I've co-opted my own Post #1 for "The Ultimate Madril" deck! I was tracking stats, but the deck has changed again, and I haven't had time to mess with that lately. I may start tracking them again once I get Masterworks Madril. Instead, it's been a long time since I posted some comprehensive instructions for how to actually use this deck, so I figured it was time to do that. It's kind of amusing to compare these to the original instructions (found archived at the bottom of this post) and see just how much this deck has changed over the years. 
"The Ultimate Madril" deck evolved over a period of nearly 3 years, from a deck I dubbed "Expanded Boromir Tank Deck," which you can see here:
http://lotrtcgwiki.com/forums/index.php/topic,8139.0.htmlAnd now, "The Ultimate Madril" in its present form, 
Mk 40:
Starting Cards:
Ring-bearer: 
Frodo, Resolute HobbitRing: 
The One Ring, The Great Ring1x 
Faramir, Captain of Ithilien1x 
Ranger of the White Tree1x 
Madril, Defender of Osgiliath1x 
Smeagol, Always Helps1x 
Pippin, Wearer of Black and SilverAdventure deck:
The Bridge of Khazad-dumSteward's TombCavern EntranceNeekerbreekers' BogMithlondDammed Gate-streamThe Prancing PonyMount DoomSirannon RuinsFree Peoples Draw Deck:
3x 
Gandalf, Wise Guide1x 
Radagast, The Brown1x 
Boromir, Defender of Minas Tirith1x 
Albert Dreary, Entertainer From Bree1x 
Barliman Butterbur, Prancing Pony Proprietor1x 
Hugin, Emissary from Laketown2x 
Shadowfax, Greatest of the Mearas1x 
Flaming Brand3x 
Ithilien Blade2x 
Ranger's Cloak3x 
Throne of Minas Tirith1x 
A New Light4x 
A Wizard Is Never Late1x 
Citadel to Gate1x 
Deep in Thought1x 
Saved From the Fire1x 
Traveled Leader1x 
One Good Turn Deserves Another4x 
Something Slimy2x 
What Are They?2x 
Long-stemmed Pipe1x 
Don't Look at Them1x 
Gladden Homestead1x 
Houses of Healing1x 
Soldier's Cache1x 
Stewards' Legacy1x 
Storied Homestead1x 
The Faithful Stone2x 
Pallando, Far-travelling One3x 
Deagol, Fateful FinderShadow Draw Deck:
1x 
Gollum, Her Sneak1x 
Gollum, Old Villain1x 
Shelob, Her Ladyship1x 
Dunlending Ravager2x 
Grima, Servant of Another Master2x 
Grima, Wormtongue1x 
Mumak Commander, Giant Among the Swertings1x 
The Balrog, Demon of Might1x 
Gothmog, Morgul Leader3x 
Southron Leader1x 
Sauron, The Lord of the Rings1x 
Mauhur, Relentless Hunter1x 
Bill Ferny, Swarthy Sneering Fellow3x 
Morgul Squealer1x 
The Witch-king, Morgul King1x Úlairë Cantëa, Faster Than Winds
2x Úlairë Enquëa, Lieutenant of Morgul
1x Úlairë Enquëa, 
Sixth of the Nine Riders1x Úlairë 
Lemenya, Eternally Threatening1x Úlairë 
Nelya, Third of the Nine Riders2x Úlairë Nertëa, 
Dark Horseman1x Úlairë Toldëa, 
Black Shadow1x 
Web1x 
Ships of Great Draught4x 
Captured by the Ring2x 
Led Astray4x 
Sudden Strike4x 
Saruman's Power3x 
Too Great and Terrible4x 
Evil-smelling Fens1x 
Saruman, Servant of SauronFree People/Shadow: 54/54
Total Cards: 108
Total Wins: 
Total Losses:
Total Games: 
Win Percentage: 
Bid 0. You're going to be adding a lot of burdens yourself, you're going to need all the resistance you can get. If given the option, choose to go first. If going first, start 
Dammed Gate-stream. If going second, you'll play 
Dammed Gate-stream as Site 2. Basically you want 
Dammed Gate-stream out ASAP so you can use it to pull 
One Good Turn Deserves Another.
You'll start your companions in this order: 
Frodo, Resolute Hobbit, 
Faramir, Captain of Ithilien, 
Ranger of the White Tree, 
Madril, Defender of Osgiliath, 
Smeagol, Always Helps, 
Pippin, Wearer of Black and Silver. Ideally you'll draw some means of protecting Madril from Ulaire Enquea at Site 2. There's 15 cards that can do this: 3x 
Ithilien Blade, 2x 
Ranger's Cloak, 1x 
Saved From the Fire (if you get Gandalf out), 4x 
Something Slimy (to pull 
Stewards' Legacy), 2x 
What Are They?, 1x 
Soldier's Cache, 1x 
Stewards' Legacy, 1x 
Storied Homestead. If you don't draw any of those, you might want to mulligan. EXCEPTION: 
Shadowfax, Greatest of the Mearas is pretty high priority, if you get him in your starting hand, you might choose to risk not mulliganing. But it's a gamble either way.
You are most vulnerable when your Fellowship moves to Site 2. That's the point in the game when you'll be least prepared, have the least knowledge of what strategy your opponent is using, and the greatest chance of potentially losing Madril to a 
Shotgun Enquea that you're not ready for. Protecting Madril at Site 2 is your 2nd-highest priority. Worst-case scenario, if you don't draw anything to protect him, try to keep his Resistance at 5 or more when you move to Site 2, so that Faramir can protect him. That is the trickiest part of being forced to go first; You'll need to use 
Dammed Gate-stream to pull 
One Good Turn Deserves Another to play Site 2, and add a burden to keep it in your hand. Keeping that event is the HIGHEST priority, which means you'll potentially be moving to Site 2 with 2 burdens and Madril at Resistance 4, a prime target for 
Shotgun Enquea if you don't have other cards to protect him.
If you ARE going first, Site 2 is almost always going to be 
The Prancing Pony. You'll be using 
The Prancing Pony to pull 
Boromir, Defender of Minas Tirith.
Site 3 is often going to be 
Steward's Tomb, unless your guys are really, really hurting. Assuming your deck is rolling properly, ideally you'll be playing 
Steward's Tomb at both Site 3 and Site 6, preventing your opponent from healing at any sanctuaries. This is much easier if you're going second, and can be particularly effective if your opponent doubles from 1-3. Then you can stick him with the Tomb at 3 while you stop at Site 2 (
Dammed Gate-Stream), stop him healing, but then swap the Tomb out again for 
The Prancing Pony with 
One Good Turn Deserves Another before you move to the sanctuary yourself. Otherwise, in order to play the Tomb again at Site 6, you'll need a bit of luck, and have to draw a 
Led Astray to swap it off Site 3. EXCEPTION: There may be games in which your opponent's fellowship is just not wounded very much at Site 3. In that case, don't waste the Tomb there, just hold it for Site 6! Common sense, really.
So, let's say you're sitting at Site 3, it's 
Steward's Tomb, and it's time for you to move to Site 4. Most of the time, Site 4 is going to be 
Mithlond. This is particularly effective (again) if you're going second and your opponent is in front, since you can play some other site for him, but then switch it to 
Mithlond when it's your turn to move there. But even if you're in front, most of the time you'll still play 
Mithlond at 4 to get some healing, and start "resetting" some of your allies (which you hopefully have out by now). EXCEPTION: If you are playing against Nazgul, your biggest threat is 
Ulaire Nelya, Third of the Nine Riders. He'll want to switch sites all around to his advantage. IMO the most decisive actions of the game take place in Region 2, Sites 4-6. So if he's playing Nazgul with Nelya, you play 
Mount Doom at Site 4, and make all his Nelyas useless until you move to Site 7, at which point (hopefully) you'll have countermeasures in place.
The rest of effectively using this deck is highly situational, it depends on what strategy your opponent is using, what you have an opportunity to do, as well as effectively timing things to your advantage. I'll cover a number of strategies and address the usefulness of specific cards:
Madril, Defender of Osgiliath/ 
Ithilien Blade-Would you believe I almost forgot to mention this? I guess it's just so obvious. Yes, the most basic strategy of a Madril deck is to make minions roaming with Madril, and use 
Ithilien Blade to discard them.
Stewards' Legacy-Stewards' Legacy may be the most important card in your FP side. Keeping it out greatly increases your effectiveness, in conjunction with Boromir, Faramir, 
Ithilien Blade, 
Ranger's Cloak, 
Soldier's Cache, Pippin, 
Don't Look at Them, etc. It transforms Boromir into a death machine, and Faramir into the ultimate strategy-denier. Most of the time, 
Stewards' Legacy is the condition you want to get out first.
Something Slimy/ 
Long-stemmed Pipe/ 
Saved From the Fire/ 
Barliman Butterbur, Prancing Pony Proprietor-This combo pulls you a 
Saved From the Fire extraordinarily quickly, for a deck this size. The first victim burned will probably be 
Ranger of the White Tree, and the cards you get will probably be 
Throne of Minas Tirith (the only way to pull it, otherwise you gotta draw it naturally), 
Ithilien Blade, and one other high-priority thing, which depends on what strategy you're facing. Second target to burn (often later in the game) would be 
Radagast, The Brown, and the cards you get will probably be 
Pallando, Far-travelling One (only way to pull it), 
Shadowfax, Greatest of the Mearas (if you don't already have it), and 
Traveled Leader (if you don't already have it in discard). Again, what you pull with it may greatly depend on what strategy you are trying to counter. If you really need mass condition-discard, 
Deep in Thought. If you really need burdens off, 
Citadel to Gate. If you really need to get a key minion out of his hand, 
A New Light. You get the idea.
Allies/ 
Mithlond/ 
Traveled Leader/ 
One Good Turn Deserves Another cycling
-A big part of this deck's effectiveness, is the ability to play 
Mithlond over and over, and use it to heal your allies: 
Albert Dreary, Entertainer From Bree, 
Barliman Butterbur, Prancing Pony Proprietor, 
Hugin, Emissary from Laketown. Of course, healing all of your companions is super-helpful too. If you have 
Traveled Leader in your hand or discard pile, you can conceivably play 
Mithlond every turn, retrieving 
Traveled Leader with Barliman each time, or switch the site with 
Led Astray or 
Ulaire Nelya, Third of the Nine Riders. Because of that ability to cycle 
Mithlond, when you draw 
A Wizard is Never Late, generally you'll use it to get Barliman out, go ahead and exert Barliman to get 
AWINL back, and use 
AWINL again to grab Gandalf or another guy. Then you can just heal Barliman (and everyone else) with 
Mithlond. 
Albert Dreary is primarily there as a quick dependable counter to 
Greed, which can otherwise completely decimate you. Of course he's also good versus Moria, but that's about it. If you're confident your opponent isn't using 
Greed or Moria, you don't need 
Albert Dreary. 
Hugin is much like Barliman, except he has the ability to get back anything you want. That might be a high-priority possession like 
Shadowfax, but often it's retrieving high-priority conditions like 
Stewards' Legacy or 
Storied Homestead, or just cycling 
Something Slimy back into your deck. Note that, if you have a 
Something Slimy in hand, 
Hugin will enable you to get a discarded condition right back out on the table!
Gandalf, Wise Guide/ 
Shadowfax, Greatest of the Mearas-Gandalf's ability to cancel events is massive, in terms of denying your opponent's strategy. Particularly once he's riding 
Shadowfax, Greatest of the Mearas. Among other things, Gandalf protects your conditions from 
Saruman's Power, protects your guys from being killed by 
Hate, as well as all manner of other extremely powerful event cards. 
Shadowfax is the best way to add threats for this strategy, simultaneously taking burdens off. In an emergency, you can kill off a companion, spread the wounds out, take burdens off, move to 
Mithlond, and heal everybody!
Faramir, Captain of Ithilien-Besides canceling special abilities with 
Stewards' Legacy, Faramir is a force multiplier. His ability to heal other guys means you can use things like 
Ithilien Blade more than once... or distribute wounds more evenly, then double to 
Mithlond and completely heal.
Boromir, Defender of Minas Tirith/ 
Stewards' Legacy/ 
Ithilien Blade/ 
Ranger's Cloak/ 
Pippin Wearer of Black and Silver-As previously mentioned, 
Stewards' Legacy turns Boromir into a death machine. With a 
Ranger's Cloak, he and Pippin can kill almost any minion played, with or without Madril. With 
Ithilien Blade he's handing out exertions left and right, again denying your opponent of various strategies, or just making minions easier to finish off... and then he just heals up again next turn! This combo is an effective counter to both 
The Balrog, Demon of Might, and 
Final Strike, which are popular Madril counters.
Storied Homestead-Storied Homestead is first and foremost there as a counter to 
Ulaire Nelya, Third of the Nine Riders, though it has obvious applications against other strategies too. Ideally (of course) you don't want to play this condition until your resistance is high enough to get some tokens on it, which means you'll probably need 
Shadowfax in play. 
Ranger's Cloak can also help for getting your Rangers' resistance up a little higher. You also probably don't want to play it until Site 4 or later, since you're probably up against Nazgul, and you want to wait and play it at a time when you know you'll be safe from Nelya for a while (
Mount Doom in Region 2). Once you play it, you'll want to build tokens up on it with 
Throne of Minas Tirith and/or 
Soldier's Cache. In a perfect world you'd have 5 tokens on it by the time you get to Site 7 (so it's sustainable for the rest of the game), but realistically that probably won't happen often. At a minimum, hopefully it should at least protect you for a site or two, and/or force your Nazgul opponent to leave their favorite site behind. The Nazgul site in question is 
Buckland Homestead, which Nelya will use repeatedly to wreck your conditions if you don't stop him.
Soldier's Cache/ 
Boromir, Defender of Minas Tirith/ 
Mithlond-This is a token-generating machine. At the end of each turn, if you've got some exerts left on Boromir, you may as well use 
Soldier's Cache to add tokens to whatever conditions you need the most. If you're preparing to double to 
Mithlond, then you can exert each one of your Gondor guys to add tokens with 
Soldier's Cache, then move and completely heal everyone.
Throne of Minas Tirith-Throne was originally added as a counter to Corsairs and 
Ships of Great Draught, the most effective counter to Madril. It's another great token generator, and offers a great advantage against any Shadow that relies on possessions (such as 
Warg Riders). It's also vital against 
Grond, Hammer of the Underworld.
Don't Look at Them-Don't Look at Them is useful against Nazgul, but here again was primarily added for countering Raider strategies, particularly Corsairs. Raiders will likely be running heavy 
Ships of Great Draught, and you may simply not be able to get rid of them fast enough. Madril will be useless for most of the game. 
Don't Look at Them enables you to kill his most powerful minion with Smeagol. That's particularly effective with Corsairs, who don't have very many powerful minions. Raiders also don't have very effective condition discard, they're better at discarding possessions than they are conditions, particularly if you have Gandalf in play to protect things. As such, 
Don't Look at Them is a pretty dependable Raider counter that keeps your deck cycling.
Pallando, Far-travelling One-Besides being re-usable condition discard, 
Pallando does a couple of other nice things: If you've got 
Stewards' Legacy out, but don't yet have 
Ithilien Blade, you can put 
Pallando on Boromir to immediately exert two minions (or one minion twice), or you can put 
Pallando on Faramir to cancel the special abilities of two minions at the same time. This can be particularly handy versus Nazgul, who often play two minions at once who both have extremely dangerous maneuver special abilities (e.g. 
Shotgun Enquea and Úlaire 
Cantea, Faster Than Winds). 
Pallando and 
Shadowfax also enable Gandalf or 
Radagast to get up to 10 strength, enough to win against 
Ulaire Nertea, Dark Horseman.
And now for the Shadow side! It's pretty routine for opponents to look at this Shadow and describe it as a "total mess," or to say things like, "I don't understand your Shadow," or "Your Shadow makes no sense." You have no idea how much this pleases me. 

 This Shadow incorporates every single Shadow culture in the game, and the strategy has been dubbed "
Sudden Strike," because it is focused on pulling whatever is needed from either the draw deck or the discard pile, in order to counter whatever Free People's strategy your opponent is using. The means of doing this is mostly based around Gollum, and to a lesser-degree cards like 
Morgul Squealer. How you actually play this Shadow is completely dependent upon what strategy your opponent is using. Identify your opponent's strategy, identify the weakness in that strategy, and then exploit it using whatever cards you need. The 
Sudden Strike Shadow is all about attacking your opponent's strategy at its key points, and then watch at the whole thing comes tumbling down. Here again, I'll address key strategy points and individual cards:
Sudden Strike-The card this Shadow takes its name from. It's easier to play minions from your discard pile than from your draw deck, so this card is key for both getting a vital minion into play, as well as getting that vital minion into your discard pile, to be re-used later. All you gotta do is spot Gollum or Smeagol, and if you're using 
Sudden Strike to play Gollum or Shelob, you get to play a possession or condition as well! Most of the time that extra card is going to be 
Web, so you can continue to play Gollum and Shelob over and over for the rest of the game. BUT if you are playing against another Madril deck, you may well choose to pull out 
Ships of Great Draught instead, to counter Madril.
Evil-smelling Fens-The only Shadow condition in the whole deck. Pretty obvious application: Replay whatever awesome minion your opponent really doesn't want to see again.
Gollum, Her Sneak/ 
Deagol, Fateful Finder-This combo enables you to keep your hand cycling, but allow you to play Gollum from your discard pile pretty much whenever you need to.
Shelob, Her Ladyship/ Gollum (any)/ 
Web/ 
Gothmog, Morgul Leader-Shelob is of course great for eliminating a key companion from helping out for a turn. If you can get Gothmog out at the same time though, look out! Opponent takes 3 archery, and Shelob gets really strong. If you are going up against a major Free Peoples archery deck, you'll want to get Shelob and 
Web out ASAP. 
Gollum, Old Villain is mostly there to help declog your hand, and potentially beat up a ring-bound guy running a twilight denial strategy.
Saruman's Power/ 
Grima, Wormtongue/ 
Grima, Servant of Another Master-A lot of Free Peoples strategies rely on conditions, and 
Saruman's Power is the most effective condition removal in the game. This deck packs four of 'em, because sometimes you really do need 4x of them in order to take out a pesky Hobbit Hospital with multiple 
Scouring of the Shire in play. If conditions are the vital component of your opponent's strategy then this is how you attack it. As for Grimas, 
Wormtongue is most often used against Dwarf strategies. They looooooove to pile up their cheap artifacts and possessions on their guys! 
Grima, Servant of Another Master can be incredibly useful for disabling a key companion special ability. For example, we talked about how 
Gandalf, Wise Guide can protect your conditions from 
Saruman's Power. Well, 
Grima, Servant of Another Master counters that counter! He can disable Gandalf, and then blast away with 
Saruman's Power.
Southron Leader-This minion is the answer to multi-cultural decks. It is particularly handy against the much-hated Horn decks that play out all those Followers. With three of these guys, ways to add threats, and ways to recycle them, if your opponent is using 4 Free Peoples cultures, he's almost certain to lose.
Ulaire Nertea, Dark Horseman/ 
Bill Ferny, Swarthy Sneering Fellow-These are primarily the answer to mono-culture decks, especially Dwarfs. The weakest point of a mono-culture Dwarf deck, is to make Gimli fight over and over until he finally goes corrupt. Also useful against other alternate ring-bearers, and Nertea is particularly useful against any 2-culture deck that uses Frodo and 
The One Ring, The Great Ring. Just throw down Nertea at 
Cavern Entrance and he's probably done.
Ulaire Toldea, Black Shadow/ 
Too Great and Terrible-At least a couple of the top-tier Expanded decks are Gandalf decks, and a number of other strategies still rely on Gandalf playing a key role. These give you an excellent shot of taking Gandalf out, or at least forcing your opponent to discard cards that he needed.
Morgul Squealer/ 
The Witch-king, Morgul King-These are primarily there to pull important Nazgul (or Bill) out of your draw deck and/or replay important minions from your discard pile.
Ulaire Enquea, Sixth of the Nine Riders-This guy can be amazing against really large fellowships (Ent builds, for example), for dealing out a massive number of wounds at once, especially if used in conjunction with 
Neekerbreekers' Bog. Time it right, and suddenly his entire fellowship is exhausted!
Other Nazgul
-I think the rest of the Nazgul are pretty self-explanatory. 
Ulaire Cantea, Faster Than Winds adds threats, and can get rid of important possessions, such as 
Beorning Axe on 
Grimbeorn. 
Ulaire Enquea, Lieutenant of Morgul is the classic for eliminating key companions. 
Ulaire Lemenya, Eternally Threatening is another threat adder, a cheap fierce Nazgul, fuel for 
Southron Leader. 
Ulaire Nelya, Third of the Nine Riders can switch a site to either recycle something you wanted to reuse, stick the opponent with a deadly site, or give you a helpful site for your next Turn.
Site Manipulation
-Yep, it's annoying! But it's part of the meta, an integral part of Expanded strategy. You can't ignore it, and the only way to really counter opponent site manipulation, is with site manipulation of your own. Most of this deck manipulates on the Free Peoples side, using 
One Good Turn Deserves Another and 
Traveled Leader to switch sites around. There is a bit on the Shadow side though, with 
Led Astray and 
Ulaire Nelya, Third of the Nine Riders. The goal is pretty straightforward; play (and replay) sites that help you, but hurt your opponent. On the Shadow side of things, that might mean 
Neekerbreekers' Bog to exert all his guys, 
Steward's Tomb to stop him from healing or taking off burdens, 
The Bridge of Khazad-dum to hit him with a cheap Balrog, 
Cavern Entrance to cancel his skirmish special abilities, or 
Sirannon Ruins to get enough twilight to do something effective against those twilight denial decks.
Other Minions/ 
Saruman, Servant of SauronRounding out the strategy are a smattering other other minions that help win the day, depending on what strategy your opponent is using. 
Dunlending Ravager is great for taking out troublesome allies, like 
Barliman Butterbur, Prancing Pony Proprietor, or popular Hobbit allies. 
Mumak Commander, Giant Among the Swertings can knock a big companion down enough for 
Shotgun Enquea to finish the job, or disable companions like 
Legolas, Greenleaf or 
Eowyn, Lady of Ithilien. 
The Balrog, Demon of Might is a great Madril counter, and also great at taking out more powerful companions. 
Sauron, The Lord of the Rings is also good for (probably) a couple of companion kills, if you have the twilight for him. 
Mauhur, Relentless Hunter can be useful for eliminating key weaker companions that your opponent doesn't want skirmishing. 
Saruman, Servant of Sauron is just more icing on the cake. Ah, it's a glorious day when you can get Saruman riding around on Sauron's back, like Master Blaster from Mad Max!
And I think that's about everything!
STATISTICSWins by Free People Victory:
>
Wins by Shadow Kill:
>
Losses to Opponent Free People Victory:
<
Losses to Opponent Shadow Kill:
<
Wins/Losses (>/<) by Deck Strategy:GANDALF
Powerful Guide >
<
Bearer of Obligation >
<
SFTF Tanks 
>
<
Snuffler Support
>
<
Ent Horde>
<
ELF
Telepathy 
>
<
Archery 
>
<
Gil-galad Looping 
>
<
The Twins 
>
<
Elf Discard
>
<
GONDOR
Token Tanks 
>
<
Madril 
>
<
Three Hunters 
>
<
Wraiths 
>
<
Knights 
>
<
Last Ruling Steward>
<
Driven by Need>
<
Gondor Choke
>
<
Anarion>
<
ROHAN
Merry Men 
>
<
Horn Filter 
>
<
Rohan Hunters 
>
<
Rohan Archery
>
<
DWARF
Dwarf Choke 
>
<
Dwarf Discard 
>
<
Condition Dwarfs 
>
<
Counter of Foes>
<
Lively Combatant>
<
Dwarf Tanks
>
<
SHIRE
Hobbit Hospital 
>
<
Brave Decoy >
<
Hobbit Alliance 
>
<
Shadowplay >
<
No Visitors>
<
Pipeweed
>
<
Bilbo Choke
>
<
GOLLUM (Free Peoples)
Bearer of Great Secrets >
<
Smeagol Choke 
>
<
Smeagol Ents
>
<
GOLLUM (Shadow)
Condition Ninja Gollum 
>
<
Event Ninja Gollum 
>
<
Sudden Strike>
<
Little Snuffler>
<
DUNLAND
Freca Site Control 
>
<
Constantly Threatening>
<
NAZGUL
Forest Nazgul 
>
<
Enduring Nazgul 
>
<
Twilight Nazgul
>
<
Fierce Nazgul
>
<
Assignment Nazgul
>
<
Morcs
>
<
MORIA
Goblin Armory >
<
Fool of a Took! >
<
Tentacles 
>
<
Lost to the Goblins >
<
The Balrog
>
<
ORC
Demoralized Bomb 
>
<
Warg Super Swarm 
>
<
Troll Swarm 
>
<
Bound to Its Fate >
<
Orc Direct Wounding 
>
<
Goblin Hordes >
<
Demoralized Rapid Reload>
<
RAIDER
Corsairs 
>
<
Southron Direct Wounding 
>
<
Beasterlings 
>
<
Easterling Corsairs
>
<
EVIL MEN
Skull Men Super Archery 
>
<
Lurker Men 
>
<
Hard Core Site Control
>
<
Stacking Men
>
<
ISENGARD
Wizard Conditions 
>
<
Uruk Site Control 
>
<
Uruk Swarm 
>
<
Isengard Wargs
>
<
URUK
Uruk Hunters 
>
<
Assignment Uruks 
>
<
Uruk Tanks
>
<
SAURON
Besiegers 
>
<
Tracker Orcs 
>
<
Sauron Discard 
>
<
Orc Bowmen Direct Wounding 
>
<
Sauron Tank Maneuver Wounding
>
<
Wins/Losses (>/<) by Culture: ![Gandalf [Gandalf]](https://lotrtcgdb.com/forums/Smileys/classic/gandalf.png)
>
< 
![Elven [Elven]](https://lotrtcgdb.com/forums/Smileys/classic/elven.png)
>
< 
![Gondor [Gondor]](https://lotrtcgdb.com/forums/Smileys/classic/gondor.png)
>
< 
![Rohan [Rohan]](https://lotrtcgdb.com/forums/Smileys/classic/rohan.png)
>
< 
![Dwarven [Dwarven]](https://lotrtcgdb.com/forums/Smileys/classic/dwarven.png)
>
< 
![Shire [Shire]](https://lotrtcgdb.com/forums/Smileys/classic/shire.png)
>
< 
![Gollum [Gollum]](https://lotrtcgdb.com/forums/Smileys/classic/gollum.png)
(Free Peoples)
>
< 
![Gollum [Gollum]](https://lotrtcgdb.com/forums/Smileys/classic/gollum.png)
(Shadow)
>
< 
![Dunland [Dunland]](https://lotrtcgdb.com/forums/Smileys/classic/dunland.png)
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Defeats by Opponents (S = Shadow Kill, F = FP Victory, > = Times Defeated by Me Since I was Defeated by Them):Last Updated: XX/XX/XXXXIf you've played me in Expanded on Gemp, then you've most likely played against this deck. It has gone through many, many, many iterations and variations, but I think it is now as perfect as it is ever going to get. This, ladies and gentlemen, is my Madril deck:
Starting Fellowship:
Ring-bearer: Frodo, Resolute Hobbit
Ring: The One Ring, The Great Ring
1x Faramir, Captain of Ithilien
1x Ranger of the White Tree
1x Madril, Defender of Osgiliath
1x Pippin, Wearer of Black and Silver
1x Smeagol, Always Helps
Adventure deck:
The Bridge of Khazad-dum
Cavern Entrance
Steward's Tomb
Neekerbreekers' Bog
Mithlond
The Prancing Pony
Dammed Gate-stream
Mount Doom
Sirannon Ruins
Free Peoples Draw Deck:
3x Gandalf, Returned
1x Grimbeorn, Beorning Chieftain
1x Aragorn, Thorongil
1x Albert Dreary, Entertainer From Bree
1x Beorning Axe
1x Shadowfax, Greatest of the Mearas
1x Aragorn's Bow, Ranger's Longbow
2x Armor
3x Ithilien Blade
2x Ranger's Cloak
1x Throne of Minas Tirith
4x A Wizard Is Never Late
1x Citadel to Gate
3x Deep in Thought
2x On Your Doorstep
3x Roll of Thunder
1x Traveled Leader
2x Something Slimy
1x Last Throw
1x Might of Numenor
4x What Are They?
1x Don't Look at Them
1x Follow Smeagol
1x Gladden Homestead
1x Stewards' Legacy
2x The Faithful Stone
1x Shadowplay
1x Pallando, Far-travelling One
1x Deagol, Fateful Finder
1x Robin Smallburrow, Shirriff Cock-Robin
Shadow Draw Deck:
4x Grima, Wormtongue
3x Isengard Shaman
2x Goblin Runner
4x The Balrog, Demon of Might
2x Desert Lord
3x Orc Ambusher
1x Orc Pursuer
4x Orc Runner
3x Sauron, The Lord of the Rings
3x Troll of Cirith Gorgor
1x Bill Ferny, Swarthy Sneering Fellow
4x Morgul Squealer
1x The Witch-king, Morgul King
1x Úlairë Cantëa, Faster Than Winds
1x Úlairë Enquëa, Lieutenant of Morgul
1x Úlairë Lemenya, Eternally Threatening
1x Úlairë Nelya, Third of the Nine Riders
1x Úlairë Nertëa, Dark Horseman
3x Ships of Great Draught
2x Grond, Hammer of the Underworld
2x Ithil Stone
4x Saruman's Power
2x Hate
1x Saruman, Servant of Sauron
Bid high to go first, start with Dammed Gate-stream. If possible you want either Gandalf, Returned or A Wizard is Never Late in your starting hand. Mulligan if you don't get one of them. Use the site to pull Something Slimy, use Something Slimy to pull Follow Smeagol. If you were lucky enough to get a Something Slimy or Follow Smeagol in your hand, you might pull Deagol instead to get an Ithilien Blade quickly.
Ideally site 2 is the only site the opponent will ever get to play on you. Worst case scenarios are generally that he will play an underground site with The Balrog, Demon of Might before you've gotten any Armor, or possibly that you don't get Gandalf, Returned in your starting hand, he plays Neekerbreekers' Bog, and/or nails you with Úlairë Enquëa, Lieutenant of Morgul before you get an Ithilien Blade or What Are They?
You want to use Follow Smeagol to get The Prancing Pony for site 3, so that you can pull Aragorn, Thorongil with it. If you already have some Armor, The Bridge of Khazad-dum is a good choice for site 4 (so you can ding him with The Balrog, Demon of Might when he moves there). If you don't have Armor, go with Sirannon Ruins. 
Sites 5 - 7-ish are a good time to run quickly. Ideally this is done by nailing the biggest threat with your Ithilien Blade, healing one wound with Faramir, Captain of Ithilien, using Follow Smeagol to play either Neekerbreekers' Bog or Mithlond, and then moving again to heal all your guys.
Frodo, Resolute Hobbit is the biggest resistance you can get, and sometimes you need every bit of that 12.
Faramir, Captain of Ithilien doubles Ithilien Blade, protects Madril from Enquea, and is all around awesome.
Ranger of the White Tree takes the bullet for you. With Faramir's help, I've gotten him up to defender +5!
Albert Dreary, Entertainer From Bree is primarily a defense against Greed.
Throne of Minas Tirith and Roll of Thunder are primarily defenses against Ships of Great Draught.
Deep in Thought is general condition removal defense.
Stewards' Legacy is a fantastic card used in conjunction with Faramir's ability, and sometimes Ithilien Blade.
Gladden Homestead is an excellent defense against Ninja Gollum and Deceit/Final Strike. Also helps with other stuff.
The Faithful Stone is primarily my defense against Orc Troll Super Swarm. It's not great, but it's the best I've got.
Robin Smallburrow, Shirriff Cock-Robin is a cycling machine, works well with On Your Doorstep.
Last Throw is the surprise they don't see coming, once you've made your 2nd move to site 8. Surprise! I'm going to 9!
The Shadow side of this deck really tends to throw people for a loop, it's such a hodgepodge of different stuff. Often times opponents have trouble believing that these different cards work together effectively... but they really do. 
 The basic idea is combining cheap cycling guys with big powerful guys, with various "specialists" designed to defeat certain deck strategies. I must confess, I do love dropping a Saruman's Power condition bomb on my opponent, and taking apart his entire strategy. You'll note that this Shadow side does not use any conditions itself. The Balrog, Demon of Might is the star, he's so fantastic at bypassing all kinds of strategies, targeting key companions, and wiping them out. Ships of Great Draught is purely a Madril counter, because obviously I know the threat that Madril can be. I think the rest is pretty self-explanatory. 
ETA:
Final stats for Madril Mk 4: 67.0% win rate out of 194 games.