Ring-bearer:
Frodo, Old Bilbo's HeirRing:
The One Ring, Answer To All RiddlesAdventure deck:
Sleeping QuartersRohirrim CampBeacon of Minas TirithPelennor PlainCity GatesMinas Tirith Third CircleOsgiliath ChannelMorgul ValeHaunted PassFree Peoples Draw Deck:
1x
Legolas, Dauntless Hunter1x
Boromir, Son of Denethor1x
Merry, Friend to Sam1x
Pippin, Wearer of Black and Silver4x
Sam, Great Elf Warrior1x
Thrarin, Dwarven Smith1x
Farmer Maggot, Chaser of Rascals2x
Hobbit Party Guest1x
Rosie Cotton, Hobbiton Lass1x
The Gaffer, Sam's Father2x
Hobbit Sword1x
Sting, Bane of the Eight Legs2x
Phial of Galadriel, Star-glass1x
Chance Observation3x
Narrow Escape4x
A Promise2x
A Talent for Not Being Seen1x
Escape2x
The Tale of the Great Ring1x
There and Back AgainShadow Draw Deck:
4x
Advance Captain4x
Advance Marauder4x
Advance Regular4x
Advance Scout2x
Orc Insurgent2x Úlairë Enquëa, Lieutenant of Morgul
2x
Grond, Hammer of the Underworld4x
Ithil Stone2x
Enduring Evil2x
Terrible as the Dawn2x
Rank and File1x
The Number Must Be FewI decided to post this deck since I looked at my stats and it has a pretty nice win record.
The general idea of the deck is to safety walk the first sites while slowly building up a decent hand for swarm. It doesnt look like this, but the wins this deck gets is either make a dash towards the end, or to punish a double move.
You in generally would like to bid 1 to start. 0 doesnt always let you get your site 1; and any more is getting a bit risky with site 4.
The fellowship plays like a tank. You just setup 4 hobbits with Legolas. The choke and
Dauntless Hunter will make your opponent in general play not that much minions. You have Sam to serve as the tank and enough allies to soak up wounds. As long as you single the first few turns (or double when you know its safe) you are relative carefree.
You take teh time to build up a hand of at least one
Advance Regular and one
Advance Captain (and a scout if site 6 is nearing). Most fellowships cant handle a sudden fierce damage +1 swarm. Combined with the pumping power of the Advance Marauders yopu can really do some damage. The strength of the deck is that it can pull it off several times if the first one doesnt coem through completely, as the first one will prolly eat the archery/wounding/pumps.
The rest of the shadow site is mostly tools and card drawing.
A few card explanations:
Free peoples:
Narrow Escape. This prevents stacking by Ninja Gollum decks to prevent
Web shenanigans.
Her Ladyship is a serious problem. It also helps doubling.
Phial: It blanks gametexts. Fierce, Enduring, damage +1, internal pumps, all disabled.
Shadow
The Ithil stones draw the cards and help you setup a swarm by playing orcs cheap.
Orc Insurgent is there to punish multiculture users.
Too Great and Terrible deals with
LR or Rb Galadriel.
Enduring Evil to circumvent Tale of
the Great Ring.
Grond, HAOTU is for specific removal. Maybe a
Hobbit Sword, maybe Tale of
the Great Ring or
Sudden Fury.
Rank and File is to store wounds for extra pumps. Many people do RB skirmishes last and this punishes that, and its great versus acrhery too.
The Number Must Be Few (and
shotgun Enquea) is to punish if they go overboard on companions to prevent a decent swarm.