I honestly think that the most fun decks to play with are rainbow ones.
Sadly, it seems that single culture decks have really taken the spotlight. So I though, what if there were cards that encouraged multiculture play?
Enter: Cultureless cards!
Basically, these cards would have no culture, and have multiple texts that could splash in many different decks.
Here's a few examples
[4] •Gandalf, Emissary of Valinor
Companion•Wizard
Strength: 8
Vitality: 4
Resistance: 7
Spot 3 Free People's cultures to play Gandalf.
For each Free People's culture you can spot, each minion is strength -1.
When you cannot spot 3 Free People's cultures, wound a companion each time the fellowship moves.
[4] •Aragorn, Feared by Sauron
Companion•Man
Strength: 7
Vitality: 4
Resistance: 7
While you can spot a Gondor companion, Aragorn is a knight.
While you can spot a Rohan companion, Aragorn has muster.
While you can spot an Elf companion, exert Aragorn to make him gain archer till the regroup phase.
While you can spot Gandalf, Aragorn is Damage +1.
While you can spot an unbound Hobbit, Aragorn is a ranger and Defender +1.
Each time the fellowship moves, if you cannot spot three cultures, exert other three companions.
[3] •Galadriel, Helper of Middle Earth
Companion•Elf
Strength: 3
Vitality: 3
Resistance: 7
Galadriel is strength +1 for each possession she bears.
Skirmish: Exert Galadriel and add a threat to make another companion strength +X, where X is the number of cultures you can spot.
Each time Galadriel wins a skirmish, you may remove a threat or heal another companion with resistance 5 or more.
[2] •Orcrist, Forgotten Blade
Poessession•Hand Weapon
Strength: +2
To play, spot an Orc or 3 Free People's cultures. Bearer must be a Dwarf or an Elf.
While you can spot Glamdring, bearer is Defender +1.
You may exhaust bearer to discard a minion skirmishing a hobbit.
Place bearer in the dead pile to heal a companion twice. You may not play Orcrist again.
[1] A Common Enemy
Event
Skirmish: Make an unbound companion strength +X, where X is the number of cultures you can spot.
[5] •Alliance of Middle Earth
Companion
Strength: 0
Vitality: 1
Resistance:1
To play, spot 3 Free People's cultures.
Alliance of Middle Earth counts as a companion of each culture. You may not play events involving this companion.
This companion may bear up to one possession and one artifact of each culture, without race restrictions.
For each possession or artifact borne by this companion, it is strength +1, vitality +1, and resistance +1.
Skirmish: When bearing one possession or artifact from 5 different cultures, exert Alliance of Middle Earth to discard a minion if you can spot only minions of a single culture.
Maneuver: Spot 3 Free People's cultures and discard all other companions except the Ring-Bearer. Alliance of Middle Earth is strength +2, Vitality +2 and Defender +2, and the minion archery total is -2 till the end of the game. Events may not be played involving Alliance of Middle Earth.
Shadow:
[6] •The Witch-King, By Greed Mastered
Minion•Wraith
Strength: 12
Vitality 4:
Site Number: 3
To play the Witch-King, discard any number of minions. For each different culture discarded, the Witch-King is +1 strength until the end of the turn.
If you discarded 2 culture, the Witch-King is Damage +1.
If you discarded 3 cultures, the Witch-King is Damage +1, Fierce, and you may exert him to assign him to an unbound companion. You may exert another companion twice to prevent this.
[20] •Sauron, Master of all Evil
Minion•Maia
Strength: 24
Vitality: 5
Site Number: 0
Fierce, Damage +1
Spot any number of minion cultures. Play Sauron at twilight cost -2 for each culture spotted.
Sauron is site number +1 for each Free Peoples culture.
Skirmish: Exert Sauron three times to make a minion of each culture strength +2.
If a companion is skirmishing two minions of different cultures, exert Sauron to exhaust that companion.
[1] •The Servants of the Dark Lord
Condition
To play, discard a minion.
Shadow: Discard a Nazgul to add [twilight]1 for every [Gondor] companion.
Maneuver: Exert three minions of different cultures to add two threats, or add one threat for each [Rohan] companion.
Archery: Exhaust a [Sauron] minion and spot a [Evil Man] archer to make the archery total +2, or +3 if you can spot an Elf.
Skirmish: Discard an orc to wound a Dwarf, or discard an Orc and an Uruk Hai to exert every Dwarf.
Regroup: Exert an Uruk Hai and discard a minion of another culture to exert a companion for each Ent and unbound Hobbit you can spot.
If the fellowship moves during the regroup phase, discard this condition.
[3] Spy
Minion•Man
Strength: 5
Vitality: 1
Site Number: 1
To play, discard all other minions.
If you can spot only one Free Peoples culture (other than the ringbearer), Spy is strength +4, Vitality +2, Fierce, is not roaming and cannot take wounds.
Skirmish: Exert Spy to wound a companion he is skirmishing.
And more to come...
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