You've got a lot of strategies, most of which are not top tier. My opinion incorporates territorials and worlds results.
One of the nice things about LotR is that there are multiple viable Shadow strategies in many formats: Swarm; Beatdown in combat; Wounding; Tricks including corruption and discard. Some formats favor one over another. For instance, King Block has no wounding and almost no hand extension for Swarm - although I managed to win the block tournament with a swarm deck, I don't really know how. WotR block has
Goblin Hordes and
Cavern Entrance and very little condition removal, making Swarm more viable.
The designers never wanted Tricks to be the winning option, because that would be too much like Magic. Combo drives new players away quickly. LotR was meant to be interactive. For instance, discard was available in Fellowship block, because the redraw rule was considered enough to prevent abuse. But the first errata was making
Far Seeing Eyes unique, and the first big brokenness debate was about
the Mirror of Galadriel. I agreed with the majority - it was overpowered because it tucked into good decks (Archery and Last Alliance). Although pure discard was never Tier 1 (potential serious event winner), it was Tier 2 (above average deck, can win small events), and NPE (Negative Play Experience) for most players. No later set included serious discard for this reason.
In Fellowship block, a fellowship without substantial condition removal can never be Tier 1. Two very good Shadows - Moria; Breath and Tip Nazgul - require condition removal. The only two ways to remove conditions at better than one-to-one are
Sleep Caradhras and
Secret Sentinels. This requires Gandalf or elf allies or both.
Finally, going first is a big advantage, so I'm adding points for decks that are able to start
Green Dragon Inn. Unlike Expanded, It's tough to kill a strong FP in this block.
Anyway, Tier 1 decks are 9-10; Tier 2 decks are 6-8; other stuff is 1-5. I'm including additions from Legion and I.
GANDALF
FotS: 9. One of the Tier 1 options, but has trouble bidding to go first because it wants to ride the pony.
Grey Pilgrim: 5. Getting a card is a swarm setup, not a strong FP.
Trust Me: 7. Inferior to good
FotS builds and hates Saurman's Power.
ELF
Archery: 9. Was 10 before
A Ranger's Versatility was errataed, but still tough to deal with. The Key card is Gondor F'ing Bowmen. Seriously - 2 archery for 1 exertion that drops as a condition for free? Who let this get printed? Compare
Break the Charge, for instance.
Tank Arwen: 5. Play Rangers instead.
Elven Discard: 4. Play Dward discard instead.
Lady Undomiel: 3. At best, Arwen's a base 9.
Woo hoo.
GONDOR
Last Alliance / Rangers: 9 but has trouble with
Green Dragon Inn starts. I've seen them but it's clunky. Also, can tech with
Foul Creation or
Curse Their Foul Feet.
Gondor Tanks: 6. Adding Elves makes this better.
Gondor Choke: 5. Too many Moria issues, plus
Hate.
Horn of Boromir: 9. Easier to start
Green Dragon Inn, which made it very popular at Worlds. Does struggle late game, but can also play
PATHS and stealths.
Batman and Robin: 4. Play the Horn version instead.
DWARF
Dwarf Discard: 7. Tier 2, not Tier 1 against players that know what to do.
Dwarf Tanks: 3.
Dwarf Choke: 3. I might be playing this in league but I don't think it's good. I just wanted to play something different.
SHIRE
Solo Frodo: 5. Tough to kill, but late game is a big problem. Frodo/Sam Promise is the same thing.
Hobbit Alliance: 6. Fierce Nazgul burn through events too quickly. A good beginner deck because it plays few rares, and can splash other companions like 1 Aragorn, but can't kill minions due to lack of damage +1 or archery.
Pipeweed: 8. Great at single moving, bad at double moving. Will win due to opponent bad draws but can get jumped early more than Last Alliance and
FotS.
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NAZGUL
Nazgul Tanks (with pump cards): 7. Generally gets an site 2 stop, but loses late to too many decks, including not-so-great decks like choke. Needs to be paired with a strong Fellowship.
Blade/Tip Nazgul: 8. Plays a little faster with conditions. Nazgul are the most techable deck -
Relentless Charge?
Morgul Gates?
Their Power is in Terror?
All Blades Perish? You can't play them all. With the right tech, Nazgul are Tier 1. With the wrong tech, they're barely Tier 2.
Twilight Nazgul: 4. I play this for fun, but it's not a winning deck.
MORIA
Goblin Armory: 9. Almost nobody played
Relics of Moria in my real life meta, but now I see it's the key card in this deck.
Moria Archery: 6. Loses to too many not-so-good decks that play splash companions like
Pippin HoSI.
Isengard/Moria Stupid Swarm: 8. Wins a lot of games out of nowhere, particularly against Archery thanks to
Isengard Warrior. Set up
FotS crushes it, though. I also include
Breeding Pit Bomb and other related decks here.
ISENGARD
Uruk-Hai Keeper: 10. The most consistent, best all around deck. Multiple Saurman's Power is a must. I prefer the Ally Hunter version with
Tower Assassin and
Uruk Raider because the meta runs lots of ally decks right now, but
Uruk Ravager takes better advantage of Keeper.
Isengard Orcs: 5. The right draw is great, but there aren't a lot of right draws. In a bad draw, Damage +1 companions slaughter them.
Ferny Frost: 2. Cute, not good.
SAURON
Sauron Discard: 6. See Dwarf discard.
Sauron Tanks: 4. Keeper beatdown is much much better, as Sauron can't get big enough to overwhelm Aragorn, Boromir, or Gandalf.
Sauron Wounding (Grind): 6. There are too many Secret Sleeps floating around.