With Ferny, the freeps need to be able to shut stuff down before the skirmish phase. The only competetive decks that like actually fighting are Uruk Hunters and Forest Nazguls. Lemme give ya a run-down of the most popular decks in standard.
Freeps:
Rainbow Wounding
This is the most popular choice for high-budget players. The point is that you use
Shadowplay/Unheeded, elf archers,
Aragorn, Thorongil with a bow, and usually a utility Gandalf or possibly
Eowyn, Lady of Ithilien. I prefer running it also with
Faramir, Bearer of Quality and
Pippin, WoBaS, as well as running about 3-4 copies of each companion and
Refuge for healing. You typically have multi-phase wounding so stuff that shuts off the archery phase isn't that great. Such as that site where Uruk-Hai can't take wounds in archery, you can still hit them with
Shadowplay,
Hardy Garrison and
Pippin, WoBaS.
Gondor Tokens
This deck runs lots of healing and lots of conditions with lots of tokens for lots of strength. It also has tons of ways to use the tokens to do various stuff. The deck is pretty weak except against Forest Nazguls and Uruk Hunters which is meets stroke for stroke.
Horn.
Start Frodo,
Aldred,
Gamling Defender of the Hornburg, a 1 twilight hobbit (typically
Merry Swordthain) and Smeagol.
Bid to go first. Play
Dammed Gate Stream.
Use Gate-Stream for
Something Slimy to grab
New Chapter.
Use
Gamling to grab
Erkenbrand's Horn.
Exert to play a follower from your draw deck. Heal with
new Chapter.
Repeat for every follower in your deck.
Use
Deagol to grab
Gamling's Horn.
You now have as many followers as you want and you can discard one to make a companion strength +4 till the regroup, as well as powering up Gamling during his skirmish.
Dwarves.
Durin + tons of possessions.
Proud and Able with tons of possessions = tons of damage.
BRC = destroy everything.
Honed is the best pump. Cycle like mad with
No Pauses, No Spills and other card drawing stuff. Only have about 3-4 companions, but they're all solid. Once set up, you can choke a bit too.
Shadow:
Evil Man Archery
Elevated Fire,
Rapid Reload, and all in all tons of ways to shoot people.
Some decks pack a combo play where
Grima, Footman of Saruman is used in conjunction with
Precision Targeting to kill off three companions and exhaust the fellowship, finish next turn with a
barrage of arrows.
Forestguls
Ulaire Nelya...can't remember subtitle, swaps for forests, as well as other stuff to strew it with forests.
Dark Approach and
Lost in the Woods = cheap nazzies and high strength.
Uruk Hunters
Pretty much damage. High damage. Control sites, use that to throw some exertions around. And then damage.
Corsairs-
Same as pre-shadows, they lost nothing in the turnover.