well my thoughts are that mono gondor, especially knights, in expanded tend to suffer much than others fp and that's why:
1) monoculture hate
2) heavy archery (3 saplings in a whole deck are not gonna save you)
3) not much healing (considering you have the exertions for Sixt levels)
4) heavy condition shadows (or shadow with crucial conditions, like
Goblin Hordes for new orcs)
5) heavy site manipulation (you have nothing to help or save you, both in fp or shadow)
6) corruption deck( against a decent corruption the scroll may help you only survive one more site, and i'm not talking from 8 to 9)
imho knights are not suited for expanded, too many weakness. They can be competitive? Yes sure, but the need many tweaks and cards to respond to all the possible weakness they have, and that cost much precious card rooms in a deck, wich becomes larger and larger, lessening the deck funtionality and theme.
I have a movie deck with knights and even if it misses the great boromir, it still does better than in exp format.
Some advice:
- i'll consider taking out the
catapult (only one copy and too randomic to be of some use when you really need it)
- add at least another
strong and old, great vs. site control and huge twilight saving (at least 2 copy to draw it sooner and to replace it if it get's discarded)
- consider adding a 9 companion (from 8 to 9 don't change much; in my deck i have elendil (a possible triple move can always come in handy), with narsil and anduril for aragorn, those are great considering you have already many artifacts)
- you have banners( get 4 of those) and bows, no need for mount and spears (if you have those out nothing should survive skirmishes, plus a 3 card on companion only help grima clogging your hand.
- try to add some more healing (not much, but to be there to save you form emergency, like heavy archery or wounding)
Might of Numenor,
Much-needed Rest,
Houses of Healing,
Invigorated,
Ranger of the North there are many choices, and surely something i forgot: just try something that suits you (event in fp, event in maneuver, conditions)
-some anti archery can help you both in fp and shadow (
Shield of the White Tree can screw some shadow that need combo cards in hand and/or retrieve them)
For the shadow:
try to add more or cut some grimas (1 on a whole deck is nothing, and grima alone is so much situationally that most of the cases it's a dead card in your hand) that grima's works wonder vs dwarfs, but then only one it's not gonna hurt them much, in my expanded decks i have paired him with a nice
Saruman's power to get rid of all those heavy fp conditions like hobbit hospital, 3 hunters, elves token, dwarves dmg and heal condition, gollum, gandalf companies, all of them without condition lose half the potential, someone more, someone less.
Much depends in how you feel comfortable with; in conclusion only one grima is almost useless, add more, or different of him (like
Grima SoAM to help you vs nasty
Wise guide or Gil-Galad loops), coupled with nasty event to disrupt the fp plans; otherwhise get rid of him and focus on other shadow cards that might hurt more, like
Saruman, Servant of Sauron, adding more than one means two sure thing: you draw him much faster, and you can replace him if you use him and the minion dies.
You absolutely need to add some
Broken in Defeat (at least 2, otherwhise a large fellowship will just run and laugh at you)
Lastly but not less important choose between
Vile Pit or
Final Triumph, they are situational, and having only one of both is not going to help you, choose one and focus on in, 2 or 3 vile pits to draw and maximize it's effect, or 2 or 3
Final Triumph with some other uruks condition/possession that modify health (
Spear of the white Hand,
Cleaved, those are the most useful/popular, there are other's but not much more efficent than those).
P.s. if you choose to go this way with Final Triump, obviously put aside the grima/
Saruman's ambition matter for obvious reasons.
Hope to be of some help.
-Vordan