails of Umbar and
Ships of Great Draught).
Southron Archery - best pre-skirmish wounding shadow side available. Key cards:
Desert Lord,
Haradrim Marksman,
Southron Marksmen,
Seasoned Leader. Can set up hand with
Ships of Great Draught (like other
decks).
Southrons on Mumaks -
Desert Lord and
Mumak Chieftain as main minions,
Mumak to make them fierce,
Seasoned Leader/
Field of the Fallen to get strenght up.
Beasterlings - 2 burdens,
Easterling Captain,
Easterling Polearm,
Raider Bow as the killing combo.
Small Hope to add burdens, some other minions like
Easterling Army,
Easterling Axeman,
Easterling Regiment.
Morcs - cheap Nazgul (
Cantea FTW,
Lemenya AM etc),
orcs that work well with them (
Morgul Brute,
Morgul Destroyer,
Morgul Whelp),
Gollum DaD.
Ninja Gollum - deck using many different Gollums (
Mad Thing,
Stinker,
Vile Creature etc),
They Stole It/
Promise Keeping combo to kill while there are many threats to deal a lot of damage. Other important cards:
Shelob HL,
Final Strike,
Captured by the Ring,
Fat One Wants It. Can add many splash minions and get them when needed via
Evil-smelling Fens - usually uses
Enquea LoM,
Desert Lord, Grima (
wormtongue and/or Chief Counsellor),
Bill Ferny SSF.
Dunland - tries to control 2 sites (
Freca HS,
Wulf DC,
Hillman Tribe) and then use
Ready to Fall to replay Dunlending Elders. Destroys possessions with
War Club, punishes double move with
Constantly Threatening. Other important cards:
Over the Isen,
No Retreat,
Burn Every Village.