Ring-bearer:
Frodo, Tired TravellerRing:
The One Ring, Answer To All RiddlesAdventure deck:
The RiddermarkFangorn ForestGolden HallWhite RocksHornburg CourtyardHornburg ArmoryHornburg WallRing of IsengardPalantir ChamberFree Peoples Draw Deck: (32 cards)
2x
Ent Horde1x
Forest Guardian (starting)
1x
Host of Fangorn2x
Lindenroot, Elder Shepherd2x
Quickbeam, Bregalad2x
Skinbark, Fladrif1x
Aragorn, Heir of Elendil1x
Faramir, Ithilien Ranger (starting)
1x
Sam, Samwise the Brave1x
Ranger's Sword, Blade of Aragorn2x
Hobbit Sword2x
Crack Into Rubble4x
Defend It and Hope1x
Pathfinder3x
Severed His Bonds4x
Enraged1x
Ruins of Osgiliath1x
Cliffs of Emyn MuilShadow Draw Deck: (32 cards)
3x
Dunlending Elder 3x
Dunlending Headman3x
Dunlending Rampager3x
Dunlending Ransacker3x
Dunlending Ravager3x
Dunlending Renegade1x
Hillman Horde3x
Hillman Tribe4x
Hides2x
War Club3x
Constantly Threatening1x
Ready to FallThis is an ent deck I made for Towers block. With 122 games played, it has a win record of 85.4%. Bid 3 to go first, and start with faramir and the
forest guardian. If you go first, mulligan to get
Lindenroot, Quickbeam, or Skinbark. This will let you play Aragorn. Unless it would result in the death of
forest guardian, double move to site 3. This will give you a pretty substantial lead that is hard for the opponent to come back from as most people do not double move against dunland when
constantly threatening is on the table.
I cannot overstate how important it is to keep
forest guardian alive until you play
Ent Horde or
Host of Fangorn. You need 2 ents to play these companions, so if you let
forest guardian die, you will need to draw 2 of your 6 ents without play restrictions to play these two guys. Without the cycling that
forest guardian affords you, this will be difficult and likely result in a loss.
Aside from really strong companions, the deck is basically all tech cards.
Defend it and Hope prevents swarm, easterling corruption, Dunland (always use on Saruman) and uruk-hai. Faramir prevents easterlings and allows you to use
pathfinder.
Pathfinder is key since site 7 is the deadliest site in Towers Block.
Crack into Rubble and going first are your best defences against Dunland. At some point in the game, you will need to decide whether you want to play Sam or an ent. That will largely depend on the way the game is going and what you need. Obviously play sam against Easterlings or swarm.
Ruins of Osgiliath is in the deck to prevent against swarm at site 7 and also to stop easterlings. Note that this card only needs to spot a ring-bound man to wound an opponents man. That man does not need to be skirmishing your ring-bound companion. That means that you can throw an exhausted
Easterling Captain or
Easterling Army on Frodo and then kill them off with this condition. It can also stop a
Southron Commander if you have two
defend it and hope in your hand or one
defend it and hope and
cliffs of emyn muil.
I chose discard dunland instead of the conventional dunland strategy for two reasons. First, this deck is designed to win by the free peoples. The FP strategy is to play really big companions and run. Discard dunland shines here because it forces the opponent to fight a swarm of cheap dunland minions or discard their shadow cards. If they fight my minions, it is going to be hard for them to double move. If they discard their shadow cards, it will be easy for me to double move. The cheap dunland minions also synergize with
constantly threatening.
You want to cycle through your deck quickly, so feel free to discard your dunland minions with
forest guardian and
Lindenroot. Even if you don't have any minions in your shadow phase, your opponent will not double move when
constantly threatening is on the table or potentially in your hand. In fact, a good shadow phase often consists of not playing any minions. Remember that you will have a discard deck full of 1 and 2 cost minions, so
constantly threatening can swarm a small fellowship fairly easily if they double move with a lot of residual twilight.
Dump everything you don't need until you get
pathfinder. Your ents are strong enough to withstand most shadows, so the opponent will likely try to save up some sort of bomb at site 7, or blow you up with archery. Using
pathfinder at site 7 neuters most shadow's win condition. Archery decks, Berserker decks, and swarm decks depend on site 7 to win them the game. Dunland decks often depend on site 8, so that will be another judgement call. If they are playing RBR or Rohan, you probably still want to replace their site 7 to avoid the damage.