Frodo, Resolute Hobbit (
Frodo, Old Bilbo's Heir in less corruption-heavy areas)
The One Ring, Isildur's BaneFP:
1
Elite Rider (starting)
1
Eomer, Third Marshal of Riddermark (starting)
1
Hrethel1
Theoden, Tall and Proud2
Eowyn, Lady of Rohan1
Deor1
Leowyn 1
Hlafwine 1
Firefoot1
Brego1
Rider's Mount1
Eomer's Spear2
Rider's Spear1
Rohirrim Bow1
Rohirrim Helm4
Simbelmyne3
Thundering Host1
We Left None Alive2
Merry, Swordthain1
Merry's Sword1
Aragorn, Ranger of the North1
Sam, Son of Hamfast1
Sting, Bane of the Eight Legs1
The Tale of the Great Ring1
BounderShadow:
4
Isengard Shaman4
Isengard Tinker4
Isengard Tender4
Warg-Rider4
Isengard Forger3
Isengard Warrior3
Goblin Man1
Isengard Flanker1
Gollum, Dark as Darkness1
Orc Insurgent1 Servants to Saurman
1 Saurman's Snows
2
The Number Must be FewSites:
Edoras HallKing's TentBeacon of Minas TirithAnduin Banks (
7U341)
Steward's TombMinas Tirith Fourth CircleRuined CapitolNorthern IthilienHaunted PassStrategy:
There are some unconventional choices behind this deck. It's not tricky or cute. The primary win condition for this deck is an Orc Swarm at site 4 (preferably) or 5. Also, this deck is designed for real life tournaments, with 6, 7, or 8 games. Getting quick wins lets me rest. The secondary win condition is to slow the opponent with the shadow and win with the Fellowship, but that shouldn't happen that often.
The correct bid is zero. You want to go second, and encourage a double to 3, thus the low twilight. You want to set your hand with lots of minions. Note that there are no Fellowship events to clog things up, plus you have hand discard like
Deor. You want to equip Eomer first, and he'll kill things, or at least not get killed, for a while. On this line, use
Thundering Host and other resources fast - your goal is to not use them later.
By site 5, you need to decide how to win. If you haven't gotten the minion drop, it's likely a race, be aggressive and go for it. Drop shadow for stops; 2 vitality and the
Isengard Shaman will keep minions on the board. Leaving 4 minions, plus a redraw, makes doubling a little dicey for the opponent. Then you can run.
Card Comments:
The most controversial card is
The Number Must be Few. Since most decks counter swarm by dropping companions, and Isengard Orcs have nothing in culture, I needed to find an anti-swarm card with no spotting requirement. Also, once it triggers, the move limit -1 lasts until the end of the turn even if it's removed.
The more common option is fellowship Enquea, but that also has problems. The biggest is that it costs 6, making it unlikely to play with the swarm at site 4 and often difficult at 5. At site 4 and 5, it's usually just as bad as Number. Also, a good Fellowship will have an Anti-Enquea card:
Merry's Sword;
Terrible and Evil;
Great Day, Great Hour; and so on.
Goblin Man really is the best 2 cost minion, thus I include 3. Underground
City of the Dead is annoying at site 4, but it's relatively rare. The best site 2 play is a single
Goblin Man and a peek. Information is power. In 2004, I won a state TOC by playing
Goblin Man at site 8 so I could see my opponent's shadow hand and survive my move to 9.
I hate
Gondor Bowmen, or Gondor F'ing Bowmen, thus the
Isengard Warrior. It also stops the common anti-swarm
Legolas, Greenleaf, and
Aragorn's Bow. I might run 4, replacing the Flanker. On the other hand, you could try less and run more Flankers.
If you do experiment, remember that this deck lives off minions, not tricks. Four non-minions is really the maximum. One of these should remain Servants to Saurman, in this deck +3 for 0 that counters
The Tale of the Great Ring. You could try Saurman's Power instead of Saurman's Snows, but stopping
Bounder and events is better in my mind.
Orc Insurgent is there to punish splash ROTN and Thrarin and Sam, but there are other choices. Enquea can fit in this spot.
Gate Veteran gets a card against 6 companions for 4.
Isengard Smith is pricey but can cause panic.
Goblin Runner can help against choke and at site 4.
Tower Assassin offs
Bounder and Thrarin, though unlike all the other cards in the Shadow it's rare.
If you see your site 7, you're going for stops, because a Fellowship that lasted that long should have anti-swarm protection. That affects the later site choices.
On the FP side, Merry's job is usually to take threat/archery wounds, then either get equipment for Eomer, bounce for healing, or sacrifice.
Merry's Sword is part of the alternate win condition, and so will often be pitched.
The last four cards are the 2nd Eowyn,
Merry's Sword,
Rohirrim Bow, and last
Bounder. In an environment with Corsairs, at least some of these should become
Arrow-Slits. If you drop Eowyn to 1 copy, she should start. Other options include
Radagast,
Fortress Never Fallen, and
Rohirrim Army.
Good luck in all your journeys.